User:Glaber/Mystic Realm soc

From SRB2 Wiki
Jump to navigation Jump to search

The Soc

Notice, to get the Soc in proper format, copy the contents of this page in its edit window.

  1. Object configuration. Here is where the "OC" of "SOC" comes in. Kinda hard to read, really.
  1. Master emerald. No Hyper Sonic for you. Take THAT, n00bs! However, you can stand on it now.

Thing 241 RADIUS = 1572864 HEIGHT = 6291456 FLAGS = 578

Frame 1305

Action A_SetObjectFlags2
var1 = 8388608
var2 = 2
  1. Custom bosses. SOC by Prime. Thanks to AJ for putting up with the harassment.
  2. This section is pretty much impossible to read without using the SOC editor.
  1. MT_Spark_Mortar

Thing 317 MAPTHINGNUM = -1 SPAWNSTATE = 1363 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 10 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 1362 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 1310720 RADIUS = 786432 HEIGHT = 524288 MASS = 100 DAMAGE = 20 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2147549712

  1. MT_Spark_Debris

Thing 246 MAPTHINGNUM = -1 SPAWNSTATE = 1361 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 22 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 1352 DEATHSOUND = 115 XDEATHSTATE = 0 SPEED = 3932160 RADIUS = 1048576 HEIGHT = 1572864 MASS = 100 DAMAGE = 1 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 66064

  1. MT_eggmobile3
  2. Egg Fighter. Boss of Aerial Garden and Prismatic Angel.

Thing 247 MAPTHINGNUM = 90 SPAWNSTATE = 1401 SPAWNHEALTH = 8 SEESTATE = 1401 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 1409 PAINCHANCE = 71 PAINSOUND = 12 MELEESTATE = 1404 MISSILESTATE = 1402 DEATHSTATE = 1410 DEATHSOUND = 28 XDEATHSTATE = 1424 SPEED = 5 RADIUS = 1572864 HEIGHT = 3145728 MASS = 0 DAMAGE = 3 ACTIVESOUND = 26 RAISESTATE = 1407 FLAGS = 17029

  1. MT_Superturretfire

Thing 248 MAPTHINGNUM = -1 SPAWNSTATE = 1430 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 1431 DEATHSOUND = 116 XDEATHSTATE = 0 SPEED = 8000000 RADIUS = 786432 HEIGHT = 1572864 MASS = 100 DAMAGE = 1 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 66064

  1. MT_FinalBoss
  2. Egg Crystal. Boss of Mystic Realm Zone.

Thing 249 MAPTHINGNUM = 91 SPAWNSTATE = 1401 SPAWNHEALTH = 12 SEESTATE = 1401 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 1455 PAINCHANCE = 71 PAINSOUND = 12 MELEESTATE = 1449 MISSILESTATE = 1441 DEATHSTATE = 1410 DEATHSOUND = 28 XDEATHSTATE = 1424 SPEED = 7 RADIUS = 1572864 HEIGHT = 3145728 MASS = 0 DAMAGE = 3 ACTIVESOUND = 26 RAISESTATE = 1453 FLAGS = 17029

  1. MT_Weapons_Crystal

Thing 250 MAPTHINGNUM = -1 SPAWNSTATE = 1458 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 314 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 655360 RADIUS = 786432 HEIGHT = 2393489 MASS = 100 DAMAGE = 1 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2147484160

  1. MT_Crystal_Rocket

Thing 251 MAPTHINGNUM = -1 SPAWNSTATE = 1463 SPAWNHEALTH = 1000 SEESTATE = 1463 SEESOUND = 10 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 11 XDEATHSTATE = 0 SPEED = 1610720 RADIUS = 720896 HEIGHT = 524288 MASS = 100 DAMAGE = 20 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2147549712

  1. MT_RailShot

Thing 252 MAPTHINGNUM = -1 SPAWNSTATE = 1465 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 27 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 266 DEATHSOUND = 23 XDEATHSTATE = 0 SPEED = 3932160 RADIUS = 1048576 HEIGHT = 1572864 MASS = 100 DAMAGE = 1 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 66064

