;====================================================== ;====================================================== ;====================================================== ; Special Moves ;====================================================== ;====================================================== ;====================================================== ;====================================================== ; 114 Shiki: Aragami Mikansei ;====================================================== [Statedef 1000] type = S movetype = A physics = S juggle = ifelse((Var(8) = 11),2,10) velset = 0,0 anim = 1000 poweradd = ifelse(Var(23)>0,0,50) ctrl = 0 sprpriority = 2 [State 1000, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1000, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1000, 3] type = Varset triggerall = Var(8) = 11 trigger1 = 1 v = 8 value = 12 [State 1000, 4] type = PosAdd trigger1 = AnimElem = 2 x = 6 [State 1000, 5] type = PosAdd trigger1 = AnimElem = 3 x = 5 [State 1000, 6] type = PosAdd trigger1 = AnimElem = 4 x = 16 [State 1000, 7] type = PosAdd trigger1 = AnimElem = 5 x = 19 [State 1000, 8] type = PlaySnd trigger1 = Animelem = 6 value = s1000,0 [State 1000, 9] type = PosAdd trigger1 = AnimElem = 7 x = 5 [State 1000, 10] type = HitDef trigger1 = Animelem = 10 attr = S, SA damage = 77, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 guardflag = MA priority = 4, Hit pausetime = 12,13 sparkno = s6002 sparkxy = -24,-68 guard.sparkno = s6014 hitsound = s1,2 guardsound = s2,1 animtype = Hard ground.type = Low ground.slidetime = 17 ground.hittime = 16 ground.velocity = -9 guard.velocity = -9 air.velocity = -4,-8 airguard.velocity = -5,-4 air.recover = 0 fall.recover = 0 fall = 0 air.fall = 1 yaccel = 0.57 [State 1000, 11] type = PosAdd trigger1 = AnimElem = 18 x = -13 [State 1000, 12] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;====================================================== ; 115 Shiki: Dokugami Mikansei ;====================================================== [Statedef 1050] type = S movetype= A physics = S juggle = ifelse(prevstateno = 1000,1,ifelse((Var(8) = 11),6,10)) velset = 0,0 anim = 1050 poweradd = ifelse(Var(23)>0,0,50) ctrl = 0 sprpriority = 2 [State 1050, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = Prevstateno = 261 || prevstateno = 1000 || prevstateno = 1100 || prevstateno = 1150 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1050, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = Prevstateno = 261 || prevstateno = 1000 || prevstateno = 1100 || prevstateno = 1150 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1050, 3] type = PosAdd trigger1 = AnimElem = 2 x = 29 [State 1050, 4] type = PosAdd trigger1 = AnimElem = 3 x = 15 [State 1050, 5] type = PosAdd trigger1 = AnimElem = 4 x = 7 [State 1050, 6] type = PosAdd trigger1 = AnimElem = 5 x = 23 [State 1050, 7] type = PlaySnd trigger1 = Animelem = 5 value = s1050,0 [State 1050, 8] type = ReversalDef trigger1 = Animelem = 5 trigger2 = Animelem = 6 attr = S, SA pausetime = 18,18 sparkno = s6013 hitsound = s2,1 reversal.attr = SCA,AA numhits = 0 [State 1050, 9] type = HitDef triggerall = Random <= 100 triggerall = Prevstateno != 271 trigger1 = Animelem = 6 attr = S, SA damage = ifelse(P2MoveType = A,160,70), 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 30,30 sparkno = s6002 sparkxy = -24,-68 guard.sparkno = s6014 hitsound = s1,2 guardsound = s2,1 animtype = Hard ground.type = Low ground.slidetime = 30 ground.hittime = 30 ground.velocity = -6 guard.velocity = -9 air.velocity = -4,-7 airguard.velocity = -5,-4 air.recover = 0 fall.recover = 0 fall = 0 air.fall = 1 envshake.time = 24 envshake.ampl = -3 yaccel = 0.52 [State 1050, 10] type = VarSet trigger1 = Animelemtime(7) <= 0 && MoveContact v = 8 value = 1 [State 1050, 11] type = VarRandom trigger1 = Var(8) = 1 v = 8 range = 2,3 [State 1050, 12] type = PosAdd trigger1 = AnimElem = 7 x = 6 [State 1050, 13] type = PosAdd trigger1 = AnimElem = 8 x = 22 [State 1050, 14] type = VarRandom triggerall = Var(8) = 0 trigger1 = Animelemtime(8) >= 0 && Animelemtime(11) <= 0 trigger1 = !MoveContact v = 8 range = 4,9 [State 1050, 15] type = HitDef trigger1 = P2statetype != A && (Var(8) = 2 && Animelem = 10) attr = S, SA damage = 160, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 12,13 sparkno = s6002 sparkxy = -24,-68 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 animtype = Diagup ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5,-10 air.velocity = -5,-10 air.recover = 0 fall.recover = 0 fall = 1 palfx.time = 42 palfx.add = 240,50,0 palfx.mul = 250,224,120 palfx.sinadd = 110,55,85,10 Palfx.color = 0 palfx.invertall = 1 envshake.time = 20 envshake.ampl = -2 yaccel = 0.57 [State 1050, 16] type = Helper triggerall = P2stateno != [120,155] trigger1 = Var(8) = 2 && Animelem = 10 helpertype = Normal name = "Flame Sparks" id = 1060 pos = 0,0 postype = P2 facing = 1 stateno = 1060 keyctrl = 0 ownpal = 1 sprpriority = 4 [State 1050, 17] type = HitDef trigger1 = Var(8) = 3 && Animelem = 10 attr = S, SA damage = 70, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 guardflag = HA priority = 4 pausetime = 8,8 sparkno = s6002 sparkxy = -24,-68 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 animtype = Hard ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -14,-7 air.velocity = -14,-7 air.recover = 0 fall.recover = 0 fall = 1 p2stateno = 351 p2facing = 1 [State 1050, 18] type = HitDef trigger1 = var(8) >= 4 && Animelem = 10 attr = S, SA damage = 100, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 12,13 sparkno = s6002 sparkxy = -24,-68 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 animtype = Hard ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.6,-9 guard.velocity = -9 air.velocity = -4.6,-9 airguard.velocity = -5,-4 air.recover = 0 fall.recover = 0 fall = 1 air.fall = 1 yaccel = 0.57 [State 1050, 19] type = PosAdd trigger1 = AnimElem = 13 x = 14 [State 1050, 20] type = PosAdd trigger1 = AnimElem = 14 x = 8 [State 1050, 21] type = ChangeState triggerall = Var(8) = 3 trigger1 = Animelem = 14 value = 195 ctrl = 0 [State 1050, 22] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ; Flame Sparks Helper ;------------------------------------------------------ [Statedef 1060] type = S physics = S juggle = 0 anim = 10000 ctrl = 0 sprpriority = 5 [State 1060, 1] type = DestroySelf trigger1 = Time >= 40 ;====================================================== ; 100 Shiki: Oniyaki Mikansei Weak (1/3) ;====================================================== [Statedef 1100] type = S movetype= A physics = S juggle = ifelse((prevstateno = 1201 || prevstateno = 1251), 1, ifelse((Var(8) = 11),4,10)) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1100 ctrl = 0 sprpriority = 2 [State 1100, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1201 || prevstateno = 1251 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1100, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 6 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1201 || prevstateno = 1251 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1100, 3] type = PlaySnd trigger1 = Animelem = 3 value = s1100,0 [State 1100, 4] type = HitDef trigger1 = Animelem = 3 attr = S, SA animtype = Hard damage = 91, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 11,12 sparkno = s6002 sparkxy = -10,-70 guard.sparkno = s6014 hitsound = s1,2 guardsound = s2,1 ground.type = Low ground.slidetime = 17 ground.hittime = 16 ground.velocity = -3,-11 guard.velocity = -7 air.velocity = -3,-11 air.recover = 0 fall.recover = 0 fall = 1 air.fall = 1 yaccel = 0.57 [State 1100, 5] type = Varset trigger1 = Animtime = 0 v = 9 value = ifelse(MoveHit,1,0) ignorehitpause = 1 [State 1100, 6] type = ChangeState trigger1 = AnimTime = 0 value = 1101 ctrl = 0 ;------------------------------------------------------ ; 100 Shiki: Oniyaki Mikansei Weak (2/3) ;------------------------------------------------------ [Statedef 1101] type = A movetype= A physics = N velset = 3.4,-7.4 anim = 1101 [State 1101, 1] type = VelAdd trigger1 = 1 y = .48 [State 1101, 2] type = PosAdd trigger1 = Animelem = 1 x = 20 [State 1101, 3] type = HitDef trigger1 = Time = 0 && numexplod(6019) = 1 trigger2 = Animelem = 1 && var(9) != 1 attr = A, SA animtype = Hard damage = 91, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 11,12 sparkno = s6002 sparkxy = -10,-88 guard.sparkno = s6014 hitsound = s1,2 guardsound = s2,1 ground.type = Low ground.slidetime = 17 ground.hittime = 16 ground.velocity = -3,-11 guard.velocity = -7 air.velocity = -3,-11 air.recover = 0 fall.recover = 0 fall = 1 air.fall = 1 yaccel = 0.57 [State 1101, 4] type = PlaySnd trigger1 = Animelem = 1 value = s3,1 [State 1101, 5] type = Veladd trigger1 = Animelemtime(1) <= 4 x = -0.4 [State 1101, 6] type = Velset trigger1 = Animelem = 4 x = 0.2 [State 1101, 7] type = Varset trigger1 = Animtime = 0 v = 9 value = 0 [State 1101, 8] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -5 value = 1102 ;------------------------------------------------------ ; 100 Shiki: Oniyaki Mikansei Weak (3/3) ;------------------------------------------------------ [Statedef 1102] type = S movetype= A physics = S velset = 0,0 anim = 1102 ctrl = 0 sprpriority = 2 [State 1102, 1] type = Posset trigger1 = time = 0 y = 0 [State 1102, 2] type = Afterimage triggerall = Prevstateno = 3602 || Prevstateno = 3611 Trigger1 = Animelem = 2 [State 1102, 3] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;====================================================== ; 100 Shiki: Oniyaki Mikansei Strong (1/2) ;====================================================== [Statedef 1150] type = S movetype= A physics = S juggle = ifelse((prevstateno = 1201 || prevstateno = 1251), 1, ifelse((Var(8) = 11),4,10)) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1150 ctrl = 0 sprpriority = 2 [State 1150, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1201 || prevstateno = 1251 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1150, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 6 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1201 || prevstateno = 1251 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1150, 3] type = PlaySnd trigger1 = Animelem = 3 value = s1100,0 [State 1150, 4] type = HitDef trigger1 = Animelem = 3 attr = S, SA animtype = Hard damage = 100, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MAF pausetime = 11,12 sparkno = s6002 sparkxy = -10,-70 guard.sparkno = s6014 hitsound = s1,2 guardsound = s2,1 ground.type = Low ground.slidetime = 17 ground.hittime = 16 ground.velocity = -4,-9.9 guard.velocity = -7 air.velocity = -4,-9.9 fall = 1 air.fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.57 [State 1150, 5] type = Varset trigger1 = Animtime = 0 v = 9 value = ifelse(MoveHit,1,0) [State 1150, 6] type = ChangeState trigger1 = AnimTime = 0 value = 1151 ctrl = 0 ;------------------------------------------------------ ; 100 Shiki: Oniyaki Mikansei Strong (2/2) ;------------------------------------------------------ [Statedef 1151] type = A movetype= A physics = N velset = 3.7,-8.7 anim = 1151 [State 1151, 1] type = VelAdd trigger1 = 1 y = .48 [State 1151, 2] type = PosAdd trigger1 = Animelem = 1 x = 20 [State 1151, 3] type = HitDef trigger1 = Time = 0 && numexplod(6019) = 1 trigger2 = Animelem = 1 && var(9) != 1 attr = A, SA animtype = Hard damage = 100, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 11,12 sparkno = s6002 sparkxy = -10,-88 guard.sparkno = s6014 hitsound = s1,2 guardsound = s2,1 ground.type = Low ground.slidetime = 17 ground.hittime = 16 ground.velocity = -4,-9.9 guard.velocity = -7 air.velocity = -4,-9.9 fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.57 [State 1151, 4] type = PlaySnd trigger1 = Animelem = 1 value = s3,1 [State 1151, 5] type = Veladd trigger1 = Animelemtime(1) <= 4 x = -0.4 [State 1151, 6] type = Velset trigger1 = Animelem = 3,2 x = 0 [State 1151, 7] type = Varset trigger1 = Animtime = 0 v = 9 value = 0 [State 1151, 8] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -5 value = 1102 ;====================================================== ; 212 Shiki: Kototsuki Mikansei Weak (1/9) ;====================================================== [Statedef 1200] type = S movetype= A physics = N juggle = ifelse(prevstateno = 1000,1,5) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1200 ctrl = 0 sprpriority = 2 [State 