;======================<Z SABER COMBO Lv2>===================
[Statedef 3350]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 2111
velset = 0,0
[State 0, TVCFX]
type = removeExplod
trigger1 = time = 0
ID = 2700
[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400
[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600
[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0
[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50
[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)
[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)
[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 0
trigger1 = PrevStateNo = [1000,3999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1
[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1
[State 0, teleport]
type = explod
triggerall = prevstateno = 3302
trigger1 = time = 0
anim = 2116
ID = 400
pos = 0, 0
postype = p1
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 1
scale = 1,1
supermovetime = 9999999
pausemovetime = 9999999
removeongethit = 1
removetime = 4
sprpriority = 4
ownpal = 1
[State 2110, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 3302
trigger1 = time > 0
value = 3300, 1
channel = 1
[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 4
helperType = Normal
stateNo = 8510
ID = 8100
name = "Superpause FX"
posType = P1
pos = 0,-60
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1
[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 4
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,1
darken = 0
poweradd = -2000
[State 1, dust]
type = Explod
triggerall = time >71
trigger1 = !time
anim = 7502
ID = 1056
pos = 10,1
postype = p1
supermove = 1
scale = .4,.30
removeongethit = 1
ownpal = -1
sprpriority = 5
pausemovetime = -1
ignorehitpause = 1
[State 1, dust]
type = Explod
triggerall = time >71
trigger1 = timemod = 3,0
anim = 7502
ID = 1056
pos = -10,1
postype = p1
supermove = 1
scale = .2,.1
removeongethit = 1
ownpal = -1
sprpriority = 5
pausemovetime = -1
ignorehitpause = 1
[state 0, RE]
type = removeexplod
trigger1 = time > 126
ID = 1056
[state 0, RE]
type = removeexplod
trigger1 = anim = 2112 && time > 0
ID = 1056
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 7023
ID = 7023
pos = -20,0
postype = p1 ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 1021
pos = -60,-30
postype = p1
bindtime = -1
facing = 1
supermovetime = 9999
pausemovetime = 9999
removetime = 9
sprpriority = 5
removeongethit = 1
scale = 1,1
ID = 400
ownpal = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 13
value = SCA
time = 1
[State 2100, 0]
type = PlaySnd
triggerall = Anim = 2111
trigger1 = AnimElem = 4
value = 3300, 0
[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6, 1
value = 100, 3
channel = 1
[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 101, 0
channel = 1
[State 2100, PlaySnd]
type = PlaySnd
triggerall = Anim = 2112
trigger1 = AnimElem = 2
value = 101, 0
channel = 1
[State 2100, VelSet]
type = VelSet
trigger1 = AnimElem = 6, 1
x = 12
[State 3250, hit]
type=hitdef
triggerall = !var(16) && var(15) < 4
trigger1=!time
priority=4, Hit
id=3350
attr=S,HA
kill=0
damage=0,60
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=1,1
guard.pausetime=12,12
sparkNo=-1 + 0 * (var(33) :=8014)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=120), var(36) :=-75
hitsound= S2+10*var(44),2
guardsound=s130,0
ground.type=High
ground.slidetime=12
ground.hittime=52
air.hittime=32
ground.velocity=0
air.velocity=0
airguard.velocity=-2
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
fall=1
air.recover=0
fall.recover=0
getpower=0,0
givepower=18,18
envshake.time=12
envshake.ampl=4
sprpriority=2
forcestand=1
p2stateno = 3354
[State 3250, p2state]
type=targetstate
trigger1= movehit && numtarget(3350)
trigger1= target(3350),Movetype=H
ID=3250
value=3354
ignorehitpause=1
[State 2100, Anim]
type = ChangeAnim
triggerall = MoveHit = 0
triggerall = Anim = 2111
trigger1 = AnimElem = 6, > 20
trigger2 = MoveContact
value = 2112
[State 2100, VelSet]
type = VelSet
triggerall = Anim = 2111
trigger1 = AnimElem = 8
x = .5
[State 2100, VelSet]
type = VelSet
trigger1 = Anim = 2112
trigger2 = MoveContact
x = .5
[State 2100, State]
type = ChangeState
triggerall = MoveHit
trigger1 = 1
value = 3352
[State 2100, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Super Combo
[Statedef 3352]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 2117
velset = 0,0
[State 3251, twin nihtmare]
type=Helper
trigger1=!time
helperType=Normal
stateNo=4005
ID=4005
name="Twin Nightmare"
posType=P1
pos=0,0
superMoveTime=255
