;Created hy Mugenfutacharsmaker [Statedef 89112] type = A movetype = H physics = N velset = 0,0 [State 757, 1] type = SprPriority trigger1 = 1 value = 2 [State 757, 2] type = ChangeAnim trigger1 = Time = 0 value = 5030 [State 757, 3] type = VelSet trigger1 = AnimElem = 1 X = 3 Y = -1.5 [State 757, 4] type = VelAdd trigger1 = 1 Y = 0.3 [State 757, 9] type = SelfState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 5100 ;fvar(7) Auto Mode ;fvar(6) Transparency ;Var(54) Cum Count ;Var(42) Escape Points ;Var(24) Cooldown ;------------------------------- ;--------------------------------- Start ;--------------------------------- Random Grab [Statedef 50000] type = S movetype= A physics = S juggle = 0 velset = 5,0 ctrl = 0 anim = 60001 sprpriority = 2 [State xxx, snd] type = Trans trigger1 = time = 0 trans = none [State xxx, snd] type = PlaySnd trigger1 = time = 0 value = 25550,0 [State 300,NotHitBy] type = NotHitBy trigger1 = time = 0 value = SCA time = 5 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 50002 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 50001 [State 6061] type = HitDef Trigger1 = Time = 0 attr = S, ST hitflag = M A F D affectteam = E priority = 1, Miss sparkno = -1 p1sprpriority = 1 hitsound = S10,3 p1facing = 1 p2facing = 1 guard.dist = 0 fall = 1 p1stateno = 50001 p2stateno = 50002 [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------- ;--------------------------------- [Statedef 50001] type = S movetype = A physics = S anim = 53300 velset = 0,0 SprPriority = 3 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50002 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 value = 50025,0+random%3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 24 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 24 value = 45645,1 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 51000 [State -2, ChangeState] type = ChangeState triggerall = AILevel trigger1 = animtime = 0 value = 51000+ random%4 [State 10006, ChangeState] type = VarSet trigger1 = animelem = 1 v = 42 value = 75 ;-------------------------------- [Statedef 50002] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 4218,25 +random%3 ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 24 kill = 0 value = -35 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 53301 ;--------------------------------- Normal Missionary Idle ;Missionary [Statedef 51000] type = S movetype = A physics = S anim = 70000 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 52000 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 2 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck1" value = 50110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck2" value = 50111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck3" value = 50112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel trigger1 = command = "FuckCum" value = 50113 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Missionary" ; Mating Press value = 51003 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Doggystyle" value = 51002 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Cowgirl" value = 51001 ctrl = 0 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fvar(7) = ifelse(fvar(7)=0,1,0) [State 4615, Explod] type = Explod triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = fvar(7) = 1 trigger1 = command = "AutoRape" anim = 40020 ID = 40020 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;[State -2, ChangeState] ;type = ChangeState ;triggerall = !AIlevel ;trigger1 = command = "Blowjob" ;value = 43704 ;ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = RoundState != 3 trigger1 = time = 0 value = 50110 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) < 3 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 50110 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) > 2 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 50110 +random%4 ;-------------------------------- ;Missionary V [Statedef 52000] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71000 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90010) ;trigger1 = Time = 0 ;value = 90010 ;--------------------------------- Missionary Speed 1 ;Missionary Speed 1 [Statedef 50110] type = S movetype = A physics = S anim = 70001 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50120 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 12 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 12 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State 1001,] type = ChangeState triggerall = random <250 triggerall = AILevel triggerall = RoundState != 3 triggerall = Var(42) <= 50 trigger1 = animtime = 0 value = 50410 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50113 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 200 trigger1 = animtime = 0 value = 51000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" ; Mating Press value = 50410 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 50310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 50210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 50111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 50112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = Var(54) > 2 triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50113 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = Var(42) > 0 trigger1 = animelem = 6 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 12 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50120] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 12 trigger1 = random < 333 value = 4218,21 +random%3 ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 12 kill = 0 value = -4 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71001 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90011) ;trigger1 = Time = 0 ;value = 90011 ;--------------------------------- Missionary Speed 2 ;Missionary Speed 2 [Statedef 50111] type = S movetype = A physics = S anim = 70002 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50121 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 7 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = random <250 triggerall = AILevel triggerall = RoundState != 3 triggerall = Var(42) <= 50 trigger1 = animtime = 0 value = 50411 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50113 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 400 trigger1 = animtime = 0 value = 51000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" ; Mating Press value = 50411 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 50311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 50211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 50110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 50112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50113 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = Var(42) > 0 trigger1 = animelem = 5 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 7 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50121] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 7 trigger1 = random < 333 value = 4218,21 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 7 kill = 0 value = -4 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71002 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90012) ;trigger1 = Time = 0 ;value = 90012 ;--------------------------------- Missionary Speed 3 ;Missionary Speed 3 [Statedef 50112] type = S movetype = A physics = S anim = 70003 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50122 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 6 value = 1 [State -2, PlaySnd] type = PlaySnd triggerall = random < 300 trigger1 = animelem = 6 value = 30,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = random <250 triggerall = AILevel triggerall = RoundState != 3 triggerall = Var(42) <= 50 trigger1 = animtime = 0 value = 50412 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50113 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 800 trigger1 = animtime = 0 value = 51000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" ; Mating Press value = 50412 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 50312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 50212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 50110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 50111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50113 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = Var(42) > 0 trigger1 = animelem = 3 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 6 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .5, .5 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .5, .5 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50122] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 trigger1 = random < 333 value = 4218,21 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 6 kill = 0 value = -4 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71003 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90013) ;trigger1 = Time = 0 ;value = 90013 ;--------------------------------- Missionary Speed CUM ;Missionary Cum [Statedef 50113] type = S movetype = A physics = S anim = 70004 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" && !AILevel fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 22 || animelem = 32 trigger2 = animelem = 42 || animelem = 52 trigger3 = animelem = 62 || animelem = 72 trigger4 = animelem = 82 || animelem = 88 trigger5 = animelem = 90 triggerall = random < 333 time = 10 freq = 120 ampl = -6 [State 6005, PlaySnd] type = HitAdd trigger1 = animelem = 22 || animelem = 32 trigger2 = animelem = 42 || animelem = 52 trigger3 = animelem = 62 || animelem = 72 trigger4 = animelem = 82 || animelem = 88 trigger5 = animelem = 90 value = 1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50123 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 value = 30,4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 value = 45645,3 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 22 || animelem = 32 trigger2 = animelem = 42 || animelem = 52 trigger3 = animelem = 62 || animelem = 72 trigger4 = animelem = 82 || animelem = 88 trigger5 = animelem = 90 value = 45645,7 [State 4615, Explod] type = Explod trigger1 = animelem = 92 anim = 99989 ID = 99989 pos = -20, -10 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 removetime = 355 [State 4615, Explod] type = Explod triggerall = time >= 25 triggerall = time <= 125 triggerall = random < 500 trigger1 = (Gametime%20) = 0 anim = 44216 ID = 44216 anim = 9999 facing = Ifelse (random<500, facing,-facing) pos = 0 , -12+random%10 postype = p1 scale = .2, .2 sprpriority = 4 ontop = 0 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = time = 0 anim = 40000 ID = 40000 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 93 value = 100,2 + random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 2 trigger1 = animtime = 0 value = IfElse(random<850,51000 +random%4,60000) [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 3 trigger1 = animtime = 0 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = !AILevel trigger1 = animtime = 0 value = 50110 + random%3 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 51000 [State 10006, ChangeState] type = VarSet trigger1 = time = 1 v = 42 value = 70 ;Cum count [State 10006, ChangeState] type = VarAdd trigger1 = time = 0 v = 54 value = 1 ;-------------------------------- [Statedef 50123] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 22 || animelem = 32 trigger2 = animelem = 42 || animelem = 52 trigger3 = animelem = 62 || animelem = 72 trigger4 = animelem = 82 || animelem = 88 kill = 0 value = -8 absolute = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 90 kill = 1 value = -50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 22 || animelem = 32 trigger2 = animelem = 42 || animelem = 52 trigger3 = animelem = 62 || animelem = 72 trigger4 = animelem = 82 || animelem = 88 value = 4218,21 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 90 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71004 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90014) ;trigger1 = Time = 0 ;value = 90014 ;-------------------------------- Normal Cowgirl ;Cowgirl [Statedef 51001] type = S movetype = A physics = S anim = 70010 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70015 ID = 43189 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 52001 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck1" value = 50210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck2" value = 50211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck3" value = 50212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel trigger1 = command = "FuckCum" value = 50213 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Doggystyle" value = 51002 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Missionary" value = 51000 ctrl = 0 ;---------------------------------------- [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fvar(7) = ifelse(fvar(7)=0,1,0) [State 4615, Explod] type = Explod triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = fvar(7) = 1 trigger1 = command = "AutoRape" anim = 40020 ID = 40020 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;[State -2, ChangeState] ;type = ChangeState ;triggerall = !AIlevel ;trigger1 = command = "Blowjob" ;value = 43704 ;ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = RoundState != 3 trigger1 = time = 0 value = 50210 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) < 3 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 50210 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) > 2 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 50210 +random%4 ;-------------------------------- ;Cowgirl V [Statedef 52001] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71010 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90020) ;trigger1 = Time = 0 ;value = 90020 ;------------------------------------------------- Cowgirl Speed 1 ;Cowgirl Speed 1 [Statedef 50210] type = S movetype = A physics = S anim = 70011 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70016 ID = 43189 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50220 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 5 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50213 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 200 trigger1 = animtime = 0 value = 51001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 50310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 50110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 50211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 50212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50213 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 5 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50220] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 5 kill = 0 value = -4 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 trigger1 = random < 333 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71011 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90021) ;trigger1 = Time = 0 ;value = 90021 ;--------------------------------- Cowgirl Speed 2 ;Cowgirl Speed 2 [Statedef 50211] type = S movetype = A physics = S anim = 70012 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70017 ID = 43191 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50221 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 5 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50213 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 400 trigger1 = animtime = 0 value = 51001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 50311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 50111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 50210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 50212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50213 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 5 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50221] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 5 kill = 0 value = -4 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 trigger1 = random < 333 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71012 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90022) ;trigger1 = Time = 0 ;value = 90022 ;--------------------------------- Cowgirl Speed 3 ;Cowgirl Speed 3 [Statedef 50212] type = S movetype = A physics = S anim = 70013 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70018 ID = 43193 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50222 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 5 value = 1 [State -2, PlaySnd] type = PlaySnd triggerall = random < 300 trigger1 = animelem = 5 value = 30,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50213 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 800 trigger1 = animtime = 0 value = 51001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 50312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 50112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 50210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 50211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50213 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 5 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50222] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 5 kill = 0 value = -4 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 trigger1 = random < 333 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71013 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90023) ;trigger1 = Time = 0 ;value = 90023 ;--------------------------------- Cowgirl Speed Cum ;Cowgirl Cum [Statedef 50213] type = S movetype = A physics = S anim = 70014 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70019 ID = 43195 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 20 trigger2 = animelem = 30 || animelem = 40 trigger3 = animelem = 50 || animelem = 60 trigger4 = animelem = 66 || animelem = 68 triggerall = random < 333 time = 10 freq = 120 ampl = -6 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50223 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 30,4 [State 6005, PlaySnd] type = HitAdd trigger1 = animelem = 10 || animelem = 20 trigger2 = animelem = 30 || animelem = 40 trigger3 = animelem = 50 || animelem = 60 trigger4 = animelem = 66 || animelem = 68 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 45645,3 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 20 trigger2 = animelem = 30 || animelem = 40 trigger3 = animelem = 50 || animelem = 60 trigger4 = animelem = 66 || animelem = 68 value = 45645,7 [State 4615, Explod] type = Explod triggerall = time >= 25 triggerall = time <= 125 triggerall = random < 500 trigger1 = (Gametime%20) = 0 anim = 44216 ID = 44216 anim = 9999 facing = Ifelse (random<500, facing,-facing) pos = 0 , -30+random%10 postype = p1 scale = .2, .2 sprpriority = 4 ontop = 0 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = time = 0 anim = 40000 ID = 40000 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 71 value = 100,2 + random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 2 trigger1 = animtime = 0 value = IfElse(random<850,51000 +random%4,60000) [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 3 trigger1 = animtime = 0 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = !AILevel trigger1 = animtime = 0 value = 50210 + random%3 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 51001 [State 10006, ChangeState] type = VarSet trigger1 = time = 1 v = 42 value = 70 ;Cum count [State 10006, ChangeState] type = VarAdd trigger1 = time = 0 v = 54 value = 1 ;-------------------------------- [Statedef 50223] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 20 trigger2 = animelem = 30 || animelem = 40 trigger3 = animelem = 50 || animelem = 60 trigger4 = animelem = 66 kill = 0 value = -8 absolute = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 68 kill = 1 value = -50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 20 trigger2 = animelem = 30 || animelem = 40 trigger3 = animelem = 50 || animelem = 60 trigger4 = animelem = 66 value = 4218,21 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 68 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71014 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90024) ;trigger1 = Time = 0 ;value = 90024 ;-------------------------------- Normal Doggystyle ;Doggystyle [Statedef 51002] type = S movetype = A physics = S anim = 70020 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70025 ID = 43189 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 52002 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck1" value = 50310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck2" value = 50311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck3" value = 50312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel trigger1 = command = "FuckCum" value = 50313 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Missionary" value = 51000 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Cowgirl" value = 51001 ctrl = 0 ;------------------------------------------ [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fvar(7) = ifelse(fvar(7)=0,1,0) [State 4615, Explod] type = Explod triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = fvar(7) = 1 trigger1 = command = "AutoRape" anim = 40020 ID = 40020 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;[State -2, ChangeState] ;type = ChangeState ;triggerall = !AIlevel ;trigger1 = command = "Blowjob" ;value = 43704 ;ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = RoundState != 3 trigger1 = time = 0 value = 50310 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) < 3 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 50310 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) > 2 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 50310 +random%4 ;-------------------------------- ;Doggystyle V [Statedef 52002] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71020 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90030) ;trigger1 = Time = 0 ;value = 90030 ;------------------------------------------------- Doggystyle Speed 1 ;Doggystyle Speed 1 [Statedef 50310] type = S movetype = A physics = S anim = 70021 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70026 ID = 43189 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50320 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 7 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50313 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 200 trigger1 = animtime = 0 value = 51002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 50110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 50210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 50311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 50312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50313 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 6 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 7 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50320] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 7 kill = 0 value = -4 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 7 trigger1 = random < 333 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71021 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90031) ;trigger1 = Time = 0 ;value = 90031 ;--------------------------------- Doggystyle Speed 2 ;Doggystyle Speed 2 [Statedef 50311] type = S movetype = A physics = S anim = 70022 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70027 