1200, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1400 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1200, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1400 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1200, 3] type = VelSet trigger1 = Animelem = 2 x = 6.9 [State 1200, 4] type = VelMul trigger1 = Animelemtime(7) >= 0 x = 0.8 [State 1200, 5] type = VelSet trigger1 = AnimElem = 8 x = 0 [State 1200, 6] type = ChangeState trigger1 = P2BodyDist X < 35 trigger1 = Animelemtime(2) > 0 trigger1 = Animelemtime(7) < 0 value = 1201 ctrl = 0 [State 1200, 7] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Weak (2/9) ;------------------------------------------------------ [Statedef 1201] type = S movetype = A physics = N anim = 1201 ctrl = 0 [State 1201, 1] type = PlaySnd trigger1 = Animelem = 5 value = s1200, 0 [State 1201, 2] type = HitDef trigger1 = Animelem = 5 persistent = 1 attr = S, SA animtype = Hard damage = 70, 9 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = ifelse((P2statetype = A),11,7),ifelse((P2statetype = A),11,13) sparkno = s6002 sparkxy = -24,-72 guard.sparkno = s6014 hitsound = s1,2 guardsound = s2,1 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = -8 ground.cornerpush.veloff = -18 guard.velocity = -7 air.velocity = -4,-8 forcestand = 1 air.recover = 0 fall.recover = 0 yaccel = 0.59 air.fall = 1 [State 1201, 3] type = VelMul trigger1 = Animelemtime(8) <= 3 x = 0.94 [State 1201, 4] type = ChangeState trigger1 = MoveHit && AnimTime = 0 trigger2 = !MoveHit && Animelemtime(6) >= 2 value = ifelse(MoveHit,1202,1208) ctrl = ifelse(MoveHit,0,1) ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Weak (3/9) ;------------------------------------------------------ [Statedef 1202] type = A movetype = A physics = A anim = 1202 velset = 5.0,-4 ctrl = 0 [State 1202, 1] type = HitDef trigger1 = P2StateType = A trigger1 = Time = 0 persistent = 1 attr = A, SA animtype = Up damage = 30, 9 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 11,11 sparkno = s6002 sparkxy = -10,-70 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 0,8 guard.velocity = -4 air.velocity = -4,-8.4 air.recover = 0 fall.recover = 0 fall = 1 p2stateno = 1206 p2facing = 1 yaccel = 0.57 [State 1202, 2] type = PlaySnd trigger1 = Animelem = 3 value = s1200, 1 [State 1202, 3] type = ChangeState trigger1 = Pos Y >= -5 && Vel Y > 0 value = 1203 ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Weak (4/9) ;------------------------------------------------------ [Statedef 1203] type = S movetype = A physics = N anim = 1203 velset = 0,0 ctrl = 0 [State 1203, 1] type = posset trigger1 = Time = 0 y= 0 [State 1203, 2] type = PlaySnd trigger1 = Animelem = 1 ignorehitpause = 1 value = s4, 0 [State 1203, 3] type = PosAdd trigger1 = AnimElem = 1 x = 20 [State 1203, 4] type = HitDef trigger1 = P2StateType = A trigger1 = Animelem = 1 persistent = 1 attr = A, SA animtype = Up damage = 30, 9 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 8,10 sparkno = s6002 sparkxy = -10,-40 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 0,8 guard.velocity = -4 air.velocity = -4,-8.4 air.recover = 0 fall.recover = 0 fall = 1 p2stateno = 1206 p2facing = 1 yaccel = 0.54 [State 1203, 5] type = HitDef trigger1 = P2StateType != A trigger1 = Animelem = 1 persistent = 1 attr = A, SA animtype = Up damage = 30, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MA pausetime = 12,14 sparkno = s6002 sparkxy = -10,-40 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 0,8 guard.velocity = -4 air.velocity = -4,-8.4 air.recover = 0 fall.recover = 0 fall = 1 p2stateno = 1204 p2facing = 1 yaccel = 0.54 [State 1203, 6] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Weak P2 state (5/9) ;------------------------------------------------------ [Statedef 1204] type = S movetype= H physics = N velset = 0,0 [State 1204, 1] type = ChangeAnim2 trigger1 = SelfAnimExist(5556) value = 5556 [State 1204, 2] type = ChangeAnim2 trigger1 = !SelfAnimExist(5556) value = 1204 [State 1204, 3] type = ChangeState trigger1 = HitShakeOver = 1 value = 1205 ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Weak P2 state (6/9) ;------------------------------------------------------ [Statedef 1205] type = L movetype= H physics = N [State 1205, 1] type = EnvShake trigger1 = time = 0 time = 9 freq = 240 ampl = -3 [State 1205, 2] type = ChangeAnim trigger1 = time = 0 trigger1 = SelfAnimExist (5101) value = 5101 [State 1205, 3] type = PosSet trigger1 = Time = 0 y = 0 [State 1205, 4] type = VelSet trigger1 = Time = 0 y = 0 [State 1205, 5] type = SelfState trigger1 = AnimTime = 0 value = 5101 ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Weak P2 state (7/9) ;------------------------------------------------------ [Statedef 1206] type = A movetype= H physics = N velset = 0,0 [State 1206, 1] type = ChangeAnim2 trigger1 = 1 value = 1206 [State 1206, 2] type = ChangeState trigger1 = HitShakeOver = 1 value = 1207 ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Weak P2 state (8/9) ;------------------------------------------------------ [Statedef 1207] type = A movetype = H physics = N velset = ifelse((P2Stateno = 3002),-12,0),13 [State 1207, 1] type = NotHitBy triggerall = P2Stateno != 3002 trigger1 = 1 value = SCA [State 1207, 2] type = VelAdd trigger1 = 1 y = 0.57 [State 1207, 3] type = VelSet trigger1 = (Vel y > 0) && (Pos y >= 0) x = -1 [State 1207, 4] type = ChangeAnim trigger1 = (Vel y > 0) && (Pos y >= 0) trigger1 = SelfAnimExist(5062) value = 5062 [State 1207, 5] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Weak (9/9) ;------------------------------------------------------ [Statedef 1208] type = S movetype = A physics = N anim = 1208 ctrl = 0 [State 1208, 1] type = PosAdd trigger1 = Animelem = 2 trigger2 = Animelem = 5 x = -ifelse((Animelem = 5),13,11) [State 1208, 2] type = VelMul trigger1 = 1 x = ifelse(Animelemtime(3) >= 0,0.5,0.6) [State 1208, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;====================================================== ; 212 Shiki: Kototsuki Mikansei Strong (1/3) ;====================================================== [Statedef 1250] type = S movetype= A physics = N juggle = ifelse(prevstateno = 