pauseMoveTime=255
ownPal=1
[State 2110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 50, <= 9
trigger1 = P2StateType != L
trigger1 = P2MoveType = H
pos = 70, 0
[State 2110, Push]
type = PlayerPush
trigger1 = 1
value = 0
[State 2110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 3210, Hi Punch]
type=HitDef
trigger1 = animelem = 6
attr=S, HA
damage= 30
kill=0
priority=4, hit
animtype=Hard
getpower=0,0
givepower=36,36
guardflag=MA
hitflag=MAF
hitsound=S2+2
guardsound=S130,0
pauseTime=4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -30
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
ground.slidetime=15
ground.hittime =42
guard.hittime=12
ground.velocity=0
air.velocity=0
guard.velocity=-3
airguard.velocity=-2, -2
airguard.ctrlTime=10
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.5
air.fall=1
fall.recover=0
forcestand=1
kill = 0
[State 200, Hit]
type = HitDef
trigger1 = animelem = 12
attr = S, HA
damage = 25, 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 10 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = 2, 2
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36):=-45
hitsound = S2, 9
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime = 15 + 2 * var(9)
guard.hittime = 12
ground.velocity = -2
guard.velocity = -2
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
kill = 0
;[State 3205, HitCount]
;type=hitadd
;triggerall = animelem = 12
;trigger1 = movecontact
;value = 2
[State 210, Hit]
type = HitDef
triggerall = Anim = 2117
trigger1 = animelem = 19
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = 46, 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -38
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
kill = 0
[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 25
trigger2 = animelem = 31
trigger3 = animelem = 46
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4, Hit
damage = 20, 0
ID = 200
getpower = 30 * !var(20), 0
givepower = 30, 30
pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -30
hitsound = s2,9
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -2
guard.velocity = -2
air.velocity = -5.25,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
kill = 0
[State 210, Hit]
type = HitDef
trigger1 = animelem = 39
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = 40, 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -38
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
kill = 0
[State 3210, Lo Kick]
type=HitDef
trigger1 = animelem = 54
attr = S, HA
damage = 40, 0
animtype = Up
hitflag = MAF+
priority = 3, Hit
pausetime = 2, 2
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -38
hitsound = S2, 9
ground.type = High
ground.slidetime = 0
ground.hittime = 100
ground.velocity = 0,-13.5
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-10
air.hittime = 0
fall.recover = 0
yaccel = .6
air.fall = 1
fall = 1
fall.recover = 0
kill = 0
[State 0, buster]
type = explod
trigger1 = animelem = 6
anim = 2213
ID = 400
pos = 21, -12
postype = p1
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4
[State 0, zsaber]
type = explod
trigger1 = animelem = 10
anim = 231
ID = 400
pos = 18,-18
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4
[State 0, zsaber]
type = Explod
trigger1 = animelem = 17
anim = 1008
ID = 400
pos = -20,-22
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1
[State 0, zsaber]
type = Explod
trigger1 = animelem = 37
anim = 1008
ID = 400
pos = 20,-22
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1
[State 420, explod]
type = explod
trigger1 = animelem = 23
anim = 401
ID = 400
scale = .5,.5
pos = -50,-95
postype = p1 ;p2,front,back,left,right
facing = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
keyctrl = 0
ownpal = 1
removetime = -2
sprpriority = 4
[State 0, explod]
type = explod
trigger1 = animelem = 28
trigger2 = animelem = 43
anim = 251
id = 400
pos = 10,0
sprpriority = 4
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1
[State 420, explod]
type = explod
trigger1 = animelem = 53
anim = 7006
ID = 7006
scale = .5,.5
pos = 5,-3
postype = p1
facing = 1
bindtime = -1
removetime = 6
removeongethit = 1
ignorehitpause = 0
keyctrl = 0
ownpal = 1
[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 10, =1
trigger2 = AnimElem = 17,
trigger3 = AnimElem = 23,
trigger4 = AnimElem = 28,
trigger5 = AnimElem = 37,
trigger6 = AnimElem = 42,
trigger7 = AnimElem = 52,
value = 0,4
[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0, 11
[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 22
value = 0, 12
[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 27