ID = 43191 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50321 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 7 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50313 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 400 trigger1 = animtime = 0 value = 51002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 50111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 50211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 50310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 50312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50313 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 5 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 7 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50321] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 7 kill = 0 value = -4 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 7 trigger1 = random < 333 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71022 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90032) ;trigger1 = Time = 0 ;value = 90032 ;--------------------------------- Doggystyle Speed 3 ;Doggystyle Speed 3 [Statedef 50312] type = S movetype = A physics = S anim = 70023 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70028 ID = 43193 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50322 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State -2, PlaySnd] type = PlaySnd triggerall = random < 300 trigger1 = animelem = 4 value = 30,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50313 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 800 trigger1 = animtime = 0 value = 51002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 50112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 50212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 50310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 50311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50313 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 5 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 4 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50322] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 kill = 0 value = -4 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 trigger1 = random < 333 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71023 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90033) ;trigger1 = Time = 0 ;value = 90033 ;--------------------------------- Doggystyle Speed Cum ;Doggystyle Cum [Statedef 50313] type = S movetype = A physics = S anim = 70024 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod triggerall = time >= 25 triggerall = time <= 125 triggerall = random < 500 trigger1 = (Gametime%20) = 0 anim = 44216 ID = 44216 anim = 9999 facing = 1 pos = 0 , -20+random%10 postype = p1 scale = .2, .2 sprpriority = 4 ontop = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70029 ID = 43195 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = time = 0 anim = 40000 ID = 40000 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 16 || animelem = 26 trigger2 = animelem = 36 || animelem = 46 trigger3 = animelem = 56 || animelem = 66 trigger4 = animelem = 76 || animelem = 79 trigger5 = animelem = 81 triggerall = random < 333 time = 10 freq = 120 ampl = -6 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50323 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 30,4 [State 6005, PlaySnd] type = HitAdd trigger1 = animelem = 16 || animelem = 26 trigger2 = animelem = 36 || animelem = 46 trigger3 = animelem = 56 || animelem = 66 trigger4 = animelem = 76 || animelem = 79 trigger5 = animelem = 81 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 45645,3 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 16 || animelem = 26 trigger2 = animelem = 36 || animelem = 46 trigger3 = animelem = 56 || animelem = 66 trigger4 = animelem = 76 || animelem = 79 trigger5 = animelem = 81 value = 45645,7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 84 value = 100,2 + random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 2 trigger1 = animtime = 0 value = IfElse(random<850,51000 +random%4,60000) [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 3 trigger1 = animtime = 0 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = !AILevel trigger1 = animtime = 0 value = 50310 + random%3 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 51002 [State 10006, ChangeState] type = VarSet trigger1 = time = 1 v = 42 value = 70 ;Cum count [State 10006, ChangeState] type = VarAdd trigger1 = time = 0 v = 54 value = 1 ;-------------------------------- [Statedef 50323] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 16 || animelem = 26 trigger2 = animelem = 36 || animelem = 46 trigger3 = animelem = 56 || animelem = 66 trigger4 = animelem = 76 || animelem = 79 kill = 0 value = -8 absolute = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 81 kill = 1 value = -50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 16 || animelem = 26 trigger2 = animelem = 36 || animelem = 46 trigger3 = animelem = 56 || animelem = 66 trigger4 = animelem = 76 || animelem = 79 value = 4218,21 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 81 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71024 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90034) ;trigger1 = Time = 0 ;value = 90034 ;--------------------------------- Normal Press Idle ;Press [Statedef 51003] type = S movetype = A physics = S anim = 70030 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 52003 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck1" value = 50410 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck2" value = 50411 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck3" value = 50412 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel trigger1 = command = "FuckCum" value = 50413 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Missionary" value = 51000 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Cowgirl" value = 51001 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Doggystyle" value = 51002 ctrl = 0 ;---------------------------------------- [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fvar(7) = ifelse(fvar(7)=0,1,0) [State 4615, Explod] type = Explod triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = fvar(7) = 1 trigger1 = command = "AutoRape" anim = 40020 ID = 40020 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;[State -2, ChangeState] ;type = ChangeState ;triggerall = !AIlevel ;trigger1 = command = "Blowjob" ;value = 43704 ;ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = RoundState != 3 trigger1 = time = 0 value = 50410 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) < 3 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 50410 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) > 2 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 50410 +random%4 ;-------------------------------- ;Press V [Statedef 52003] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71030 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90040) ;trigger1 = Time = 0 ;value = 90040 ;--------------------------------- Press Speed 1 ;Press Speed 1 [Statedef 50410] type = S movetype = A physics = S anim = 70031 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50420 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50413 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 200 trigger1 = animtime = 0 value = 51003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 50110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 50210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 50310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 50411 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 50412 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50413 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 2 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50420] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger1 = random < 333 value = 4218,21 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 2 kill = 0 value = -4 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71031 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90041) ;trigger1 = Time = 0 ;value = 90041 ;--------------------------------- Press Speed 2 ;Press Speed 2 [Statedef 50411] type = S movetype = A physics = S anim = 70032 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50421 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50413 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 400 trigger1 = animtime = 0 value = 51003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 50111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 50211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 50311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 50410 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 50412 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50413 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 2 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50421] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger1 = random < 333 value = 4218,21 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 2 kill = 0 value = -4 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71032 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90042) ;trigger1 = Time = 0 ;value = 90042 ;--------------------------------- Press Speed 3 ;Press Speed 3 [Statedef 50412] type = S movetype = A physics = S anim = 70033 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50422 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State -2, PlaySnd] type = PlaySnd triggerall = random < 300 trigger1 = animelem = 2 value = 30,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 45645,3 +random%4 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 50413 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 800 trigger1 = animtime = 0 value = 51003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 51003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 50112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 50212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 50312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 50410 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 50411 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 50413 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 3 v = 42 value = Ifelse (random<500, -3 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 2 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 50422] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger1 = random < 333 value = 4218,21 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 2 kill = 0 value = -4 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71033 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90043) ;trigger1 = Time = 0 ;value = 90043 ;--------------------------------- Press Speed CUM ;Press Speed Cum [Statedef 50413] type = S movetype = A physics = S anim = 70034 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 72 || animelem = 82 trigger5 = animelem = 92 || animelem = 102 trigger6 = animelem = 106 || animelem = 108 triggerall = random < 333 time = 10 freq = 120 ampl = -6 [State 6005, PlaySnd] type = HitAdd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 72 || animelem = 82 trigger5 = animelem = 92 || animelem = 102 trigger6 = animelem = 106 || animelem = 108 value = 1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 50423 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 30,4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 45645,3 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 72 || animelem = 82 trigger5 = animelem = 92 || animelem = 102 trigger6 = animelem = 106 || animelem = 108 value = 45645,7 [State 4615, Explod] type = Explod trigger1 = animelem = 110 anim = 99989 ID = 99989 pos = -20, -10 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 removetime = 355 [State 4615, Explod] type = Explod triggerall = time >= 25 triggerall = time <= 125 triggerall = random < 500 trigger1 = (Gametime%20) = 0 anim = 44216 ID = 44216 anim = 9999 facing = Ifelse (random<500, facing,-facing) pos = 0 , -12+random%10 postype = p1 scale = .2, .2 sprpriority = 4 ontop = 0 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = time = 0 anim = 40000 ID = 40000 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 111 value = 100,2 + random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 2 trigger1 = animtime = 0 value = IfElse(random<850,51000 +random%4,60000) [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 3 trigger1 = animtime = 0 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = !AILevel trigger1 = animtime = 0 value = 50410 + random%3 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 51003 [State 10006, ChangeState] type = VarSet trigger1 = time = 1 v = 42 value = 70 ;Cum count [State 10006, ChangeState] type = VarAdd trigger1 = time = 0 v = 54 value = 1 ;-------------------------------- [Statedef 50423] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 72 || animelem = 82 trigger5 = animelem = 92 || animelem = 102 trigger6 = animelem = 106 kill = 0 value = -8 absolute = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 108 kill = 1 value = -50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 72 || animelem = 82 trigger5 = animelem = 92 || animelem = 102 trigger6 = animelem = 106 value = 4218,21 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 108 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71034 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90044) ;trigger1 = Time = 0 ;value = 90044 ;-------------------------------------------- Violent and AI Release [Statedef 60000] type = S movetype = A physics = S velset = 0,0 SprPriority = 3 [State -2, ChangeState] type = VarSet trigger1 = time = 0 v = 24 value = 20 [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 89112 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState trigger1 = time = 0 value = 0 ctrl = 1 ;------------------------------------------- ;------------------------------------------- ;------------------------------------------- ;------------------------------------------- ;------------------------------------------- VIOLENT PHASE ;-------------------------------- VIOLENT GRAB EXPLOD ;-------------------------------- Random Violent Grab ;-------------------------------- ;-------------------------------- [Statedef 35329] type = S movetype= A physics = S juggle = 0 velset = 0 ctrl = 0 anim = 201133 sprpriority = 2 poweradd = -2000 [State 300,NotHitBy] type = NotHitBy trigger1 = time = 0 value = SCA time = 5 [State xxx, snd] type = PlaySnd trigger1 = animelem = 4 value = 6,6 [State xxx, snd] type = PlaySnd trigger1 = animelem = 5 value = 2,1 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 4 time = 40 freq = 120 ampl = -6 [State 300,NotHitBy] type = NotHitBy trigger1 = time = 0 value = SCA time = 5 [State 2100, bg] type = assertspecial trigger1 = time = [0,30] flag = nobg flag2 = nofg [State 1100, dm spark] type = Explod trigger1 = AnimElem = 4 anim = 2100 ID = 8420 postype = p1 pos = 5,0 bindtime = -1 sprpriority = 2 supermovetime = 60 ownpal = 1 removeongethit = 1 [State 1100, dm spark] type = Explod trigger1 = AnimElem = 4 anim = 2101 ID = 8420 postype = p1 pos = 5,0 bindtime = -1 sprpriority = 2 supermovetime = 60 ownpal = 1 removeongethit = 1 [State 1100, dm spark] type = Explod trigger1 = AnimElem = 1 anim = 15100 ID = 8420 postype = p1 pos = 5,0 bindtime = -1 sprpriority = 2 supermovetime = 60 ownpal = 1 removeongethit = 1 [State 1100, dm spark] type = Explod trigger1 = AnimElem = 1 anim = 10991 ID = 8420 postype = p1 pos = 5,0 bindtime = -1 sprpriority = 2 supermovetime = 60 ownpal = 1 removeongethit = 1 [State 3009, pause] type = SuperPause trigger1 = Animelem = 1 time = 30 anim = -1 movetime = 30 darken = 0 p2defmul = 1 [State 6061,] type = ChangeState trigger1 = animtime = 0 value = 35330 ;-------------------------------- Random Violent Grab ;-------------------------------- ;-------------------------------- [Statedef 35330] type = S movetype= A physics = S juggle = 0 velset = 35,0 ctrl = 0 anim = 201134 sprpriority = 2 [State xxx, snd] type = PlaySnd trigger1 = animelem = 1 value = 0,5 [State xxx, snd] type = PlaySnd trigger1 = animelem = 2 || animelem = 7 trigger2 = animelem = 13 || animelem = 19 trigger3 = animelem = 25 value = 308800,5 [State 1100, dm spark] type = Explod trigger1 = animelem = 1 anim = 2102 ID = 8420 postype = p1 pos = 5,0 sprpriority = 2 supermovetime = 60 ownpal = 1 removeongethit = 1 facing = -1 [State 1100, dm spark] type = Explod trigger1 = animelem = 2 || animelem = 7 trigger2 = animelem = 13 || animelem = 19 trigger3 = animelem = 25 anim = 10042 ID = 8420 postype = p1 pos = 5,0 bindtime = -1 sprpriority = 2 supermovetime = 60 ownpal = 1 removeongethit = 1 [State 300,NotHitBy] type = NotHitBy trigger1 = time = 0 value = SCA time = 5 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 75004 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 75003 [State 6061] type = HitDef Trigger1 = Time = 0 attr = S, ST hitflag = M A F D affectteam = E priority = 1, Miss sparkno = -1 p1sprpriority = 1 hitsound = S10,3 p1facing = 1 p2facing = 1 guard.dist = 0 fall = 1 p1stateno = 75003 p2stateno = 75004 [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 35328 ;Fail GRAB ----------------------------------- [Statedef 35328] type = S movetype= A physics = S juggle = 0 velset = 0 ctrl = 0 anim = 5970 sprpriority = 2 [State xxx, snd] type = PlaySnd trigger1 = time = 5 value = 170,0 [State 6061,] type = ChangeState trigger1 = animelem = 7 value = 0 ctrl = 1 ;--------------------------------- Before sex taunt Violent [Statedef 75003] type = S movetype = A physics = S anim = 53302 velset = 0,0 SprPriority = 3 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 75004 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 8 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 8 value = 44314,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 8 value = 45645,2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 8 value = 3800,1 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = AILevel trigger1 = animtime = 0 value = 71000 + random%4 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 71000 [State 1120, Position] type = PosSet trigger1 = time = 20 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 8 time = 120 freq = 120 ampl = -3 [State 1000, dm sound] type = Playsnd trigger1 = AnimElem = 8 value = 6000,11 [State 865, 2] type = Varset trigger1 = time = 0 v = 42 value = 75 ;-------------------------------- [Statedef 75004] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 kill = 0 value = -200 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 11,0 ;[State 756, 2] ;type = Turn ;trigger1 = facing = enemy,facing [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 53303 ;--------------------------------- Violent Missionary Idle ;Violent Missionary [Statedef 71000] type = S movetype = A physics = S anim = 70000 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 72000 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 2 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck1" value = 70110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck2" value = 70111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck3" value = 70112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel trigger1 = command = "FuckCum" value = 70113 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Missionary" ; Mating Press value = 71003 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Doggystyle" value = 71002 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Cowgirl" value = 71001 ctrl = 0 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fvar(7) = ifelse(fvar(7)=0,1,0) [State 4615, Explod] type = Explod triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = fvar(7) = 1 trigger1 = command = "AutoRape" anim = 40020 ID = 40020 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;[State -2, ChangeState] ;type = ChangeState ;triggerall = !AIlevel ;trigger1 = command = "Blowjob" ;value = 43704 ;ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = RoundState != 3 trigger1 = time = 0 value = 70110 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) < 3 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 70110 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) > 2 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 70110 +random%4 ;-------------------------------- ;Violent Missionary V [Statedef 72000] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71000 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90010) ;trigger1 = Time = 0 ;value = 90010 ;--------------------------------- Missionary Speed 1 ;V Missionary Speed 1 [Statedef 70110] type = S movetype = A physics = S anim = 80001 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 6 time = 10 freq = 60 ampl = -2 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 6 anim = 110203 ID = 999 pos = -38, -35 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 6 anim = 110204 ID = 999 pos = 75, -105 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70120 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 6 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State 1001,] type = ChangeState triggerall = random <250 triggerall = AILevel triggerall = RoundState != 3 triggerall = Var(42) <= 50 trigger1 = animtime = 0 value = 70410 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70113 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 200 trigger1 = animtime = 0 value = 71000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" ; Mating Press value = 70410 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 70310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 70210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 70111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 70112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = Var(54) > 2 triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70113 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = Var(42) > 0 trigger1 = animelem = 6 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 6 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70120] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 trigger1 = random < 333 value = 4218,25 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 6 kill = 0 value = -8 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81001 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90111) ;trigger1 = Time = 0 ;value = 90111 ;--------------------------------- Missionary Speed 2 ;V Missionary Speed 2 [Statedef 70111] type = S movetype = A physics = S anim = 80002 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70121 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 6 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 6 time = 10 freq = 60 ampl = -2 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 6 anim = 110203 ID = 999 pos = -38, -35 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 6 anim = 110204 ID = 999 pos = 75, -105 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = random <250 triggerall = AILevel triggerall = RoundState != 3 triggerall = Var(42) <= 50 trigger1 = animtime = 0 value = 70411 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70113 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 400 trigger1 = animtime = 0 value = 71000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" ; Mating