;Reppuken

[StateDef 1000]

type = S

movetype= A

physics = S

velset = 0,0

ctrl = 0

anim = 1000

poweradd=84 * !var(20)

sprpriority = 2

juggle = 8

[State 0, Width]

type = Width

trigger1 = time = 0

edge = 0,0

player = 10,0

[State 900]

type = VarSet

trigger1 = time = 0

v = 10

value = ifelse(command = "Reppuken3",2,ifelse(command = "Reppuken2",1,0))

[State 0, PlaySnd]

type = PlaySnd

trigger1 = animelem = 2

value = S1000,0

channel = 1

[State 0, Explod]

type = Explod

trigger1 = animelem = 7

anim = 1092

ID = 1092

pos = 8,-87

postype = p1

bindtime = 1

removetime = -2

scale = .5,.5

sprpriority = 3

ontop = 0

shadow = 0,0,0

ownpal = 1

removeongethit = 1

[State 0, Helper]

type = Helper

trigger1 = animelem = 7

helpertype = normal

name = "Reppuken"

ID = 1090

stateno = 1090

pos = 20,0

postype = p1

facing = 1

keyctrl = 0

ownpal = 1

sprpriority = 5

size.xscale =.5

size.yscale =.5

persistent = 0

ignorehitpause = 1

[State 1000, end]

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

;Reppuken

[Statedef 1090]

type = S

movetype = A

physics = N

ctrl = 0

anim =1090

sprpriority = 3

poweradd = 0

[State 1010, HitOverride]

type = HitOverride

trigger1 = 1

attr = SCA,AA,AP,AT

time = -1

stateno = 1092

ignoreHitPause = 1

[State 1010, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = noshadow

ignorehitpause = 1

persistent = 1

[State 1010, Transparency]

type = Trans

trigger1 = 1

trans = AddAlpha

alpha = 256,256

ignoreHitPause = 1

[State 1010, HitBy]

type = HitBy

trigger1 = 1

value = SCA,NP,SP,HP

time = -1

ignoreHitPause = 1

[State 0, PlaySnd]

type = PlaySnd

trigger1 = time = 0

value = S1100,0

volume = 0

channel = -1

[State 1010, ChangeAnim]

type = ChangeAnim

trigger1 = Anim != 1090 && Anim != 1091

value = 1090

;[State 1010, Button Detect]

;type = VarSet

;trigger1= !Time && !PrevStateNo

;var(10) = Root, var(10)

[State 1010, MAX Mode Detect]

type = VarSet

trigger1= !Time && !PrevStateNo

var(20) = Root, var(20)

[State 1010, Counter Flag]

type = VarSet

trigger1 = NumEnemy

trigger1 = MoveContact != 1

var(9) = (EnemyNear, MoveType = A)

[State 1005, Command]

type=varset

trigger1= !time && !prevstateno

var(10)= root,var(10)

[State 1005, Vel]

type=velset

trigger1= 1

x= ifelse(var(10)=2, 6.65, ifelse(var(10)=1, 5.33, 4))

y= 0

[State 1010, Damage Dampener]

type = VarSet

trigger1 = 1

fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1010, Miss]

type = HitDef

trigger1 = 1

attr = S,SP

hitFlag =

sparkXY = -10,0

[State 1000, Proj]

type = hitdef

trigger1 = !(root,var(16)) && root,var(15)<1

trigger1 = var(10)=0

attr = S, SP

hitflag = MAF

guardflag = MA

priority = 4,Hit

damage = ceil(ifElse(fvar(11) * (56 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (56 * (ifElse(var(20), 1.1, 1))))), 7

getPower = 0, 0

givePower = 35, 35

pauseTime = 0, 12

guard.pauseTime = 0, 10

animType = Hard

air.animType = Back

fall.animType = Back

ground.type = Low

air.type = Low

ground.hitTime = 18

ground.slideTime = 18

guard.hitTime = 18

air.hitTime = 60

airGuard.ctrlTime = 16

ground.velocity = -10.52, 0

ground.cornerPush.velOff = 0

guard.velocity = -10.52

guard.cornerPush.velOff = 0

air.velocity = -4.35, -7.15

air.cornerPush.velOff = 0

airGuard.velocity = -5, -0.5

airGuard.cornerPush.velOff = 0

yAccel = .58

fall = 0

air.fall = 1

fall.recover = 1

fall.recoverTime = 120

forceStand = 1

sparkNo = -1

guard.SparkNo = -1

sparkXY = -10, -32

envShake.time = 14

envShake.ampl = 4

envShake.freq = 120

sprPriority = 3

palFX.time = 12 * var(9)

palFX.add = 255,255,255

palFX.sinAdd= -255,-255,-255,48

[State 1000, Proj]

type = hitdef

trigger1 = !(root,var(16)) && root,var(15)<1

trigger1 = var(10)=1

attr = S, SP

hitflag = MAF

guardflag = MA

priority = 4,Hit

damage = ceil(ifElse(fvar(11) * (56 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (56 * (ifElse(var(20), 1.1, 1))))), 7