  1. <Prime 2.0>
  2. Since having the crystal itself shoot(and renew its target) would make it change its
  3. position, instead I had it spawn something that would shoot for it, thus preserving the
  4. rotational cycle around eggman.
  1. MT_CrystalBuffer

Thing 253 MAPTHINGNUM = -1 SPAWNSTATE = 1469 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 8 RADIUS = 65536 HEIGHT = 65536 MASS = 16 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2181042712

  1. <Prime 2.0>
  2. And here is the jetfume for the rocket.
  1. MT_RocketFume

Thing 254 MAPTHINGNUM = -1 SPAWNSTATE = 1466 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 1 RADIUS = 262144 HEIGHT = 262144 MASS = 4 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2147488272

  1. <Prime 2.0>
  2. I decided to do a bit of a re-write of the spark morter SFX. So rather than having some
  3. 25 states to make a full cycle of spawning the sparks and alternating between sprites,
  4. I it spawn an object that does the spawning for it(while cape chasing) so that it only
  5. has to do the sprite alternations. Which is nice. Very nice.
  1. MT_MortarSparkness

Thing 255 MAPTHINGNUM = -1 SPAWNSTATE = 1368 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 8 RADIUS = 65536 HEIGHT = 65536 MASS = 16 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2181042712

  1. Black Crawla

Thing 256 MAPTHINGNUM = 1001 SPAWNSTATE = 1523 SPAWNHEALTH = 1 SEESTATE = 1525 SEESOUND = 0 REACTIONTIME = 32 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 170 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 6 RADIUS = 1572864 HEIGHT = 2097152 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 16777221

  1. Blue Buzz

Thing 257 MAPTHINGNUM = 1002 SPAWNSTATE = 1538 SPAWNHEALTH = 1 SEESTATE = 1540 SEESOUND = 0 REACTIONTIME = 2 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 3072 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 983040 RADIUS = 1310720 HEIGHT = 1572864 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 431 FLAGS = 16779781

  1. Jetty-Syn Cannoneer

Thing 258 MAPTHINGNUM = 1003 SPAWNSTATE = 1542 SPAWNHEALTH = 1 SEESTATE = 1544 SEESOUND = 0 REACTIONTIME = 32 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 200 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 196608 RADIUS = 1310720 HEIGHT = 2097152 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 178 FLAGS = 16779781

  1. Jetty-Syn Striker

Thing 259 MAPTHINGNUM = 1004 SPAWNSTATE = 1550 SPAWNHEALTH = 1 SEESTATE = 1552 SEESOUND = 0 REACTIONTIME = 5 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 3072 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 1554 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 65536 RADIUS = 1310720 HEIGHT = 2097152 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 584 FLAGS = 16779781


  1. Spark_delay1

FRAME 1352 SPRITENUMBER = 150 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1434 ACTION None

  1. Spark_delay2

FRAME 1353 SPRITENUMBER = 150 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1435 ACTION None

  1. Spark_delay3

FRAME 1354 SPRITENUMBER = 150 SPRITESUBNUMBER = 2 DURATION = 1 NEXT = 1436 ACTION None

  1. Spark_delay4

FRAME 1355 SPRITENUMBER = 150 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1437 ACTION None

  1. Spark_delay5

FRAME 1356 SPRITENUMBER = 150 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1438 ACTION None

  1. Spark_delay6

FRAME 1357 SPRITENUMBER = 150 SPRITESUBNUMBER = 2 DURATION = 1 NEXT = 1439 ACTION None

  1. Spark_fire1

FRAME 1358 SPRITENUMBER = 150 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1433 ACTION A_FindTarget Var1 = 0 Var2 = 0

  1. Spark_fire2

FRAME 1359 SPRITENUMBER = 150 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1360 ACTION A_SuperTurretFire VAR1 = 248 VAR2 = 2048