Press value = 70411 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 70311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 70211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 70110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 70112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70113 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = Var(42) > 0 trigger1 = animelem = 5 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 6 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70121] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 trigger1 = random < 333 value = 4218,25 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 6 kill = 0 value = -8 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81002 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90112) ;trigger1 = Time = 0 ;value = 90112 ;--------------------------------- Missionary Speed 3 ;V Missionary Speed 3 [Statedef 70112] type = S movetype = A physics = S anim = 80003 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70122 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 6 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 6 time = 10 freq = 60 ampl = -2 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 6 anim = 110203 ID = 999 pos = -38, -35 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 6 anim = 110204 ID = 999 pos = 75, -105 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = random <250 triggerall = AILevel triggerall = RoundState != 3 triggerall = Var(42) <= 50 trigger1 = animtime = 0 value = 70412 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70113 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 800 trigger1 = animtime = 0 value = 71000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" ; Mating Press value = 70412 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 70312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 70212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 70110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 70111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70113 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = Var(42) > 0 trigger1 = animelem = 3 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 6 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .5, .5 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .5, .5 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70122] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 trigger1 = random < 333 value = 4218,25 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 6 kill = 0 value = -8 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81003 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90113) ;trigger1 = Time = 0 ;value = 90113 ;--------------------------------- Missionary Speed CUM ;V Missionary Cum [Statedef 70113] type = S movetype = A physics = S anim = 80004 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" && !AILevel fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 18 || animelem = 28 trigger2 = animelem = 38 || animelem = 48 trigger3 = animelem = 58 || animelem = 68 trigger4 = animelem = 102 || animelem = 112 trigger5 = animelem = 122 || animelem = 132 trigger6 = animelem = 142 || animelem = 152 trigger7 = animelem = 188 || animelem = 198 trigger8 = animelem = 208 || animelem = 218 trigger9 = animelem = 228 || animelem = 238 trigger10 = animelem = 244 trigger11 = animelem = 6 || animelem = 90 trigger12 = animelem = 174 time = 10 freq = 120 ampl = -6 [State 6005, PlaySnd] type = HitAdd trigger1 = animelem = 18 || animelem = 28 trigger2 = animelem = 38 || animelem = 48 trigger3 = animelem = 58 || animelem = 68 trigger4 = animelem = 102 || animelem = 112 trigger5 = animelem = 122 || animelem = 132 trigger6 = animelem = 142 || animelem = 152 trigger7 = animelem = 188 || animelem = 198 trigger8 = animelem = 208 || animelem = 218 trigger9 = animelem = 228 || animelem = 238 trigger10 = animelem = 244 trigger11 = animelem = 6 || animelem = 90 trigger12 = animelem = 174 value = 1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70123 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 value = 44313,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 || animelem = 90 trigger2 = animelem = 174 value = 56464,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 18 || animelem = 28 trigger2 = animelem = 38 || animelem = 48 trigger3 = animelem = 58 || animelem = 68 trigger4 = animelem = 102 || animelem = 112 trigger5 = animelem = 122 || animelem = 132 trigger6 = animelem = 142 || animelem = 152 trigger7 = animelem = 188 || animelem = 198 trigger8 = animelem = 208 || animelem = 218 trigger9 = animelem = 228 || animelem = 238 trigger10 = animelem = 244 value = 45645,7 [State 4615, Explod] type = Explod trigger1 = animelem = 246 anim = 99989 ID = 99989 pos = -20, -10 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 removetime = 355 [State 4615, Explod] type = Explod triggerall = time >= 25 triggerall = time <= 225 triggerall = random < 500 trigger1 = (Gametime%30) = 0 anim = 44216 ID = 44216 anim = 9999 facing = Ifelse (random<500, facing,-facing) pos = 0 , -12+random%10 postype = p1 scale = .2, .2 sprpriority = 4 ontop = 0 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = time = 0 anim = 40000 ID = 40000 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 18 || animelem = 28 trigger2 = animelem = 38 || animelem = 48 trigger3 = animelem = 58 || animelem = 68 trigger4 = animelem = 102 || animelem = 112 trigger5 = animelem = 122 || animelem = 132 trigger6 = animelem = 142 || animelem = 152 trigger7 = animelem = 188 || animelem = 198 trigger8 = animelem = 208 || animelem = 218 trigger9 = animelem = 228 || animelem = 238 trigger10 = animelem = 244 anim = 110201 ID = 999 pos = 0, -8 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 18 || animelem = 28 trigger2 = animelem = 38 || animelem = 48 trigger3 = animelem = 58 || animelem = 68 trigger4 = animelem = 102 || animelem = 112 trigger5 = animelem = 122 || animelem = 132 trigger6 = animelem = 142 || animelem = 152 trigger7 = animelem = 188 || animelem = 198 trigger8 = animelem = 208 || animelem = 218 trigger9 = animelem = 228 || animelem = 238 trigger10 = animelem = 244 anim = 110205 ID = 999 pos = 0, -8 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 244 anim = 110195 ID = 999 pos = -250, -300 postype = p1 scale = 3.5, 2.5 sprpriority = 4 ontop = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 247 value = 6032,0+random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 2 trigger1 = animtime = 0 value = IfElse(random<850,71000 +random%4,60000) [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 3 trigger1 = animtime = 0 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = !AILevel trigger1 = animtime = 0 value = 70110 + random%3 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 71000 [State 10006, ChangeState] type = VarSet trigger1 = time = 1 v = 42 value = 70 ;Cum count [State 10006, ChangeState] type = VarAdd trigger1 = time = 0 v = 54 value = 1 ;-------------------------------- [Statedef 70123] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 18 || animelem = 28 trigger2 = animelem = 38 || animelem = 48 trigger3 = animelem = 58 || animelem = 68 trigger4 = animelem = 102 || animelem = 112 trigger5 = animelem = 122 || animelem = 132 trigger6 = animelem = 142 || animelem = 152 trigger7 = animelem = 188 || animelem = 198 trigger8 = animelem = 208 || animelem = 218 trigger9 = animelem = 228 || animelem = 238 trigger10 = animelem = 6 || animelem = 90 trigger11 = animelem = 174 kill = 0 value = -12 absolute = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 244 kill = 1 value = -100 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 18 || animelem = 28 trigger2 = animelem = 38 || animelem = 48 trigger3 = animelem = 58 || animelem = 68 trigger4 = animelem = 102 || animelem = 112 trigger5 = animelem = 122 || animelem = 132 trigger6 = animelem = 142 || animelem = 152 trigger7 = animelem = 188 || animelem = 198 trigger8 = animelem = 208 || animelem = 218 trigger9 = animelem = 228 || animelem = 238 trigger10 = animelem = 6 || animelem = 90 trigger11 = animelem = 174 value = 4218,25 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 244 value = 11,0 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81004 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90114) ;trigger1 = Time = 0 ;value = 90114 ;-------------------------------- Normal Cowgirl ;V Cowgirl [Statedef 71001] type = S movetype = A physics = S anim = 70010 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 70015 ID = 43189 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 72001 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck1" value = 70210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck2" value = 70211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck3" value = 70212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel trigger1 = command = "FuckCum" value = 70213 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Doggystyle" value = 71002 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Missionary" value = 71000 ctrl = 0 ;---------------------------------------- [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fvar(7) = ifelse(fvar(7)=0,1,0) [State 4615, Explod] type = Explod triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = fvar(7) = 1 trigger1 = command = "AutoRape" anim = 40020 ID = 40020 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;[State -2, ChangeState] ;type = ChangeState ;triggerall = !AIlevel ;trigger1 = command = "Blowjob" ;value = 43704 ;ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = RoundState != 3 trigger1 = time = 0 value = 70210 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) < 3 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 70210 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) > 2 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 70210 +random%4 ;-------------------------------- ;V Cowgirl V [Statedef 72001] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71010 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90120) ;trigger1 = Time = 0 ;value = 90120 ;------------------------------------------------- Cowgirl Speed 1 ;V Cowgirl Speed 1 [Statedef 70210] type = S movetype = A physics = S anim = 80011 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 80016 ID = 43189 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70220 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 5 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 5 time = 10 freq = 60 ampl = -2 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70213 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 200 trigger1 = animtime = 0 value = 71001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 70310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 70110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 70211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 70212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70213 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 5 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70220] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 5 kill = 0 value = -8 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 trigger1 = random < 333 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81011 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90121) ;trigger1 = Time = 0 ;value = 90121 ;--------------------------------- Cowgirl Speed 2 ;V Cowgirl Speed 2 [Statedef 70211] type = S movetype = A physics = S anim = 80012 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 80017 ID = 43191 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70221 