getPower = 0, 0

givePower = 35, 35

pauseTime = 0, 12

guard.pauseTime = 0, 10

animType = Hard

air.animType = Back

fall.animType = Back

ground.type = Low

air.type = Low

ground.hitTime = 18

ground.slideTime = 18

guard.hitTime = 18

air.hitTime = 60

airGuard.ctrlTime = 16

ground.velocity = -10.52, 0

ground.cornerPush.velOff = 0

guard.velocity = -10.52

guard.cornerPush.velOff = 0

air.velocity = -4.35, -7.15

air.cornerPush.velOff = 0

airGuard.velocity = -5, -0.5

airGuard.cornerPush.velOff = 0

yAccel = .58

fall = 0

air.fall = 1

fall.recover = 1

fall.recoverTime = 120

forceStand = 1

sparkNo = -1

guard.SparkNo = -1

sparkXY = -10, -32

envShake.time = 14

envShake.ampl = 4

envShake.freq = 120

sprPriority = 3

palFX.time = 12 * var(9)

palFX.add = 255,255,255

palFX.sinAdd= -255,-255,-255,48

[State 1000, Proj]

type = hitdef

trigger1 = !(root,var(16)) && root,var(15)<1

trigger1 = var(10)=2

attr = S, SP

hitflag = MAF

guardflag = MA

priority = 4,Hit

damage = ceil(ifElse(fvar(11) * (70 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (70 * (ifElse(var(20), 1.1, 1))))), 7

getPower = 0, 0

givePower = 35, 35

pauseTime = 0, 12

guard.pauseTime = 0, 10

animType = Hard

air.animType = Back

fall.animType = Back

ground.type = Low

air.type = Low

ground.hitTime = 18

ground.slideTime = 18

guard.hitTime = 18

air.hitTime = 60

airGuard.ctrlTime = 16

ground.velocity = -10.52, 0

ground.cornerPush.velOff = 0

guard.velocity = -10.52

guard.cornerPush.velOff = 0

air.velocity = -4.35, -7.15

air.cornerPush.velOff = 0

airGuard.velocity = -5, -0.5

airGuard.cornerPush.velOff = 0

yAccel = .58

fall = 0

air.fall = 1

fall.recover = 1

fall.recoverTime = 120

forceStand = 1

sparkNo = -1

guard.SparkNo = -1

sparkXY = -10, -32

envShake.time = 14

envShake.ampl = 4

envShake.freq = 120

sprPriority = 3

palFX.time = 12 * var(9)

palFX.add = 255,255,255

palFX.sinAdd= -255,-255,-255,48

[State 1010, ChangeState]

type = ChangeState

trigger1 = MoveContact = 1

value = 1091

ignoreHitPause = 1

[State 1010, ChangeState]

type = ChangeState

trigger1 = MoveReversed

value = 1092

ignoreHitPause = 1

[State 1010, End]

type = DestroySelf

trigger1 = Pos x != [-200,200]

trigger2 = Anim = 1092 && !AnimTime

;---------------------------------------------------------------------------

;Hit Pause

[StateDef 1091]

type = A

physics = N

moveType = A

ctrl = 0

sprPriority = 3

moveHitPersist = 1

[State 1011, PosFreeze]

type = PosFreeze

trigger1 = 1

value = 1

[State 1011, HitSound]

type = PlaySnd

trigger1 = MoveContact = 1 && NumTarget

trigger1 = !(Target, HitShakeOver)

value = ifElse(MoveGuarded, 130, 2), ifElse(MoveGuarded, 0, 6)

channel = 3

ignorehitPause = 1

[State 1011, Hit Spark]

type = Helper

trigger1 = MoveContact = 1 && NumTarget

trigger1 = !(Target, HitShakeOver)

helperType = Normal

stateNo = ifElse(MoveGuarded, 8001, 8013)

ID = 8000

name = "Spark"

posType = P1

pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), -32

ownPal = 1

facing = -1

size.xScale = 1

size.yScale = 1

pauseMoveTime = 65535

superMoveTime = 65535

ignoreHitPause = 1

[State 1011, Counter FX]

type = Helper

trigger1 = movecontact=1 && numtarget && var(9)

trigger1 = !(target,hitshakeover)

helpertype = normal

stateno=8290

ID = 8290

name = "Counter FX"

postype = p1

pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), -32

ownpal = 1

pausemovetime = 65535

supermovetime = 65535

ignorehitpause = 1

[State 1011, End]

type = ChangeState

trigger1 = Time >= 0

value = 1092

;Reppuken Hit

[Statedef 1092]

type = A

movetype = A

physics = N

anim = 1091

ctrl = 0

velSet = 0,0

sprpriority = 3

moveHitPersist = 1

[State 1012, PlaySnd]

type = PlaySnd

trigger1 = !Time

value = 2,6

channel = 3

volume = -128

lowPriority = 1

[State 1012, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = noshadow

ignorehitpause = 1

persistent = 1

[State 1012, Transparency]

type = Trans

trigger1 = 1

trans = AddAlpha

alpha = 256,256

ignoreHitPause = 1

[State 1012, Muteki]

type = NotHitBy

trigger1 = 1

value = SCA

time = 1

[State 1012, End]

type = ChangeState

trigger1 = !AnimTime

value = 1093

;Wait

[StateDef 1093]

type = A

physics = N

moveType = I

anim = 1

ctrl = 0

velSet = 0,0

[State 1013, DestroySelf]

type = DestroySelf

trigger1 = !NumTarget

trigger2 = NumTarget

trigger2 = Target, Time <= 1 && !(Target, HitShakeOver)