  1. Spark_fire3

FRAME 1360 SPRITENUMBER = 150 SPRITESUBNUMBER = 2 DURATION = 1 NEXT = 314 ACTION A_TurretStop

  1. Mortar_debris

FRAME 1361 SPRITENUMBER = 28 SPRITESUBNUMBER = 0 DURATION = -1 NEXT = 0 ACTION None

  1. Spark_explode

FRAME 1362 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 603 ACTION A_RingExplode Var1 = 246

  1. SparkMorter1

FRAME 1363 SPRITENUMBER = 49 SPRITESUBNUMBER = 0 DURATION = 2 NEXT = 1364 ACTION A_SpawnObjectRelative VAR1 = 0 VAR2 = 255

  1. SparkMorter2

FRAME 1364 SPRITENUMBER = 49 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1365 ACTION none

  1. SparkMortar3

FRAME 1365 SPRITENUMBER = 49 SPRITESUBNUMBER = 2 DURATION = 2 NEXT = 1366 ACTION none

  1. SparkMortar4

FRAME 1366 SPRITENUMBER = 49 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1367 ACTION none

  1. SparkMortar5

FRAME 1367 SPRITENUMBER = 49 SPRITESUBNUMBER = 0 DURATION = 2 NEXT = 1364 ACTION None

  1. M-S_Prep

FRAME 1368 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1369 ACTION A_DualAction VAR1 = 1374 VAR2 = 1373

  1. Morter_Sparkness1

FRAME 1369 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1370 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Morter_Sparkness2

FRAME 1370 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1371 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Morter_Sparkness3

FRAME 1371 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1372 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Morter_Sparkness4

FRAME 1372 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1373 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Morter_Sparkness5

FRAME 1373 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1369 ACTION A_DualAction VAR1 = 1372 VAR2 = 1375

  1. Morter_reference1

FRAME 1374 SPRITENUMBER = 0 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 0 ACTION A_FindTracer VAR1 = 317 VAR2 = 0

  1. Morter_reference2

FRAME 1375 SPRITENUMBER = 0 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 0 ACTION A_SpawnObjectRelative VAR1 = 0 VAR2 = 34

  1. Rapid_ATK1

FRAME 1387 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1388 ACTION None

  1. Rapid_ATK2

FRAME 1388 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1389 ACTION A_FireShot VAR1 = 4 VAR2 = 0

  1. Rapid_ATK3

FRAME 1389 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1390 ACTION None

  1. Rapid_ATK4

FRAME 1390 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1391 ACTION A_FireShot VAR1 = 4 VAR2 = 0

  1. Rapid_ATK5

FRAME 1391 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1392 ACTION None

  1. Rapid_ATK6

FRAME 1392 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1393 ACTION A_FireShot VAR1 = 4 VAR2 = 0

  1. Rapid_ATK7

FRAME 1393 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1394 ACTION None

  1. Rapid_ATK8

FRAME 1394 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1395 ACTION A_FireShot VAR1 = 4 VAR2 = 0

  1. Rapid_ATK9

FRAME 1395 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1396 ACTION None

  1. Rapid_ATK10

FRAME 1396 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1397 ACTION A_FireShot VAR1 = 4 VAR2 = 0

  1. Rapid_ATK11

FRAME 1397 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1398 ACTION None

  1. Rapid_ATK12

FRAME 1398 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1399 ACTION A_FireShot VAR1 = 4 VAR2 = 0

  1. Rapid_ATK13

FRAME 1399 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1400 ACTION None

  1. Rapid_ATK14

FRAME 1400 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 30 NEXT = 1401 ACTION A_FireShot VAR1 = 4 VAR2 = 0

  1. Eggmobile_STND

FRAME 1401 SPRITENUMBER = 4 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1401 ACTION A_TurretStop VAR1 = 1 VAR2 = 0

  1. Eggmobile_ATK1

FRAME 1402 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 35 NEXT = 1403 ACTION None VAR1 = 0 VAR2 = 0