1000,1,5) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1250 ctrl = 0 sprpriority = 2 [State 1250, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1400 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1250, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1400 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1250, 3] type = VelSet trigger1 = Animelem = 2 x = 6.9 [State 1250, 4] type = VelMul trigger1 = Animelemtime(9) >= 0 x = 0.8 [State 1250, 5] type = VelSet trigger1 = AnimElem = 10 x = 0 [State 1250, 6] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1250, 7] type = ChangeState trigger1 = P2BodyDist X < 50 trigger1 = Animelemtime(2) > 0 trigger1 = Animelemtime(9) < 0 value = 1251 ctrl = 0 [State 1250, 8] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Strong (2/3) ;------------------------------------------------------ [Statedef 1251] type = S movetype = A physics = N anim = 1251 ctrl = 0 [State 1251, 1] type = PlaySnd trigger1 = Animelem = 5 value = s1200, 0 [State 1251, 2] type = HitDef trigger1 = Animelem = 5 persistent = 1 attr = S, SA animtype = Medium damage = 90, 9 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 8,13 sparkno = s6002 sparkxy = -24,-72 guard.sparkno = s6014 hitsound = s1,2 guardsound = s2,1 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = -9 ground.cornerpush.veloff = -18 guard.velocity = -7 air.velocity = -4,-8 forcestand = 1 air.recover = 0 fall.recover = 0 yaccel = 0.59 air.fall = 1 [State 1251, 3] type = VelMul trigger1 = Animelemtime(8) <= 3 x = 0.94 [State 1251, 4] type = ChangeState trigger1 = MoveHit && AnimTime = 0 trigger2 = !MoveHit && Animelemtime(6) >= 2 value = ifelse(MoveHit,1252,1208) ctrl = ifelse(MoveHit,0,1) ;------------------------------------------------------ ; 212 Shiki: Kototsuki Mikansei Strong (3/3) ;------------------------------------------------------ [Statedef 1252] type = A movetype = A physics = A anim = 1202 velset = 5.6,-4 ctrl = 0 [State 1252, 1] type = HitDef trigger1 = P2StateType = A trigger1 = Time = 0 persistent = 1 attr = A, SA animtype = Up damage = 30, 9 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 11,11 sparkno = s6002 sparkxy = -10,-70 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 0,8 guard.velocity = -4 air.velocity = -4,-8.4 fall = 1 p2stateno = 1206 p2facing = 1 air.recover = 0 fall.recover = 0 yaccel = 0.57 [State 1252, 2] type = PlaySnd trigger1 = Animelem = 3 value = s1200, 1 [State 1252, 3] type = ChangeState trigger1 = Pos Y >= -5 && Vel Y > 0 value = 1203 ;====================================================== ; Shingo Kick Weak (1/3) ;====================================================== [Statedef 1300] type = S movetype= A physics = S juggle = ifelse((prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251), 1, ifelse((Var(8) = 11),6,10)) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1300 ctrl = 0 sprpriority = 2 [State 1300, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1300, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1300, 3] type = PosAdd trigger1 = Animelem = 2 x = -5 y = -1 [State 1300, 4] type = PlaySnd trigger1 = Animelem = 3 value = s1300,0 [State 1300, 5] type = PosAdd trigger1 = Animelem = 5 x = 28 [State 1300, 6] type = ChangeState trigger1 = AnimTime = 0 value = 1301 ctrl = 0 ;------------------------------------------------------ ; Shingo Kick Weak (2/3) ;------------------------------------------------------ [Statedef 1301] type = A movetype= A physics = A velset = 4.4,-3.8 anim = 1301 [State 1301, 1] type = PosAdd trigger1 = Animelem = 1 y = -20 [State 1301, 2] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Hard damage = 111, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 9,11 sparkno = s6002 sparkxy = -10,-52 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 17 ground.hittime = 16 ground.velocity = -5,-8.5 guard.velocity = -7 air.velocity = -5,-7.5 fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.59 [State 1301, 3] type = PlaySnd trigger1 = Animelem = 2 value = s3,1 [State 1301, 4] type = veladd trigger1 = AnimElem = 5,> 0 y = 0.5 [State 1301, 5] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -5 value = 1302 ;------------------------------------------------------ ; Shingo Kick Weak (3/3) ;------------------------------------------------------ [Statedef 1302] type = S movetype= A physics = S velset = 0,0 anim = 1302 ctrl = 0 sprpriority = 2 [State 1302, 1] type = Posset trigger1 = time = 0 y = 0 [State 1302, 2] type = PosAdd trigger1 = Animelem = 1 x = 8 [State 1302, 3] type = PosAdd trigger1 = Animelem = 2 x = 15 [State 1302, 4] type = PosAdd trigger1 = Animelem = 3 x = 2 [State 1302, 5] type = PosAdd trigger1 = Animelem = 4 x = 6 [State 1302, 6] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;====================================================== ; Shingo Kick Strong (1/3) ;====================================================== [Statedef 1330] type = S movetype = A physics = S juggle = ifelse((prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251), 1, ifelse((Var(8) = 11),6,10)) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1304 ctrl = 0 sprpriority = 2 [State 1330, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1330, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1330, 3] type = PosAdd trigger1 = Animelem = 2 x = -5 y = -1 [State 1330, 4] type = PlaySnd trigger1 = Animelem = 3 value = s1300,0 [State 1330, 5] type = PosAdd trigger1 = Animelem = 5 x = 28 [State 1330, 6] type = velset trigger1 = AnimElem = 5 x = 2 [State 1330, 7] type = ChangeState trigger1 = AnimTime = 0 value = 1331 ctrl = 0 ;------------------------------------------------------ ; Shingo Kick Strong (2/3) ;------------------------------------------------------ [Statedef 1331] type = A movetype= A physics = A velset = 7.0,-4.0 anim = 1301 [State 1331, 1] type = PosAdd trigger1 = Animelem = 1 y = -20 [State 1331, 2] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Hard damage = 111, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 10,12 sparkno = s6002 sparkxy = -10,-52 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 17 ground.hittime = 16 ground.velocity = -5,-8.5 guard.velocity = -7 air.velocity = -5,-7.5 fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.59 [State 1331, 3] type = veladd trigger1 = AnimElem = 5,> 0 y = 0.432 [State 1331, 4] type = PlaySnd trigger1 = Animelem = 2 value = s3,1 [State 1331, 5] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -5 value = 1332 ;------------------------------------------------------ ; Shingo Kick Strong (3/3) ;------------------------------------------------------ [Statedef 1332] type = S movetype= A physics = S juggle = 12 velset = 0,0 anim = 1303 ctrl = 0 sprpriority = 2 [State 1332, 1] type = Posset trigger1 = time = 0 y = 0 [State 1332, 2] type = PosAdd trigger1 = Animelem = 1 x = 8 [State 1332, 3] type = PosAdd trigger1 = Animelem = 2 x = 15 [State 1332, 4] type = PosAdd trigger1 = Animelem = 3 x = 2 [State 1332, 5] type = PosAdd trigger1 = Animelem = 4 x = 6 [State 1332, 6] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;====================================================== ; Shingo Kick Air (1/2) ;====================================================== [Statedef 1360] type = A movetype= A physics = N juggle = ifelse((Prevstateno=1401||Prevstateno=1101||Prevstateno=1151),1,ifelse((Var(8) = 11),6,ifelse(Prevstateno=1301||Prevstateno=1331||Prevstateno=1701||Prevstateno=1751,0,10))) poweradd = ifelse(Var(23)>0,0,50) anim = ifelse(Prevstateno=1301||Prevstateno=1331,1362,1360) velset = 0,0 ctrl = 0 [State 1360, 1] type = Varadd triggerall = Prevstateno=600||Prevstateno=610||Prevstateno=630||Prevstateno=635||Prevstateno=640||Prevstateno=645||Prevstateno=1401||Prevstateno=1101||Prevstateno=1151||Prevstateno=1301||Prevstateno=1331||Prevstateno=1701||Prevstateno=1751 trigger1 = time = 0 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1360, 2] type = PalFX triggerall = Prevstateno=600||Prevstateno=610||Prevstateno=630||Prevstateno=635||Prevstateno=640||Prevstateno=645||Prevstateno=1401||Prevstateno=1101||Prevstateno=1151||Prevstateno=1301||Prevstateno=1331||Prevstateno=1701||Prevstateno=1751 trigger1 = (GameTime%2) = 0 && time < 8 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1360, 3] type = PosAdd triggerall = Prevstateno = [1301,1331] trigger1 = time = 0 y = 20 [State 1360, 4] type = PlaySnd trigger1 = Animelem = 1 value = s1300,0 [State 1360, 5] type = velset trigger1 = AnimElem = 3 x = 4.0 y = -3.8 [State 1360, 6] type = velAdd trigger1 = AnimElem = 4,> 0 y = 0.58 [State 1360, 7] type = PlaySnd trigger1 = Animelem = 4 value = s3,1 [State 1360, 8] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Hard damage = 111, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 10,12 sparkno = s6002 sparkxy = -10,-52 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 17 ground.hittime = 16 ground.velocity = -5,-8.5 guard.velocity = -7 air.velocity = -5,-7.5 fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.59 [State 1360, 9] type = ChangeState trigger1 = Pos Y >= 0 && Vel Y > 0 value = 1361 ;------------------------------------------------------ ; Shingo Kick Air (2/2) ;------------------------------------------------------ [Statedef 1361] type = S movetype = A physics = S anim = 1361 velset = 0,0 [State 1361, 1] type = posset trigger1 = Time = 0 y = 0 [State 1361, 2] type = posadd trigger1 = Time = 0 x = 18 [State 1361, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;====================================================== ; Shingo Kinsei Oreshiki: Nie Togi (1/4) ;====================================================== [Statedef 1400] type = S movetype= A physics = S juggle = 5 poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1400 ctrl = 0 sprpriority = 2 [State 1400, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = Prevstateno = 261 || Prevstateno = 271 || prevstateno = 1000 || prevstateno = 1201 || prevstateno = 1251 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1400, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = Prevstateno = 261 || Prevstateno = 271 || prevstateno = 1000 || prevstateno = 1201 || prevstateno = 1251 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1400, 3] type = PlayerPush trigger1 = AnimElem = 6 ,<0 value = 0 [State 1400, 4] type = PosAdd trigger1 = AnimElem = 4 x = 16 [State 1400, 5] type = PlaySnd trigger1 = Animelem = 4 value = s1400,0 [State 1400, 6] type = PosAdd trigger1 = AnimElem = 6 x = 3 [State 1400, 7] type = PlaySnd trigger1 = Animelem = 6 value = s1400,1 [State 1400, 8] type = HitDef trigger1 = Animelem = 4 trigger2 = Animelem = 6 attr = S, SA damage = 37, 9 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 animtype = Light guardflag = N hitflag = M priority = 3, Hit pausetime = 11, 12 sparkno = s6002 sparkxy = -10, -74 guard.sparkno = s6014 hitsound = s1, 2 guardsound = s2, 1 ground.type = High ground.slidetime = 17 ground.hittime = 16 ground.velocity = -0.4 airguard.velocity = -3,-5 air.type = low air.velocity = -4,-8 air.hittime = 14 air.fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.59 [State 1400, 9] type = ChangeState trigger1 = Movehit && AnimTime = 0 trigger2 = !Movehit && Animelemtime(4)>=3 value = ifelse(Movehit,1401,1403) ctrl = 0 ;------------------------------------------------------ ; Shingo Kinsei Oreshiki: Nie Togi (2/4) ;------------------------------------------------------ [Statedef 1401] type = A movetype= A physics = A velset = 2.0,-7.5 anim = 1401 ctrl = 0 sprpriority = 2 [State 1401, 1] type = VelAdd trigger1 = 1 y = 0.08 [State 1401, 2] type = PlaySnd trigger1 = Animelem = 2 value = s1400,2 [State 1401, 3] type = HitDef trigger1 = Animelem = 2 attr = A, SA damage = 37, 9 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 guardflag = N priority = 4 pausetime = 10,12 sparkno = s6002 sparkxy = -10,-76 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 animtype = Up ground.type = low ground.slidetime = 17 ground.hittime = 16 ground.velocity = -1.5,-14.5 air.velocity = -1.5,-14.5 air.fall = 1 fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.7 [State 1401, 4] type = velset trigger1 = time = 18 x = 0 [State 1401, 5] type = Varset triggerall = Var(8) = 0 trigger1 = Animelem = 3 v = 8 value = 10 [State 1401, 6] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -5 value = 1402 ;------------------------------------------------------ ; Shingo Kinsei