;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)