  1. Eggmobile_ATK2

FRAME 1403 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 35 NEXT = 1387 ACTION A_FireShot VAR1 = 4 VAR2 = 0

  1. Eggmobile_ATK3

FRAME 1404 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 50 NEXT = 1405 ACTION None VAR1 = 0 VAR2 = 0

  1. Eggmobile_ATK3.5

FRAME 1405 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 35 NEXT = 1406 ACTION A_SuperTurretFire VAR1 = 194 VAR2 = 2048

  1. Eggmobile_ATK4

FRAME 1406 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 35 NEXT = 1401 ACTION A_SkullAttack VAR1 = 0 VAR2 = 0

  1. Eggmobile_Panic1

FRAME 1407 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 50 NEXT = 1408 ACTION A_PlaySound VAR1 = 117 VAR2 = 0

  1. Eggmobile_Panic2

FRAME 1408 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 2 NEXT = 1404 ACTION A_SuperFireShot VAR1 = 317 VAR2 = 0

  1. Eggmobile_Pain

FRAME 1409 SPRITENUMBER = 4 SPRITESUBNUMBER = 5 DURATION = 24 NEXT = 1440 ACTION A_Pain VAR1 = 0 VAR2 = 0

  1. Eggdeath1

FRAME 1410 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1411 ACTION A_Fall VAR1 = 0 VAR2 = 0

  1. Eggdeath2

FRAME 1411 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1412 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath3

FRAME 1412 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1413 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath4

FRAME 1413 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1414 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath5

FRAME 1414 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1415 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath6

FRAME 1415 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1416 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath7

FRAME 1416 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1417 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath8

FRAME 1417 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1418 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath9

FRAME 1418 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1419 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath10

FRAME 1419 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1420 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath11

FRAME 1420 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1421 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath12

FRAME 1421 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1422 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath13

FRAME 1422 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1423 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Eggdeath14

FRAME 1423 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = -1 NEXT = 0 ACTION A_BossDeath VAR1 = 0 VAR2 = 0

  1. Flee_1

FRAME 1424 SPRITENUMBER = 4 SPRITESUBNUMBER = 7 DURATION = 2 NEXT = 1425 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Flee_2

FRAME 1425 SPRITENUMBER = 4 SPRITESUBNUMBER = 7 DURATION = 2 NEXT = 1426 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Flee_3

FRAME 1426 SPRITENUMBER = 4 SPRITESUBNUMBER = 7 DURATION = 1 NEXT = 1427 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Flee_4

FRAME 1427 SPRITENUMBER = 4 SPRITESUBNUMBER = 8 DURATION = 1 NEXT = 1428 ACTION none VAR1 = 0 VAR2 = 0

  1. Flee_5

FRAME 1428 SPRITENUMBER = 4 SPRITESUBNUMBER = 8 DURATION = 2 NEXT = 1429 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. Flee_6

FRAME 1429 SPRITENUMBER = 4 SPRITESUBNUMBER = 8 DURATION = 2 NEXT = 1424 ACTION A_BossScream VAR1 = 0 VAR2 = 0

  1. SuperTurretLaser

FRAME 1430 SPRITENUMBER = 191 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 1430 ACTION None VAR1 = 0 VAR2 = 0

  1. SuperTurretExplode1

FRAME 1431 SPRITENUMBER = 191 SPRITESUBNUMBER = 32769 DURATION = 2 NEXT = 1432 ACTION None VAR1 = 0 VAR2 = 0

  1. SuperTurretExplode2

FRAME 1432 SPRITENUMBER = 191 SPRITESUBNUMBER = 32770 DURATION = 2 NEXT = 314 ACTION None VAR1 = 0 VAR2 = 0

  1. Spark_fire2

FRAME 1433 SPRITENUMBER = 191 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 1359 ACTION A_FindTarget Var1 = 0 Var2 = 0