Oreshiki: Nie Togi (3/4) ;------------------------------------------------------ [Statedef 1402] type = S movetype= A physics = S velset = 0,0 anim = 1402 ctrl = 0 sprpriority = 2 [State 1402, 1] type = Posset trigger1 = time = 0 y = 0 [State 1402, 2] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ; Shingo Kinsei Oreshiki: Nie Togi (4/4) ;------------------------------------------------------ [Statedef 1403] type = S movetype= A physics = S juggle = 1 velset = 0,0 anim = 1403 ctrl = 0 sprpriority = 2 [State 1403, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;====================================================== ; Gettyu Weak (1/2) ;====================================================== [Statedef 1500] type = S movetype= A physics = S juggle = ifelse((prevstateno = 1000 || prevstateno = 1201 || prevstateno = 1251), 1, ifelse((Var(8) = 11),6,10)) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1500 ctrl = 0 sprpriority = 2 [State 1500, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = Prevstateno = 261 || prevstateno = 1000 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1500, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = Prevstateno = 261 || prevstateno = 1000 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1500, 3] type = ReversalDef trigger1 = AnimElem = 3 attr = S, SA reversal.attr = SCA, AA priority = 5,Miss numhits = 0 pausetime = 12,12 sparkno = s6013 hitsound = s2,1 p1stateno = 1501 [State 1500, 4] type = PlaySnd trigger1 = Animelem = 4 value = s1500,0 [State 1500, 5] type = HitDef trigger1 = P2StateType = A trigger1 = Animelem = 4 persistent = 1 attr = S, SA animtype = Up damage = 83, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 14,14 sparkno = s6002 sparkxy = -8,-58 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 8,6 guard.velocity = -9 ground.cornerpush.veloff = -16 air.velocity = -8,6 airguard.velocity = -5,-4 fall = 1 air.recover = 0 fall.recover = 0 p2stateno = 1206 p2facing = 1 yaccel = 0.59 [State 1500, 6] type = HitDef trigger1 = P2StateType != A trigger1 = Animelem = 4 persistent = 1 attr = S, SA animtype = Up damage = 83, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MA pausetime = 14,14 sparkno = s6002 sparkxy = -8,-58 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 0,8 guard.velocity = -9 ground.cornerpush.veloff = -16 air.velocity = -2,8 airguard.velocity = -5,-4 fall = 1 air.recover = 0 fall.recover = 0 p2stateno = 1204 p2facing = 1 yaccel = 0.59 [State 1500, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ; Gettyu Weak (2/2) ;------------------------------------------------------ [Statedef 1501] type = S movetype= A physics = S ;velset = -3.4,0 anim = 1501 ctrl = 0 sprpriority = 2 [State 1501, 1] type = Velset trigger1 = Animelem = 3 x = -4 [State 1501, 2] type = PosAdd trigger1 = time = 0 x = -12 [State 1501, 3] type = PlaySnd trigger1 = Animelem = 1 value = s1500, 1 [State 1501, 4] type = HitDef trigger1 = Time = 0 attr = S, SA damage = 85, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 animtype = diagup hitflag = MAF guardflag = N sparkno = s6003 guard.sparkno = s6014 sparkxy = -10,-55 hitsound = s1,4 guardsound = s2,1 pausetime = 12,14 ground.hittime = 12 ground.slidetime = 12 ground.type = high ground.velocity = -18,0 ground.cornerpush.veloff = -8 air.velocity = -18,-1 fall = 1 air.recover = 0 fall.recover = 0 p2stateno = 351 p2facing = 1 yaccel = 0.59 ground.cornerpush.veloff = 0 [State 1501, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;====================================================== ; Gettyu Strong ;====================================================== [Statedef 1550] type = S movetype= A physics = S juggle = ifelse((prevstateno = 1000 || prevstateno = 1201 || prevstateno = 1251), 1, ifelse((Var(8) = 11),6,10)) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1550 ctrl = 0 sprpriority = 2 [State 1550, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = Prevstateno = 261 || prevstateno = 1000 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1550, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = Prevstateno = 261 || prevstateno = 1000 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1550, 3] type = ReversalDef trigger1 = AnimElem = 3 attr = S, SA reversal.attr = SCA, AA priority = 5,Miss numhits = 0 pausetime = 12,12 sparkno = s6013 hitsound = s2,1 p1stateno = 1501 [State 1550, 4] type = PlaySnd trigger1 = Animelem = 4 value = s1500,0 [State 1550, 5] type = HitDef trigger1 = P2StateType = A trigger1 = Animelem = 5 persistent = 1 attr = S, SA animtype = Up damage = 83, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = CMAF pausetime = 14,14 sparkno = s6002 sparkxy = -8,-58 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 8,4 ground.cornerpush.veloff = -16 guard.velocity = -9 air.velocity = -8,4 airguard.velocity = -5,-4 air.recover = 0 fall.recover = 0 fall = 1 p2stateno = 1206 p2facing = 1 yaccel = 0.59 [State 1550, 6] type = HitDef trigger1 = P2StateType != A trigger1 = Animelem = 5 persistent = 1 attr = S, SA animtype = Up damage = 83, 9 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MA pausetime = 14,14 sparkno = s6002 sparkxy = -8,-58 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 0,8 guard.velocity = -9 ground.cornerpush.veloff = -16 air.velocity = -2,8 airguard.velocity = -5,-4 air.recover = 0 fall.recover = 0 fall = 1 p2stateno = 1204 p2facing = 1 yaccel = 0.59 [State 1550, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;====================================================== ; Idou Yoke ;====================================================== [Statedef 1600] type = S physics = S anim = 700 sprpriority = -2 velset = 0,0 ctrl = 0 [State 1600, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 trigger2 = prevstateno = 1000 || Prevstateno = 1050 || Prevstateno = 1201 || Prevstateno = 1251 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1400 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1600, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 trigger2 = prevstateno = 1000 || Prevstateno = 1050 || Prevstateno = 1201 || Prevstateno = 1251 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1400 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1600, 