value = 0, 13
[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 36
value = 0, 15
[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 41
value = 0, 14
[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 51
value = 0, 15
[State 2110, State]
type = ChangeState
trigger1 = time > 169
value = 3353
;---------------------------------------------------------------------------
; Tenshouha
[Statedef 3353]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 3353
velset = 0,0
[State 2110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3300, 2
channel = 1
[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 25
freq = 80
ampl = 5
ignorehitpause = 1
[State 2110, DiagUp]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
damage = 280, 0
animtype = Down
hitflag = MAF+
priority = 3, Hit
pausetime = 2, 2
getpower = 0
sparkNo = -1 ;+ 0 * (var(33) := 8014)
guard.sparkNo = -1; + 0 * (var(34) := 8000)
sparkXY = -1;0 + 0 * (var(35) := 80), var(36) := -30
hitsound = s2,6
guardsound = s130, 0
ground.type = High
ground.slidetime = 0
ground.hittime = 100
ground.velocity = -4, -9
airguard.velocity = -5,4
air.type = High
air.velocity = -4, -9
air.hittime = 100
fall.recover = 0
p2facing = -1
air.fall = 1
fall = 1
kill = 1
[State 1006, HitSpark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8000, 8014)
ID = 8000
name = "Spark"
posType = P2
pos = 15,-45
facing = -1
ownPal = 1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 0
sprpriority = 4
[State 0, explod]
type = explod
trigger1 = animelem = 4
anim = 3354
id = 3354
pos = 10,0
sprpriority = 4
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 0
removetime = -2
ownpal = 1
scale = 1,1.4
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S3110,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 2,2
[State 2110, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3354]
type = S
movetype= H
physics = S
juggle = 1
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 0
facep2 = 1
[State 3115, HitFallSet]
type = HitFallSet
trigger1 = !Time
value = 0
[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = !time
value = 3355
[State 0, SelfState]
type = SelfState
trigger1 = time > 62
value = 0
ctrl = 1
;===================<TWIN NIGHTMARE>===================
[Statedef 4005]
type=A
physics=N
movetype=A
anim=4006
ctrl=0
velset=0, 0
sprpriority=2
[State 3201, 1]
type = PalFX
trigger1 = animelem = 1
trigger2 = animelem = 2
add = 256, 256, 256
mul = 256, 256, 256
ignorehitpause = 1
time = 42
[State 3255, PlaySnd]
type = PlaySnd
trigger1 =animelem=1
value = S100,3
persistent =0
[State 00];
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 3
[State 3255, VelSet]
type = Velset
trigger1 =animelem=3
x = 7
[State 3255, NHB]
type=nothitby
trigger1=1
value=SCA
ignorehitpause=1
[State 3255, End]
type=changestate
trigger1 =time >24
value=4006
;-------------------------------------------------------------------------------
[Statedef 4006]
type=S
movetype=A
physics=N
anim=4007
ctrl=0
velset=0,0
sprpriority=1
facep2=1
[State 3201, 1]
type = PalFX
trigger1 = animelem = 1
trigger2 = animelem = 2
add = 256, 256, 256
mul = 256, 256, 256
ignorehitpause = 1
time = 137
[State 3255, End]
type=changestate
trigger1 =time >14
value=4007
;------------------------------------------------------------------
[Statedef 4007]
type=S
movetype=A
physics=N
anim=2119
ctrl=0
velset=0,0
sprpriority=1
facep2=1
[State 3201, 1]
type = PalFX
trigger1 = animelem = 1
trigger2 = animelem = 2
add = 256, 256, 256
mul = 256, 256, 256
ignorehitpause = 1
time = 137
[State 3210, TargetFacing]
type = TargetFacing
trigger1 = !time
value = -facing
ID = 3205
ignorehitpause =1
[State 3210, Width]
type = Width
trigger1 =time<10
edge = 90,
player=70,
ignorehitpause =1
[State 3210, NHB]
type=nothitby
trigger1=1
value=SCA
ignorehitpause=1
[State 3210, Punch Snd]
type = PlaySnd
trigger1 = Animelem =3
value = 2,2
channel=7
[State 3210, saber Snd]
type = PlaySnd
trigger1 = Animelem =9| Animelem =16| Animelem =22| Animelem =28| Animelem =36| Animelem =43
value = 2,9
channel=8
ignorehitpause=1
[State 3205, HitCount]
type=ParentVarAdd
trigger1 = movecontact=1 && numtarget(3210)
trigger1=(enemynear, movetype=H) && !(target,time)
trigger2 = movecontact=1 && numtarget(3211)
trigger2=(enemynear, movetype=H) && !(target,time)
var(13)=1
ignorehitpause=1
[State 3210, HitSpark]
type=Helper
trigger1 = movecontact=1 && numtarget(3210)
trigger1=(enemynear, movetype=H) && !(target,time)
helperType=Normal
stateNo=Ifelse(MoveGuarded, 8001, 8014)
ID=8000
name="Spark"
postype = p2