  1. Spark_delay1.5

FRAME 1434 SPRITENUMBER = 191 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 1353 ACTION None

  1. Spark_delay2.5

FRAME 1435 SPRITENUMBER = 191 SPRITESUBNUMBER = 32769 DURATION = 1 NEXT = 1354 ACTION None

  1. Spark_delay3.5

FRAME 1436 SPRITENUMBER = 191 SPRITESUBNUMBER = 32770 DURATION = 1 NEXT = 1355 ACTION None

  1. Spark_delay4.5

FRAME 1437 SPRITENUMBER = 191 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 1356 ACTION None

  1. Spark_delay5.5

FRAME 1438 SPRITENUMBER = 191 SPRITESUBNUMBER = 32769 DURATION = 1 NEXT = 1357 ACTION None

  1. Spark_delay6.5

FRAME 1439 SPRITENUMBER = 191 SPRITESUBNUMBER = 32770 DURATION = 1 NEXT = 1358 ACTION None

  1. Egg_Retaliation

FRAME 1440 SPRITENUMBER = 4 SPRITESUBNUMBER = 7 DURATION = 30 NEXT = 1401 ACTION A_Skullattack VAR1 = 1 VAR2 = 0

  1. Final_ATK1-1

FRAME 1441 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 30 NEXT = 1442 ACTION None VAR1 = 0 VAR2 = 0

  1. Final_ATK1-2

FRAME 1442 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 5 NEXT = 1443 ACTION A_SuperFireShot VAR1 = 317 VAR2 = 0

  1. Final_ATK1-3

FRAME 1443 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 5 NEXT = 1444 ACTION None

  1. Final_ATK1-4

FRAME 1444 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 5 NEXT = 1445 ACTION A_SuperFireShot VAR1 = 317 VAR2 = 0

  1. Final_ATK1-5

FRAME 1445 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 5 NEXT = 1446 ACTION None

  1. Final_ATK1-6

FRAME 1446 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 5 NEXT = 1447 ACTION A_SuperFireShot VAR1 = 317 VAR2 = 0

  1. Final_ATK1-7

FRAME 1447 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 5 NEXT = 1448 ACTION None

  1. Final_ATK1-8

FRAME 1448 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 5 NEXT = 1401 ACTION A_SkullAttack VAR1 = 1 VAR2 = 0

  1. Final_ATK2-1

FRAME 1449 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 30 NEXT = 1450 ACTION None VAR1 = 0 VAR2 = 0

  1. Final_ATK2-2

FRAME 1450 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 15 NEXT = 1451 ACTION A_SuperTurretFire VAR1 = 248 VAR2 = 2048

  1. Final_ATK2-3

FRAME 1451 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 10 NEXT = 1452 ACTION None

  1. Final_ATK2-4

FRAME 1452 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 60 NEXT = 1401 ACTION A_SkullAttack VAR1 = 2 VAR2 = 0

  1. Final_Panic1

FRAME 1453 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 30 NEXT = 1454 ACTION None

  1. Final_Panic2

FRAME 1454 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 10 NEXT = 1451 ACTION A_SuperTurretFire VAR1 = 252 VAR2 = 2048

  1. F_Pain1

FRAME 1455 SPRITENUMBER = 4 SPRITESUBNUMBER = 5 DURATION = 10 NEXT = 1456 ACTION A_Pain VAR1 = 0 VAR2 = 0

  1. F_Pain2

FRAME 1456 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 10 NEXT = 1457 ACTION A_RingExplode VAR1 = 179 VAR2 = 0

  1. F_Pain3

FRAME 1457 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 4 NEXT = 1401 ACTION A_SpawnObjectRelative VAR1 = 0 VAR2 = 250

  1. <Prime 2.0>
  2. This is the spawn state of the weapons crystal, which fires stuff at you.
  3. Forgive me for the fragmentation, but after putting in the 40 attract chase states,
  4. I wasn't about to go through all of them and change the state numbers and next-state
  5. Numbers for each and every one; that would have been a nightmare!
  1. Crystal_Prep