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 4 time = 10 freq = 60 ampl = -2 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70213 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 400 trigger1 = animtime = 0 value = 71001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 70311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 70111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 70210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 70212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70213 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 4 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70221] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 kill = 0 value = -8 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 trigger1 = random < 333 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81012 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90122) ;trigger1 = Time = 0 ;value = 90122 ;--------------------------------- Cowgirl Speed 3 ;V Cowgirl Speed 3 [Statedef 70212] type = S movetype = A physics = S anim = 80013 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 80018 ID = 43193 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70222 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 4 time = 10 freq = 60 ampl = -2 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70213 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 800 trigger1 = animtime = 0 value = 71001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71001 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 70312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 70112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 70210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 70211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70213 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 4 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70222] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 kill = 0 value = -8 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 trigger1 = random < 333 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81013 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90123) ;trigger1 = Time = 0 ;value = 90123 ;--------------------------------- Cowgirl Speed Cum ;V Cowgirl Cum [Statedef 70213] type = S movetype = A physics = S anim = 80014 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 80019 ID = 43195 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 84 || animelem = 94 trigger5 = animelem = 104 || animelem = 114 trigger6 = animelem = 124 || animelem = 134 trigger7 = animelem = 156 || animelem = 166 trigger8 = animelem = 176 || animelem = 186 trigger9 = animelem = 196 || animelem = 204 trigger10 = animelem = 206 trigger11 = animelem = 4 || animelem = 75 trigger12 = animelem = 146 time = 10 freq = 120 ampl = -6 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70223 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 44313,0 +random%2 [State 6005, PlaySnd] type = HitAdd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 84 || animelem = 94 trigger5 = animelem = 104 || animelem = 114 trigger6 = animelem = 124 || animelem = 134 trigger7 = animelem = 156 || animelem = 166 trigger8 = animelem = 176 || animelem = 186 trigger9 = animelem = 196 || animelem = 204 trigger10 = animelem = 206 trigger11 = animelem = 4 || animelem = 75 trigger12 = animelem = 146 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 || animelem = 75 trigger2 = animelem = 146 value = 56464,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 84 || animelem = 94 trigger5 = animelem = 104 || animelem = 114 trigger6 = animelem = 124 || animelem = 134 trigger7 = animelem = 156 || animelem = 166 trigger8 = animelem = 176 || animelem = 186 trigger9 = animelem = 196 || animelem = 204 trigger10 = animelem = 206 value = 45645,7 [State 4615, Explod] type = Explod triggerall = time >= 25 triggerall = time <= 225 triggerall = random < 500 trigger1 = (Gametime%30) = 0 anim = 44216 ID = 44216 anim = 9999 facing = Ifelse (random<500, facing,-facing) pos = 0 , -30+random%10 postype = p1 scale = .2, .2 sprpriority = 4 ontop = 0 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = time = 0 anim = 40000 ID = 40000 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 209 anim = 99989 ID = 99989 pos = -20, -12 postype = p1 scale = .5, .5 sprpriority = 4 ontop = 0 removetime = 355 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 206 anim = 110195 ID = 999 pos = -250, -300 postype = p1 scale = 3.5, 2.5 sprpriority = 4 ontop = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 210 value = 6032,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 2 trigger1 = animtime = 0 value = IfElse(random<850,71000 +random%4,60000) [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 3 trigger1 = animtime = 0 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = !AILevel trigger1 = animtime = 0 value = 70210 + random%3 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 71001 [State 10006, ChangeState] type = VarSet trigger1 = time = 1 v = 42 value = 70 ;Cum count [State 10006, ChangeState] type = VarAdd trigger1 = time = 0 v = 54 value = 1 ;-------------------------------- [Statedef 70223] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 84 || animelem = 94 trigger5 = animelem = 104 || animelem = 114 trigger6 = animelem = 124 || animelem = 134 trigger7 = animelem = 156 || animelem = 166 trigger8 = animelem = 176 || animelem = 186 trigger9 = animelem = 196 || animelem = 204 trigger10 = animelem = 4 || animelem = 75 trigger11 = animelem = 146 kill = 0 value = -12 absolute = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 206 kill = 1 value = -100 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 84 || animelem = 94 trigger5 = animelem = 104 || animelem = 114 trigger6 = animelem = 124 || animelem = 134 trigger7 = animelem = 156 || animelem = 166 trigger8 = animelem = 176 || animelem = 186 trigger9 = animelem = 196 || animelem = 204 trigger10 = animelem = 4 || animelem = 75 trigger11 = animelem = 146 value = 4218,25 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 206 value = 11,0 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81014 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90124) ;trigger1 = Time = 0 ;value = 90124 ;-------------------------------- Normal Doggystyle ;V Doggystyle [Statedef 71002] type = S movetype = A physics = S anim = 70020 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 80025 ID = 43189 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 72002 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck1" value = 70310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck2" value = 70311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck3" value = 70312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel trigger1 = command = "FuckCum" value = 70313 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Missionary" value = 71000 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Cowgirl" value = 71001 ctrl = 0 ;------------------------------------------ [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fvar(7) = ifelse(fvar(7)=0,1,0) [State 4615, Explod] type = Explod triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = fvar(7) = 1 trigger1 = command = "AutoRape" anim = 40020 ID = 40020 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;[State -2, ChangeState] ;type = ChangeState ;triggerall = !AIlevel ;trigger1 = command = "Blowjob" ;value = 43704 ;ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = RoundState != 3 trigger1 = time = 0 value = 70310 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) < 3 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 70310 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) > 2 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 70310 +random%4 ;-------------------------------- ;V Doggystyle V [Statedef 72002] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71020 [State 756, 2] type = Turn trigger1 = facing = enemy,facing ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90130) ;trigger1 = Time = 0 ;value = 90130 ;------------------------------------------------- Doggystyle Speed 1 ;V Doggystyle Speed 1 [Statedef 70310] type = S movetype = A physics = S anim = 80021 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 80026 ID = 43189 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 4615, Explod] type = Explod triggerall = random < 333 trigger1 = animelem = 7 anim = 110198 ID = 999 pos = 16, -61 postype = p1 scale = .5, .5 sprpriority = 2 ontop = 0 [State 4615, Explod] type = Explod triggerall = random < 333 trigger1 = animelem = 7 anim = 110197 ID = 999 pos = 16, -61 postype = p1 scale = .5, .5 sprpriority = 2 ontop = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70320 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 7 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 7 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 7 time = 10 freq = 60 ampl = -2 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70313 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 200 trigger1 = animtime = 0 value = 71002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 70110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 70210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 70311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 70312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70313 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 6 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 7 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70320] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 7 kill = 0 value = -8 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 7 trigger1 = random < 333 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81021 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90131) ;trigger1 = Time = 0 ;value = 90131 ;--------------------------------- Doggystyle Speed 2 ;V Doggystyle Speed 2 [Statedef 70311] type = S movetype = A physics = S anim = 80022 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 80027 ID = 43191 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 4615, Explod] type = Explod triggerall = random < 333 trigger1 = animelem = 3 anim = 110198 ID = 999 pos = 16, -61 postype = p1 scale = .5, .5 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod triggerall = random < 333 trigger1 = animelem = 3 anim = 110197 ID = 999 pos = 16, -61 postype = p1 scale = .5, .5 sprpriority = 1 ontop = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70321 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 3 time = 10 freq = 60 ampl = -2 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70313 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 400 trigger1 = animtime = 0 value = 71002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 70111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 70211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 70310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 70312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70313 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 5 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 3 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70321] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 kill = 0 value = -8 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger1 = random < 333 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81022 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90132) ;trigger1 = Time = 0 ;value = 90132 ;--------------------------------- Doggystyle Speed 3 ;V Doggystyle Speed 3 [Statedef 70312] type = S movetype = A physics = S anim = 80023 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 