pos = (target, const(size.ground.front) -15),-35
ownpal = 1
facing = -1
ignorehitpause = 1
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535
[State 3210, HitSpark]
type=Helper
trigger1 = movecontact=1 && numtarget(3211)
trigger1=(enemynear, movetype=H) && !(target,time)
helperType=Normal
stateNo=Ifelse(MoveGuarded, 8001, 8015)
ID=8000
name="Spark"
postype = p2
pos = (target, const(size.ground.front) -15),-35
ownpal = 1
facing = -1
ignorehitpause = 1
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535
[State 3210, HitSpark]
type=Helper
trigger1 = movecontact=1 && numtarget(3212)
trigger1=(enemynear, movetype=H) && !(target,time)
helperType=Normal
stateNo=Ifelse(MoveGuarded, 8001, 8015)
ID=8000
name="Spark"
postype = p2
pos = (target, const(size.ground.front) -30),-95
ownpal = 1
facing = -1
ignorehitpause = 1
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535
[State 3210, Hi Punch]
type=HitDef
trigger1 = animelem = 3
attr=S, HA
ID = 3210
damage= 10
kill=0
priority=4, hit
animtype=Hard
getpower=0,0
givepower=36,36
guardflag=MA
hitflag=MAF
hitsound=S2+10
guardsound=S130,0
pauseTime=4,4
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
ground.slidetime=12
ground.hittime =12
guard.hittime=12
ground.velocity=0
air.velocity=0
guard.velocity=-3
airguard.velocity=-2, -2
airguard.ctrlTime=10
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.5
air.fall=1
fall.recover=0
forcestand=1
envshake.time=12
envshake.ampl=5
envShake.freq=120
kill = 0
[State 200, Hit]
type = HitDef
trigger1 = animelem = 9
attr = S, NA
ID = 3211
damage = ceil(ifElse(fvar(11) * 23 < 7, 7, fvar(11) * 23)), 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 10 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = 2, 2
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
hitsound = S2, 9
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime = 12 + 2 * var(9)
guard.hittime = 12
ground.velocity = -2
guard.velocity = -2
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
kill = 0
[State 210, Hit]
type = HitDef
trigger1 = animelem = 16
ID = 3211
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = ceil(ifElse(fvar(11) * 46 < 7, 7, fvar(11) * 46)), 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
kill = 0
[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 22
trigger2 = animelem = 28
trigger3 = animelem = 43
ID = 3211
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 17 < 1, 7, fvar(11) * 17)), 0
ID = 200
getpower = 30 * !var(20), 0
givepower = 30, 30
pausetime = 4,4
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
hitsound = s2,9
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -2
guard.velocity = -2
air.velocity = -5.25,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
kill = 0
[State 210, Hit]
type = HitDef
trigger1 = animelem = 36
ID = 3211
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = ceil(ifElse(fvar(11) * 46 < 7, 7, fvar(11) * 46)), 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
kill = 0
[State 0, buster]
type = explod
trigger1 = animelem = 3
anim = 2213
ID = 400
pos = 21, -12
postype = p1
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4
[State 0, zsaber]
type = explod
trigger1 = animelem = 7
anim = 231
ID = 400
pos = 18,-18
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4
;ignorehitpause =
;persistent =
[State 0, zsaber]
type = Explod
trigger1 = animelem = 14
anim = 1008
ID = 400
pos = -20,-22
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1
[State 0, zsaber]
type = Explod
trigger1 = animelem = 34
anim = 1008
ID = 400
pos = 20,-22
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1
[State 420, explod]
type = explod
trigger1 = animelem = 19
anim = 401
ID = 400
scale = .5,.5
pos = -50,-95
postype = p1 ;p2,front,back,left,right
facing = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
keyctrl = 0
ownpal = 1
removetime = -2
sprpriority = 4
[State 0, explod]
type = explod
trigger1 = animelem = 25
trigger2 = animelem = 40
anim = 251
id = 400
pos = 10,0
sprpriority = 4
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1
[State 3210, End]
type=ChangeState
trigger1=animelemtime(47)>=0
value=4008
;---------------------------------------------------------------------------
[Statedef 4008]
type=C
physics=N
movetype=I
ctrl=0
velset=0, 0
sprpriority=2
anim = 2120
[State 3201, 1]
type = PalFX
trigger1 = animelem = 1
trigger2 = animelem = 2
add = 256, 256, 256
mul = 256, 256, 256
ignorehitpause = 1
time = 35
[State 3211, NHB]
type=nothitby
trigger1=1
value=SCA
ignorehitpause=1
[State 3211, End]
type=destroyself
trigger1=time>=32