3] type = PlayerPush trigger1 = 1 value = 0 [State 1600, 4] type = NotHitBy trigger1 = 1 value = SCA [State 1600, 5] type = HitBy trigger1 = 1 value = SC, NT, ST, HT [State 1600, 6] type = PosAdd triggerall = prevstateno = 270 || prevstateno = 271 trigger1 = time = 0 x = 40 [State 1600, 7] type = PlaySnd trigger1 = Animelem = 2 value = s700,1 [State 1600, 8] type = velset trigger1 = Animelemtime(2) >= 0 && Animelemtime(7) <=0 x = 6.5 [State 1600, 9] type = velset trigger1 = Animelemtime(7) >= 0 x = 0 [State 1600, 10] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;====================================================== ; 101 Shiki Oboro Guruma Mikansei Weak (1/3) ;====================================================== [Statedef 1700] type = S movetype= A physics = S juggle = ifelse((prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251), 5, ifelse((Var(8) = 11),4,10)) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1700 ctrl = 0 sprpriority = 2 [State 1700, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1700, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1700, 3] type = ChangeState trigger1 = AnimTime = 0 value = 1701 ctrl = 0 ;------------------------------------------------------ ; 101 Shiki Oboro Guruma Mikansei Weak (2/3) ;------------------------------------------------------ [Statedef 1701] type = A movetype= A physics = N velset = 4,-6.6 anim = 1701 [State 1701, 1] type = veladd trigger1 = Animelemtime(1) >= 0 y = 0.53 [State 1701, 2] type = PosAdd trigger1 = Animelem = 1 x = 10 y = -5 [State 1701, 3] type = PlaySnd trigger1 = Animelem = 2 value = s1600,0 [State 1701, 4] type = HitDef trigger1 = Animelem = 2 attr = A, HA animtype = Hard damage = 60, 10 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 11,12 sparkno = s6002 sparkxy = -10,-52 guard.sparkno = s6014 hitsound = s1,3 guardsound = s2,1 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -3,-8.6 guard.velocity = -7 air.velocity = -3,-8.6 fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.59 [State 1701, 5] type = veladd trigger1 = AnimElem = 3,> 0 x = -0.16 [State 1701, 6] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -20 value = 1702 ;------------------------------------------------------ ; 101 Shiki Oboro Guruma Mikansei Weak (3/3) ;------------------------------------------------------ [Statedef 1702] type = L movetype= H physics = N juggle = 4 velset = 0,0 anim = 1702 ctrl = 0 sprpriority = 2 [State 1702, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1702, 2] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;====================================================== ; 101 Shiki Oboro Guruma Mikansei Strong (1/4) ;====================================================== [Statedef 1750] type = S movetype= A physics = S juggle = ifelse((prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251), 5, ifelse((Var(8) = 11),4,10)) poweradd = ifelse((Var(23)>0)||(prevstateno=1751),0,50) velset = 0,0 anim = ifelse((prevstateno=1751),1753,1750) ctrl = 0 sprpriority = 2 [State 1750, 1] type = Posset trigger1 = time = 0 y = 0 [State 1750, 2] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1750, 3] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1750, 4] type = ChangeState trigger1 = AnimTime = 0 value = ifelse((prevstateno=1751),1753,1751) ctrl = 0 ;------------------------------------------------------ ; 101 Shiki Oboro Guruma Mikansei Strong (2/4) ;------------------------------------------------------ [Statedef 1751] type = A movetype= A physics = N velset = 4,-5.3 anim = 1751 [State 1751, 1] type = veladd trigger1 = Animelemtime(1) >= 0 y = 0.53 [State 1751, 2] type = PosAdd trigger1 = Animelem = 1 x = 10 y = -5 [State 1751, 3] type = PlaySnd trigger1 = Animelem = 2 value = s1750,ifelse((prevstateno=1752),1,0) [State 1751, 4] type = HitDef trigger1 = Animelem = 2 attr = A, HA animtype = Hard damage = 40, 10 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 12,12 sparkno = s6002 sparkxy = -10,-52 guard.sparkno = s6014 hitsound = s1,3 guardsound = s2,1 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4,-8 guard.velocity = -7 air.velocity = -5,-9 fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.59 [State 1751, 5] type = veladd trigger1 = AnimElem = 3,> 0 x = -0.16 [State 1751, 6] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -20 value = ifelse((prevstateno=1752),1750,1752) ctrl = 0 ;------------------------------------------------------ ; 101 Shiki Oboro Guruma Mikansei Strong (3/4) ;------------------------------------------------------ [Statedef 1752] type = L movetype= H physics = N velset = 0,0 anim = 1752 ctrl = 0 sprpriority = 2 [State 1752, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1752, 2] type = ChangeState trigger1 = Animtime = 0 value = 1751 ctrl = 0 ;------------------------------------------------------ ; 101 Shiki Oboro Guruma Mikansei Strong (4/4) ;------------------------------------------------------ [Statedef 1753] type = A movetype= A physics = N velset = 4,-8.6 anim = ifelse((random<250),1755,1754) juggle = 0 [State 1753, 1] type = veladd trigger1 = 1 y = 0.53 [State 1753, 2] type = PosAdd trigger1 = Animelem = 1 x = 10 y = -5 [State 1753, 3] type = PlaySnd trigger1 = Animelem = 2 value = s1750,2 [State 1753, 4] type = HitDef triggerall = Anim = 1754 trigger1 = P2StateType = A trigger1 = Time = 0 persistent = 1 attr = A, SA animtype = hard damage = 80, 10 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 10,10 sparkno = s6002 sparkxy = -8,-58 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 1 ground.hittime = 1 ground.velocity = 8,6 guard.velocity = -9 air.velocity = -6,10 airguard.velocity = -5,-4 fall = 1 air.recover = 0 fall.recover = 0 envshake.time = 15 envshake.freq = 90 envshake.ampl = -5 [State 1753, 5] type = HitDef triggerall = Anim = 1754 trigger1 = P2StateType != A trigger1 = Time = 0 persistent = 1 attr = A, SA animtype = Up damage = 80, 10 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MA pausetime = 10,10 sparkno = s6002 sparkxy = -8,-58 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 0,8 guard.velocity = -9 air.velocity = -2,8 airguard.velocity = -5,-4 fall = 1 air.recover = 0 fall.recover = 0 p2stateno = 1204 yaccel = 0.59 envshake.time = 15 envshake.freq = 90 envshake.ampl = -5 [State 1753, 6] type = HitDef triggerall = Anim = 1755 trigger1 = time = 0 persistent = 1 attr = A, SA animtype = DiagUp damage = 80, 10 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 36,36 sparkno = s6002 sparkxy = -8,-58 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = -8,-10 guard.velocity = -4 air.velocity = -8,-10 air.recover = 0 fall.recover = 0 fall = 1 yaccel = 0.54 envshake.time = 20 envshake.freq = 90 envshake.ampl = -5 [State 1753, 7] type = veladd trigger1 = AnimElem = 3,> 0 x = -0.01 [State 1753, 8] type = ChangeState triggerall = Anim = 1755 trigger1 = Animtime = 0 value = 1803 ctrl = 0 [State 1753, 9] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -20 value = 1702 ctrl = 0 ;====================================================== ; 101 Shiki Oboro Kurama Mikansei (1/4) ;====================================================== [Statedef 1800] type = S movetype= A physics = S juggle = ifelse((prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251), 5, ifelse((Var(8) = 11),4,10)) poweradd = ifelse(Var(23)>0,0,50) velset = 0,0 anim = 1800 ctrl = 0 sprpriority = 2 [State 1800, 1] type = Varadd triggerall = time = 0 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 var(23) = -160 ignorehitpause = 1 persistent = 1 [State 1800, 2] type = PalFX triggerall = (GameTime%2) = 0 && time < 8 trigger1 = prevstateno = 220 || prevstateno = 230 || Prevstateno = 250 || Prevstateno = 260 || prevstateno = 270 || (prevstateno = 410 && Var(1) = 2) trigger2 = prevstateno = 1000 || prevstateno = 1050 || prevstateno = 1100 || prevstateno = 1150 || prevstateno = 1201 || prevstateno = 1251 || prevstateno = 1400 time = 1 add = 256,256,256 mul = 256,256,256 sinadd = 256,256,256,1 invertall = 0 color = 256 ignorehitpause = 1 [State 1800, 3] type = ChangeState trigger1 = AnimTime = 0 value = 1801 ctrl = 0 ;------------------------------------------------------ ; 101 Shiki Oboro Kurama Mikansei (2/4) ;------------------------------------------------------ [Statedef 1801] type = A movetype= A physics = N velset = 8.2,-7.1 anim = 1801 [State 1801, 1] type = veladd trigger1 = Animelemtime(4) <= 0 y = 0.42 [State 1801, 2] type = veladd trigger1 = Animelemtime(8) >= 0 y = 0.52 [State 1801, 3] type = PosAdd trigger1 = Animelem = 1 x = 10 [State 1801, 4] type = PlaySnd trigger1 = Animelem = 2 value = s1600,0 [State 1801, 5] type = HitDef trigger1 = Animelem = 2 trigger2 = Animelem = 7 attr = A, HA animtype = Hard damage = 38, 8 getpower = ifelse(Var(23)>0,0,50), ifelse(Var(23)>0,0,50) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = ifelse((Animelem = 2),7,12),ifelse((Animelem = 2),8,12) sparkno = s6002 sparkxy = -10,-52 guard.sparkno = s6014 hitsound = s1,3 guardsound = s2,1 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4,-8.6 guard.velocity = -7 air.velocity = -ifelse((Animelem = 7),1,2.5),-8.6 fall = 1 air.recover = 0 fall.recover = 0 yaccel = 0.59 [State 1801, 6] type = veladd trigger1 = AnimElemtime(1) >= 0 x = -0.14 [State 1801, 7] type = ChangeState trigger1 = (Animelemtime(7) >= 2 && Movehit) && Animelemtime(8) <= 4 trigger1 = command = "holdback" && command = "b" trigger2 = (Animelemtime(7) >= 2 && Animelemtime(8) <= 4) trigger2 = command = "holdback" && command = "b" trigger3 = (Animelemtime(7) >= 2 && Animelemtime(8) <= 4) trigger3 = Var(8) = 3 value = 1802 [State 1801, 8] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -20 value = 1702 ;------------------------------------------------------ ; 101 Shiki Oboro Kurama Mikansei (3/4) ;------------------------------------------------------ [Statedef 1802] type = A movetype= A physics = N velset = 2,-2 anim = 1802 ctrl = 0 sprpriority = 2 [State 1802, 1] type = VelAdd trigger1 = 1 y = .11 [State 1802, 2] type = PlaySnd trigger1 = Animelem = 7 value = s1600,1 [State 1802, 3] type = ChangeState trigger1 = Animtime = 0 value = 1803 ;------------------------------------------------------ ; 101 Shiki Oboro Kurama Mikansei (4/4) ;------------------------------------------------------ [Statedef 1803] type = A movetype= A physics = N anim = 3002 ctrl = 0 sprpriority = 2 juggle = ifelse((prevstateno = 1753),15,0) [State 1803, 1] type = Velset triggerall = prevstateno = 1802 trigger1 = time = 0 x = 1 y = 2 [State 1803, 2] type = VelAdd trigger1 = 1 y = ifelse((prevstateno = 1753),0.4,0.26) [State 1803, 3] type = PlaySnd trigger1 = Animelem = 2 value = s1600,3 [State 1803, 4] type = HitDef trigger1 = P2StateType = A trigger1 = Animelem = 1 persistent = 1 attr = S, SA animtype = Hard damage = 42, 10 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MAF pausetime = 44,46 sparkno = s6002 sparkxy = -10,-40 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = High ground.slidetime = 24 ground.hittime = 24 ground.velocity = -4,12 guard.velocity = -4 air.velocity = -4,12 fall = 1 envshake.time = 20 envshake.freq = 90 envshake.ampl = -5 [State 1803, 5] type = HitDef trigger1 = P2StateType != A trigger1 = Animelem = 1 persistent = 1 attr = S, SA animtype = Up damage = 42, 10 getpower = ifelse(Var(23)>0,0,91), ifelse(Var(23)>0,0,91) givepower = 16, 16 priority = 5 guardflag = MA hitflag = MA pausetime = 44,46 sparkno = s6002 sparkxy = -10,-40 guard.sparkno = s6014 hitsound = s1,4 guardsound = s2,1 ground.type = Low ground.slidetime = 24 ground.hittime = 24 ground.velocity = 0,8 guard.velocity = -4 air.velocity = -2,8 fall = 1 p2stateno = 1204 envshake.time = 20 envshake.freq = 90 envshake.ampl = -5 [State 1803, 6] type = Explod triggerall = P2StateType != A trigger1 = Movehit trigger1 = Enemy, Time = 46 anim = 6005 sprpriority = -4 postype = p2 pos = -5,0 bindtime = 1 supermove = 1 [State 1803, 7] type = Explod triggerall = P2StateType != A trigger1 = Movehit trigger1 = Enemy, Time = 46 anim = 6006 sprpriority = 4 postype = p2 pos = -5,0 bindtime = 1 supermove = 1 [State 1803, 8] type = PlaySnd triggerall = P2StateType != A trigger1 = Movehit trigger1 = Enemy, Time = 46 value = s7,1 [State 3001, 7] type = PlaySnd triggerall = prevstateno = 1753 trigger1 = time = 4 value = s3000,1 [State 1803, 9] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 5 value = 3003