80028 ID = 43193 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 4615, Explod] type = Explod triggerall = random < 333 trigger1 = animelem = 3 anim = 110198 ID = 999 pos = 16, -61 postype = p1 scale = .5, .5 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod triggerall = random < 333 trigger1 = animelem = 3 anim = 110197 ID = 999 pos = 16, -61 postype = p1 scale = .5, .5 sprpriority = 1 ontop = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70322 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 3 time = 10 freq = 60 ampl = -2 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70313 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 800 trigger1 = animtime = 0 value = 71002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71002 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 70112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 70212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 70310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 70311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70313 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 5 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 3 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70322] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 kill = 0 value = -8 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger1 = random < 333 value = 4218,25 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81023 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90133) ;trigger1 = Time = 0 ;value = 90133 ;--------------------------------- Doggystyle Speed Cum ;V Doggystyle Cum [Statedef 70313] type = S movetype = A physics = S anim = 80024 velset = 0,0 SprPriority = 1 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod triggerall = time >= 25 triggerall = time <= 225 triggerall = random < 500 trigger1 = (Gametime%30) = 0 anim = 44216 ID = 44216 anim = 9999 facing = 1 pos = 0 , -20+random%10 postype = p1 scale = .2, .2 sprpriority = 4 ontop = 0 [State 4615, Explod] type = Explod trigger1 = Animelem = 1 anim = 80029 ID = 43195 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 bindtime = -1 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = time = 0 anim = 40000 ID = 40000 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 14 || animelem = 24 trigger2 = animelem = 34 || animelem = 44 trigger3 = animelem = 54 || animelem = 64 trigger4 = animelem = 88 || animelem = 98 trigger5 = animelem = 108 || animelem = 118 trigger6 = animelem = 128 || animelem = 138 trigger7 = animelem = 164 || animelem = 174 trigger8 = animelem = 184 || animelem = 194 trigger9 = animelem = 204 || animelem = 212 trigger10 = animelem = 214 trigger11 = animelem = 3 || animelem = 77 trigger12 = animelem = 151 time = 10 freq = 120 ampl = -6 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70323 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 44313,0 +random%2 [State 6005, PlaySnd] type = HitAdd trigger1 = animelem = 14 || animelem = 24 trigger2 = animelem = 34 || animelem = 44 trigger3 = animelem = 54 || animelem = 64 trigger4 = animelem = 88 || animelem = 98 trigger5 = animelem = 108 || animelem = 118 trigger6 = animelem = 128 || animelem = 138 trigger7 = animelem = 164 || animelem = 174 trigger8 = animelem = 184 || animelem = 194 trigger9 = animelem = 204 || animelem = 212 trigger10 = animelem = 214 trigger11 = animelem = 3 || animelem = 77 trigger12 = animelem = 151 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 || animelem = 77 trigger2 = animelem = 151 value = 56464,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 14 || animelem = 24 trigger2 = animelem = 34 || animelem = 44 trigger3 = animelem = 54 || animelem = 64 trigger4 = animelem = 88 || animelem = 98 trigger5 = animelem = 108 || animelem = 118 trigger6 = animelem = 128 || animelem = 138 trigger7 = animelem = 164 || animelem = 174 trigger8 = animelem = 184 || animelem = 194 trigger9 = animelem = 204 || animelem = 212 trigger10 = animelem = 214 value = 45645,7 [State 4615, Explod] type = Explod trigger1 = animelem = 14 || animelem = 24 trigger2 = animelem = 34 || animelem = 44 trigger3 = animelem = 54 || animelem = 64 trigger4 = animelem = 88 || animelem = 98 trigger5 = animelem = 108 || animelem = 118 trigger6 = animelem = 128 || animelem = 138 trigger7 = animelem = 164 || animelem = 174 trigger8 = animelem = 184 || animelem = 194 trigger9 = animelem = 204 || animelem = 212 trigger10 = animelem = 214 anim = 110196 ID = 999 pos = -3, -45 postype = p1 scale = .5, .5 sprpriority = 2 ontop = 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 217 value = 6032,0+random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 2 trigger1 = animtime = 0 value = IfElse(random<850,71000 +random%4,60000) [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 3 trigger1 = animtime = 0 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = !AILevel trigger1 = animtime = 0 value = 70310 + random%3 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 71002 [State 10006, ChangeState] type = VarSet trigger1 = time = 1 v = 42 value = 70 ;Cum count [State 10006, ChangeState] type = VarAdd trigger1 = time = 0 v = 54 value = 1 ;-------------------------------- [Statedef 70323] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 14 || animelem = 24 trigger2 = animelem = 34 || animelem = 44 trigger3 = animelem = 54 || animelem = 64 trigger4 = animelem = 88 || animelem = 98 trigger5 = animelem = 108 || animelem = 118 trigger6 = animelem = 128 || animelem = 138 trigger7 = animelem = 164 || animelem = 174 trigger8 = animelem = 184 || animelem = 194 trigger9 = animelem = 204 || animelem = 212 trigger10 = animelem = 3 || animelem = 77 trigger11 = animelem = 151 kill = 0 value = -12 absolute = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 214 kill = 1 value = -100 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 14 || animelem = 24 trigger2 = animelem = 34 || animelem = 44 trigger3 = animelem = 54 || animelem = 64 trigger4 = animelem = 88 || animelem = 98 trigger5 = animelem = 108 || animelem = 118 trigger6 = animelem = 128 || animelem = 138 trigger7 = animelem = 164 || animelem = 174 trigger8 = animelem = 184 || animelem = 194 trigger9 = animelem = 204 || animelem = 212 trigger10 = animelem = 3 || animelem = 77 trigger11 = animelem = 151 value = 4218,25 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 214 value = 11,0 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81024 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90134) ;trigger1 = Time = 0 ;value = 90134 ;--------------------------------- Normal Press Idle ;V Press [Statedef 71003] type = S movetype = A physics = S anim = 70030 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 72003 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck1" value = 70410 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck2" value = 70411 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel trigger1 = command = "Fuck3" value = 70412 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel trigger1 = command = "FuckCum" value = 70413 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Missionary" value = 71000 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Cowgirl" value = 71001 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = time > 10 trigger1 = command = "Doggystyle" value = 71002 ctrl = 0 ;---------------------------------------- [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fvar(7) = ifelse(fvar(7)=0,1,0) [State 4615, Explod] type = Explod triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = fvar(7) = 1 trigger1 = command = "AutoRape" anim = 40020 ID = 40020 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;[State -2, ChangeState] ;type = ChangeState ;triggerall = !AIlevel ;trigger1 = command = "Blowjob" ;value = 43704 ;ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = RoundState != 3 trigger1 = time = 0 value = 70410 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) < 3 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 70410 +random%3 [State 1001,]; type = ChangeState triggerall = Var(54) > 2 triggerall = AILevel triggerall = RoundState != 3 trigger1 = time = 0 value = 70410 +random%4 ;-------------------------------- ;V Press V [Statedef 72003] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 71030 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90140) ;trigger1 = Time = 0 ;value = 90140 ;--------------------------------- Press Speed 1 ;V Press Speed 1 [Statedef 70410] type = S movetype = A physics = S anim = 80031 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70420 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 2 time = 10 freq = 60 ampl = -2 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 2 anim = 110203 ID = 999 pos = -38, -35 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 2 anim = 110204 ID = 999 pos = 75, -105 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70413 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 200 trigger1 = animtime = 0 value = 71003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 70110 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 70210 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 70310 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 70411 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 70412 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70413 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 2 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70420] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger1 = random < 333 value = 4218,25 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 2 kill = 0 value = -8 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81031 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90141) ;trigger1 = Time = 0 ;value = 90141 ;--------------------------------- Press Speed 2 ;V Press Speed 2 [Statedef 70411] type = S movetype = A physics = S anim = 80032 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70421 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 2 time = 10 freq = 60 ampl = -2 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 2 anim = 110203 ID = 999 pos = -38, -35 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 2 anim = 110204 ID = 999 pos = 75, -105 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70413 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 400 trigger1 = animtime = 0 value = 71003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 70111 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 70211 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 70311 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 70410 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck3" value = 70412 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70413 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 2 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 2 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70421] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger1 = random < 333 value = 4218,25 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 2 kill = 0 value = -8 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81032 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90142) ;trigger1 = Time = 0 ;value = 90142 ;--------------------------------- Press Speed 3 ;V Press Speed 3 [Statedef 70412] type = S movetype = A physics = S anim = 80033 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70422 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger1 = random < 200 value = 200,2 +random%4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 56464,0 +random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 2 time = 10 freq = 60 ampl = -2 