FRAME 1458 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1459 ACTION none

  1. Crystal_deploy

FRAME 1459 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1460 ACTION A_SpawnObjectRelative VAR1 = 0 VAR2 = 253

  1. Crystal_allignment

FRAME 1460 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1461 ACTION A_FindTarget VAR1 = 249 VAR2 = 0

  1. Crystal_rotation1

FRAME 1461 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1462 ACTION A_RotateSpikeBall VAR1 = 0 VAR2 = 0

  1. Crystal_rotation2

FRAME 1462 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1461 ACTION A_RotateSpikeBall VAR1 = 0 VAR2 = 0

  1. Crystal_Rocket1

FRAME 1463 SPRITENUMBER = 0 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1464 ACTION A_SpawnObjectRelative Var1 = 0 Var2 = 254

  1. CR_Reference

FRAME 1464 SPRITENUMBER = 0 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 1 ACTION A_FindTarget VAR1 = 249 VAR2 = 0

  1. <Prime 2.0>
  2. This was SUPPOSED to make his final attack rail rings, but the MobjFlag2 "rail"
  3. (not to mention its description) was a misnomer.
  1. Railshot

FRAME 1465 SPRITENUMBER = 63 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 544 ACTION A_SetObjectFlags2 VAR1 = 131072 VAR2 = 2

  1. R-FumePrep

FRAME 1466 SPRITENUMBER = 131 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1467 ACTION A_FindTracer VAR1 = 251 VAR2 = 0

  1. RocketFume1

FRAME 1467 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1468 ACTION A_CapeChase VAR1 = 1 VAR2 = -24

  1. RocketFume2

FRAME 1468 SPRITENUMBER = 131 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1467 ACTION A_CapeChase VAR1 = 1 VAR2 = -24

  1. <Prime 2.0>
  2. And here we see the states of the Crystal Buffer, which allows the weapons crystals to
  3. Maintain a consistant orbit around eggman.
  1. Buffer_Prep

FRAME 1469 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1470 ACTION none

  1. Buffer_Prep2

FRAME 1470 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 1471 ACTION A_FindTracer Var1 = 250 Var2 = 0

  1. ----------------------------------------------------------------------------------------------
  2. ----------------------------------------------------------------------------------------------
  3. ----------------------------------------------------------------------------------------------
  4. ----------------------------------------------------------------------------------------------
  5. ----------------------------------------------------------------------------------------------
  6. ----------------------------------------------------------------------------------------------
  7. This is the beginning of the buffer chase sequence. very boring, very not-needed to look at.
  8. ----------------------------------------------------------------------------------------------
  9. ----------------------------------------------------------------------------------------------
  10. ----------------------------------------------------------------------------------------------
  11. ----------------------------------------------------------------------------------------------
  12. ----------------------------------------------------------------------------------------------
  13. ----------------------------------------------------------------------------------------------
  1. Buffer_Chase1

FRAME 1471 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1472 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase2

FRAME 1472 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1473 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase3

FRAME 1473 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1474 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase4

FRAME 1474 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1475 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase5

FRAME 1475 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1476 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase6

FRAME 1476 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1477 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase7

FRAME 1477 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1478 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase8

FRAME 1478 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1479 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase9

FRAME 1479 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1480 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase10

FRAME 1480 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1481 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase11

FRAME 1481 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1482 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase12

FRAME 1482 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1483 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase13

FRAME 1483 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1484 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase14

FRAME 1484 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1485 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase15

FRAME 1485 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1486 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase16

FRAME 1486 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1487 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase17

FRAME 1487 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1488 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase18

FRAME 1488 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1489 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase19

FRAME 1489 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1490 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase20

FRAME 1490 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1491 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase21

FRAME 1491 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1492 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase22

FRAME 1492 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1493 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase23

FRAME 1493 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1494 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase24

FRAME 1494 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1495 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase25