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 2 anim = 110203 ID = 999 pos = -38, -35 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 2 anim = 110204 ID = 999 pos = 75, -105 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 1001,] type = ChangeState triggerall = Var(54) <= 3 triggerall = RoundState != 3 triggerall = Var(42) <= 0 trigger1 = animtime = 0 value = 70413 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = time > 800 trigger1 = animtime = 0 value = 71003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall =! fvar(7) = 1 trigger1 = animtime = 0 value = 71003 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Missionary" value = 70112 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Cowgirl" value = 70212 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = time > 10 trigger1 = command = "Doggystyle" value = 70312 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck1" value = 70410 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "Fuck2" value = 70411 ctrl = 0 [State -2, ChangeState] type = ChangeState triggerall = Var(54) > 2 triggerall = !AIlevel triggerall = fvar(7) = 1 triggerall = animtime = 0 trigger1 = command = "FuckCum" value = 70413 ctrl = 0 [State 1001, Exit State]; type = ChangeState triggerall = !AIlevel triggerall = fvar(7) = 1 trigger1 = command = "Release" value = 60000 [State 1001, Exit State] type = ChangeState trigger1 = time = 0 trigger1 = RoundState = 3 value = 60000 [State -2, ChangeState] type = VarSet triggerall = !AIlevel trigger1 = command = "AutoRape" fv = 7 value = 0 [State 4615, Explod] type = Explod triggerall = !AIlevel triggerall = fvar(7) = 0 trigger1 = command = "AutoRape" anim = 40021 ID = 40021 pos = 0, 0 postype = p1 facing = facing scale = .6, .6 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -2 ;Victim Aggressor Resist [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" v = 42 value = 1 + random%3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 triggerall = enemynear(0), AILevel != 0 trigger1 = (GameTime % 25) = 0 v = 42 value = 3 [State 10006, ChangeState] type = VarAdd triggerall = Var(54) < 3 trigger1 = animelem = 3 v = 42 value = Ifelse (random<500, -6 ,-10) [State 10006, ChangeState] type = ChangeState trigger1 = Var(42) >= 100 value = 60000 Ctrl = 1 ;Victim Aggressor Resist Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 80 trigger1 =! NumExplod(40001) >= 1 anim = 40001 ID = 40001 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 79 ID = 40001 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 60 trigger1 =! NumExplod(40002) >= 1 anim = 40002 ID = 40002 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 59 trigger2 = Var(42) >= 80 ID = 40002 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 40 trigger1 =! NumExplod(40003) >= 1 anim = 40003 ID = 40003 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 39 trigger2 = Var(42) >= 60 ID = 40003 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) >= 20 trigger1 =! NumExplod(40004) >= 1 anim = 40004 ID = 40004 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) <= 19 trigger2 = Var(42) >= 40 ID = 40004 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 triggerall = Var(42) <= 19 trigger1 =! NumExplod(40005) >= 1 anim = 40005 ID = 40005 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = Var(42) >= 20 ID = 40005 ;Futanari Victim Attack Defense Explod [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = animelem = 2 anim = 40006 ID = 40006 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = Enemy,Command = "x" trigger2 = Enemy,Command = "y" anim = 40007 ID = 40007 pos = 0, 0 facing = -Facing postype = p1 scale = .6, .6 sprpriority = 4 ontop = 0 bindtime = -1 removetime = -2 ;-------------------------------- [Statedef 70422] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger1 = random < 333 value = 4218,25 +random%3 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 2 kill = 0 value = -8 absolute = 1 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81033 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90143) ;trigger1 = Time = 0 ;value = 90143 ;--------------------------------- Press Speed CUM ;V Press Speed Cum [Statedef 70413] type = S movetype = A physics = S anim = 80034 velset = 0,0 SprPriority = 3 [State xxx, snd] type = Trans trigger1 = time > 0 trans = none [State -2, ChangeState] type = VarSet trigger1 = !AILevel && command = "Transparency" trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" fvar(6) = ifelse(fvar(6)=0,1,0) [State 1120, Position] type = Trans triggerall = fvar(6) = 1 trigger1 = time > 0 trans = add alpha = 170,90 [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 86 || animelem = 96 trigger5 = animelem = 106 || animelem = 116 trigger6 = animelem = 126 || animelem = 136 trigger7 = animelem = 158 || animelem = 168 trigger8 = animelem = 178 || animelem = 188 trigger9 = animelem = 198 || animelem = 208 trigger10 = animelem = 228 || animelem = 238 trigger11 = animelem = 248 || animelem = 258 trigger12 = animelem = 268 || animelem = 277 trigger13 = animelem = 279 trigger14 = animelem = 2 || animelem = 73 trigger15 = animelem = 144 || animelem = 215 time = 10 freq = 120 ampl = -6 [State 6005, PlaySnd] type = HitAdd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 86 || animelem = 96 trigger5 = animelem = 106 || animelem = 116 trigger6 = animelem = 126 || animelem = 136 trigger7 = animelem = 158 || animelem = 168 trigger8 = animelem = 178 || animelem = 188 trigger9 = animelem = 198 || animelem = 208 trigger10 = animelem = 228 || animelem = 238 trigger11 = animelem = 248 || animelem = 258 trigger12 = animelem = 268 || animelem = 277 trigger13 = animelem = 279 trigger14 = animelem = 2 || animelem = 73 trigger15 = animelem = 144 || animelem = 215 value = 1 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 70423 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 44313,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 || animelem = 73 trigger2 = animelem = 144 || animelem = 215 value = 56464,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 86 || animelem = 96 trigger5 = animelem = 106 || animelem = 116 trigger6 = animelem = 126 || animelem = 136 trigger7 = animelem = 158 || animelem = 168 trigger8 = animelem = 178 || animelem = 188 trigger9 = animelem = 198 || animelem = 208 trigger10 = animelem = 228 || animelem = 238 trigger11 = animelem = 248 || animelem = 258 trigger12 = animelem = 268 || animelem = 277 trigger13 = animelem = 279 value = 45645,7 [State 4615, Explod] type = Explod trigger1 = animelem = 281 anim = 99989 ID = 99989 pos = -20, -10 postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 removetime = 355 [State 4615, Explod] type = Explod triggerall = time >= 25 triggerall = time <= 225 triggerall = random < 500 trigger1 = (Gametime%30) = 0 anim = 44216 ID = 44216 anim = 9999 facing = Ifelse (random<500, facing,-facing) pos = 0 , -12+random%10 postype = p1 scale = .2, .2 sprpriority = 4 ontop = 0 [State 4615, Explod] type = Explod triggerall = Var(54) < 3 trigger1 = time = 0 anim = 40000 ID = 40000 pos = 0, 0 facing = facing postype = p1 scale = .5, .5 sprpriority = 3 ontop = 0 bindtime = -1 removetime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 86 || animelem = 96 trigger5 = animelem = 106 || animelem = 116 trigger6 = animelem = 126 || animelem = 136 trigger7 = animelem = 158 || animelem = 168 trigger8 = animelem = 178 || animelem = 188 trigger9 = animelem = 198 || animelem = 208 trigger10 = animelem = 228 || animelem = 238 trigger11 = animelem = 248 || animelem = 258 trigger12 = animelem = 268 || animelem = 277 trigger13 = animelem = 279 anim = 110200 ID = 999 pos = 0, -7 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 86 || animelem = 96 trigger5 = animelem = 106 || animelem = 116 trigger6 = animelem = 126 || animelem = 136 trigger7 = animelem = 158 || animelem = 168 trigger8 = animelem = 178 || animelem = 188 trigger9 = animelem = 198 || animelem = 208 trigger10 = animelem = 228 || animelem = 238 trigger11 = animelem = 248 || animelem = 258 trigger12 = animelem = 268 || animelem = 277 trigger13 = animelem = 279 anim = 110201 ID = 999 pos = 0, -12 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 86 || animelem = 96 trigger5 = animelem = 106 || animelem = 116 trigger6 = animelem = 126 || animelem = 136 trigger7 = animelem = 158 || animelem = 168 trigger8 = animelem = 178 || animelem = 188 trigger9 = animelem = 198 || animelem = 208 trigger10 = animelem = 228 || animelem = 238 trigger11 = animelem = 248 || animelem = 258 trigger12 = animelem = 268 || animelem = 277 trigger13 = animelem = 279 anim = 110205 ID = 999 pos = 0, -12 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod triggerall = random > 333 trigger1 = animelem = 279 anim = 110195 ID = 999 pos = -250, -300 postype = p1 scale = 3.5, 2.5 sprpriority = 4 ontop = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 282 value = 6032,0+random%2 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 2 trigger1 = animtime = 0 value = IfElse(random<850,71000 +random%4,60000) [State -2, ChangeState] type = ChangeState triggerall = AILevel triggerall = RoundState = 3 trigger1 = animtime = 0 value = 60000 [State -2, ChangeState] type = ChangeState triggerall = fvar(7) = 1 triggerall = !AILevel trigger1 = animtime = 0 value = 70410 + random%3 [State -2, ChangeState] type = ChangeState triggerall = !AILevel trigger1 = animtime = 0 value = 71003 [State 10006, ChangeState] type = VarSet trigger1 = time = 1 v = 42 value = 70 ;Cum count [State 10006, ChangeState] type = VarAdd trigger1 = time = 0 v = 54 value = 1 ;-------------------------------- [Statedef 70423] type = S movetype = H physics = N velset = 0,0 SprPriority = 2 ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 86 || animelem = 96 trigger5 = animelem = 106 || animelem = 116 trigger6 = animelem = 126 || animelem = 136 trigger7 = animelem = 158 || animelem = 168 trigger8 = animelem = 178 || animelem = 188 trigger9 = animelem = 198 || animelem = 208 trigger10 = animelem = 228 || animelem = 238 trigger11 = animelem = 248 || animelem = 258 trigger12 = animelem = 268 || animelem = 277 trigger13 = animelem = 2 || animelem = 73 trigger14 = animelem = 144 || animelem = 215 kill = 0 value = -12 absolute = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 279 kill = 1 value = -100 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 12 || animelem = 22 trigger2 = animelem = 32 || animelem = 42 trigger3 = animelem = 52 || animelem = 62 trigger4 = animelem = 86 || animelem = 96 trigger5 = animelem = 106 || animelem = 116 trigger6 = animelem = 126 || animelem = 136 trigger7 = animelem = 158 || animelem = 168 trigger8 = animelem = 178 || animelem = 188 trigger9 = animelem = 198 || animelem = 208 trigger10 = animelem = 228 || animelem = 238 trigger11 = animelem = 248 || animelem = 258 trigger12 = animelem = 268 || animelem = 277 trigger13 = animelem = 2 || animelem = 73 trigger14 = animelem = 144 || animelem = 215 value = 4218,25 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 279 value = 11,0 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 81034 ;[State 756, 2] ;type = ChangeAnim ;triggerall = enemynear,Var(54) >= 3 ;triggerall = SelfAnimExist(90144) ;trigger1 = Time = 0 ;value = 90144 ;-------------------------------------------- Violent and AI Release [Statedef 80000] type = S movetype = A physics = S velset = 0,0 SprPriority = 3 [State 16001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 16002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 89112 [State 810, TargetBind] type = TargetBind trigger1 = time > 0 pos = 0,-3 [State 1120, Position] type = PosSet trigger1 = time = 100 y = 0 [State -2, ChangeState] type = ChangeState trigger1 = time = 0 value = 0 ctrl = 1