FRAME 1495 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1496 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase26

FRAME 1496 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1497 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase27

FRAME 1497 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1498 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase28

FRAME 1498 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1499 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase29

FRAME 1499 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1500 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase30

FRAME 1500 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1501 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase31

FRAME 1501 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1502 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase32

FRAME 1502 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1503 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase33

FRAME 1503 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1504 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase34

FRAME 1504 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1505 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase35

FRAME 1505 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1506 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase36

FRAME 1506 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1507 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase37

FRAME 1507 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1508 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase38

FRAME 1508 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1509 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase39

FRAME 1509 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1510 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase40

FRAME 1510 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1511 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase41

FRAME 1511 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1512 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase42

FRAME 1512 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1513 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase43

FRAME 1513 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1514 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase44

FRAME 1514 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1515 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase45

FRAME 1515 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1516 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase46

FRAME 1516 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1517 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase47

FRAME 1517 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1518 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase48

FRAME 1518 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1519 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase49

FRAME 1519 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1520 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. Buffer_Chase50

FRAME 1520 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1521 ACTION A_CapeChase Var1 = 1 Var2 = 0

  1. ----------------------------------------------------------------------------------------------
  2. ----------------------------------------------------------------------------------------------
  3. ----------------------------------------------------------------------------------------------
  4. ----------------------------------------------------------------------------------------------
  5. ----------------------------------------------------------------------------------------------
  6. ----------------------------------------------------------------------------------------------
  7. This is the end of the buffer chase sequence. very boring, very not-needed to look at.
  8. ----------------------------------------------------------------------------------------------
  9. ----------------------------------------------------------------------------------------------
  10. ----------------------------------------------------------------------------------------------
  11. ----------------------------------------------------------------------------------------------
  12. ----------------------------------------------------------------------------------------------
  13. ----------------------------------------------------------------------------------------------
  1. Buffer_Fire1

FRAME 1521 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 1522 ACTION A_FindTarget Var1 = 0 Var2 = 0

  1. Buffer_Fire2

FRAME 1522 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 1471 ACTION A_SuperFireShot Var1 = 251 Var2 = 0


  1. <Prime 2.0>
  2. This is the beggining of the chaotic darkness enemy imports. special thanks to
  3. Oogaland for creating the state offset script, it would have been really hard
  4. to move them to their new positions otherwise


  1. Black Crawla's States. Duplicates to the normal Crawlas' states.


  1. B-Crawl_stand1

FRAME 1523 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1524 ACTION A_Look

  1. B-Crawl_stand2

FRAME 1524 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1523 ACTION A_Look

  1. B-Crawl_chase1

FRAME 1525 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1526 ACTION A_Chase

  1. B-Crawl_chase2

FRAME 1526 SPRITENUMBER = 193 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1527 ACTION A_Chase

  1. B-Crawl_chase3

FRAME 1527 SPRITENUMBER = 193 SPRITESUBNUMBER = 2 DURATION = 1 NEXT = 1528 ACTION A_Chase

  1. B-Crawl_chase4

FRAME 1528 SPRITENUMBER = 193 SPRITESUBNUMBER = 3 DURATION = 1 NEXT = 1529 ACTION A_Chase

  1. B-Crawl_chase5

FRAME 1529 SPRITENUMBER = 193 SPRITESUBNUMBER = 4 DURATION = 1 NEXT = 1530 ACTION A_Chase

  1. B-Crawl_chase6

FRAME 1530 SPRITENUMBER = 193 SPRITESUBNUMBER = 5 DURATION = 1 NEXT = 1531 ACTION A_Chase

  1. B-Crawl_chase7

FRAME 1531 SPRITENUMBER = 193 SPRITESUBNUMBER = 6 DURATION = 1 NEXT = 1532 ACTION A_Chase

  1. B-Crawl_chase8

FRAME 1532 SPRITENUMBER = 193 SPRITESUBNUMBER = 7 DURATION = 1 NEXT = 1533 ACTION A_Chase

  1. B-Crawl_chase9

FRAME 1533 SPRITENUMBER = 193 SPRITESUBNUMBER = 8 DURATION = 1 NEXT = 1525 ACTION A_Chase

  1. Black Crawla death states. Rearranged by Prime 2.0!
  1. B-Crawl_Death1

FRAME 1534 SPRITENUMBER = 193 SPRITESUBNUMBER = 17 DURATION = 1 NEXT = 1535 ACTION A_Scream

  1. B-Crawl_Death2

FRAME 1535 SPRITENUMBER = 193 SPRITESUBNUMBER = 18 DURATION = 5 NEXT = 1536 ACTION None

  1. B-Crawl_Death3

FRAME 1536 SPRITENUMBER = 193 SPRITESUBNUMBER = 19 DURATION = 5 NEXT = 1537 ACTION None

  1. B-Crawl_Death4

FRAME 1537 SPRITENUMBER = 193 SPRITESUBNUMBER = 20 DURATION = 5 NEXT = 477 ACTION None

  1. BLUE buzz states. I didn't like the fact that it was black.
  2. ...no, I'm not racist, I just think that black was a bit boring
  3. for the fastest buzz. -Prime 2.0
  1. B-buzz_Stand1

FRAME 1538 SPRITENUMBER = 194 SPRITESUBNUMBER = 0 DURATION = 2 NEXT = 1539 ACTION A_Look

  1. B-buzz_Stand2

FRAME 1539 SPRITENUMBER = 194 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1538 ACTION A_Look

  1. B-buzz_chase1

FRAME 1540 SPRITENUMBER = 194 SPRITESUBNUMBER = 0 DURATION = 2 NEXT = 1541 ACTION A_BuzzFly

  1. B-buzz_chase2

FRAME 1541 SPRITENUMBER = 194 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1540 ACTION A_BuzzFly

  1. Jetty-Syn Cannoneer's States. Duplicates to the Jetty-Syn Bomber's states.
  1. JetCstand

FRAME 1542 SPRITENUMBER = 195 SPRITESUBNUMBER = 0 DURATION = 4 NEXT = 1543 ACTION A_Look

  1. JetCstand

FRAME 1543 SPRITENUMBER = 195 SPRITESUBNUMBER = 1 DURATION = 4 NEXT = 1542 ACTION A_Look

FRAME 1544 SPRITENUMBER = 195 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1545 ACTION A_JetbThink

FRAME 1545 SPRITENUMBER = 195 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1544 ACTION A_JetbThink

  1. Jetty-Syn Striker's States. All but two states are duplicates to the Jetty-Syn Gunner's states.

FRAME 1550 SPRITENUMBER = 196 SPRITESUBNUMBER = 0 DURATION = 4 NEXT = 1551 ACTION A_Look

FRAME 1551 SPRITENUMBER = 196 SPRITESUBNUMBER = 1 DURATION = 4 NEXT = 1550 ACTION A_Look

FRAME 1552 SPRITENUMBER = 196 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1553 ACTION None

FRAME 1553 SPRITENUMBER = 196 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1552 ACTION A_JetgThink

  1. This is what makes the Jetty-Syn Striker special, the gunner action was replaced with the TurretFire action.
  2. This gave the Striker a machine gun. Credit to Mikel93 for the original.
  3. I have yet to figure out how to make the turret fire have delay in between shots...
  4. If you can figure it out, hit me up at the SRB2MB and tell me!

FRAME 1554 SPRITENUMBER = 196 SPRITESUBNUMBER = 2 DURATION = 5 NEXT = 1555 ACTION A_TurretFire VAR1 = 194 VAR2 = 700

FRAME 1555 SPRITENUMBER = 196 SPRITESUBNUMBER = 3 DURATION = 1 NEXT = 1552 ACTION A_TurretStop VAR1 = 0 VAR2 = 0

  1. End of SOC.