; MAX Ryuko Ranbu
Spoiler: Statedef 3350 (click to see content)
[Statedef 3350]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3350
poweradd = ifelse(var(20) > 0, -1000, -2000)
sprpriority = 2
facep2 = 1
[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA
[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 0
fvar(5) = 0
[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 0 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 45
[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
trigger1 = var(21) || var(22)
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 3000, SuperPause FX]
type = Helper
trigger1 = Time = 0
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = 15,-90
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1
[State 3000, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 45
moveTime = 45
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0
[State 3000, Voice Start]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 14
channel = 0
[State 1000, Width]
type = Width
Trigger1 = 1
Edge = 15,0
[State 3010, Stateset]
type = StateTypeSet
Trigger1 = AnimElem = 4
StateType = A
[State 1430, Resist Projectiles]
type = NotHitBy
trigger1 = AnimElemTime (4) < 0
time = 13
value = ,NP,SP
[State 3000, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 4
attr = S, HA
damage = ceil(ifElse(fvar(11) * 1 < 7, 7, fvar(11) * 1)), 10
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -65
air.animtype = hard
fall.animtype = hard;Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = 2, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
id = 3300
kill = 0
guard.kill = 0
[State 3300, No Escape]
type = Targetstate
trigger1 = NumTarget(3300)
trigger1 = MoveHit && Target, Alive
value = 6200
id = 3300
ignorehitpause = 1
persistent = 0
[State 3000, Miss]
type = ChangeState
trigger1 = Time = 100
trigger2 = MoveGuarded
trigger3 = pos y > -vel y
value = 3310
ctrl = 0
[State 3000, End]
type = ChangeState
triggerall = NumTarget(3300)
trigger1 = MoveHit
value = 3351
ctrl = 0
Spoiler: Statedef 3351 (click to see content)
; Hit
[Statedef 3351]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3351
poweradd = 0
sprpriority = 2
facep2 = 1
[State 3000, Angle FX]
type = Helper
trigger1 = Time = 0
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = 15,-90
superMoveTime = 255
size.xScale = 1
size.yScale = 1
[State 1, Explod]
type = Explod
trigger1 = AnimElem=5
anim = 3354
ID = 3351
postype = p1 ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 0
removeongethit = 1
ignorehitpause = 0
[State 1, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem=10
id = 3353
[State 3300, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 3300, Pos]
type = Posset
Trigger1 = !Time
y = 0
[State 3300, Width]
type = Width
trigger1 = !Time
Edge = 65,0
[State 3300, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 70, 0
[State 1000, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 5
trigger2 = Animelem = 7
trigger3 = Animelem = 12
trigger4 = Animelem = 17
trigger5 = Animelem = 24
trigger6 = Animelem = 37
trigger7 = Animelem = 41
trigger8 = Animelem = 65
value = 1, 2
channel = 1
[State 1000, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 47
trigger2 = Animelem = 57
value = 1, 5
channel = 2
[State 3000, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, HA
damage = ceil(ifElse(fvar(11) * ifElse(var(11) = 1, 7, ifElse(var(11), 7, 15)) < 7, 7, fvar(11) * ifElse(var(11), 7, 15))), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 3,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3000, Hit 2]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 7
attr = S, HA
damage = ceil(ifElse(fvar(11) * ifElse(var(11) = 1, 7, ifElse(var(11), 7, 15)) < 7, 7, fvar(11) * ifElse(var(11), 7, 15))), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 3,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -85
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3000, Hit 3]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 12
attr = S, HA
damage = ceil(ifElse(fvar(11) * ifElse(var(11) = 1, 7, ifElse(var(11), 7, 15)) < 7, 7, fvar(11) * ifElse(var(11), 7, 15))), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 3,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -80
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3000, Hit 4]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 17
attr = S, HA
damage = ceil(ifElse(fvar(11) * ifElse(var(11) = 1, 7, ifElse(var(11), 7, 15)) < 7, 7, fvar(11) * ifElse(var(11), 7, 15))), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 3,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -80
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3000, Hit 5]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 24
attr = S, HA
damage = ceil(ifElse(fvar(11) * ifElse(var(11) = 1, 7, ifElse(var(11), 7, 15)) < 7, 7, fvar(11) * ifElse(var(11), 7, 15))), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 3,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -70
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 30
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3000, Hit 6]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 37
attr = S, HA
damage = ceil(ifElse(fvar(11) * ifElse(var(11) = 1, 7, ifElse(var(11), 7, 15)) < 7, 7, fvar(11) * ifElse(var(11), 7, 15))), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 3,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3000, Hit 7]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 41
attr = S, HA
damage = ceil(ifElse(fvar(11) * ifElse(var(11) = 1, 7, ifElse(var(11), 7, 15)) < 7, 7, fvar(11) * ifElse(var(11), 7, 15))), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 3,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -70
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3000, Hit 8]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 47
attr = S, HA
damage = ceil(ifElse(fvar(11) * ifElse(var(11) = 1, 7, ifElse(var(11), 7, 15)) < 7, 7, fvar(11) * ifElse(var(11), 7, 15))), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 3,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -100
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3000, Hit 9]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 57
attr = S, HA
damage = ceil(ifElse(fvar(11) * ifElse(var(11) = 1, 9, ifElse(var(11), 9, 17)) < 7, 7, fvar(11) * ifElse(var(11), 9, 17))), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 3,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -100
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3000, Hit 10]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 65
attr = S, HA
damage = ceil(ifElse(fvar(11) * 13 < 7, 7, fvar(11) * 13)), 8
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 6,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -110
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.velocity = -5, -5.5
guard.velocity = -11
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
id = 3301
kill = 0
[State 3300, Dizzy]
Type = TargetState
Trigger1 = MoveHit && NumTarget(3301)
Trigger1 = Target, StateNo != [6200,6250]
Value = 6200
id = 3301
[State 3300, Air]
Type = StateTypeSet
Trigger1 = AnimElem = 69 = 3
StateType = A
ignoreHitpause = 1
[State 3020, 2]
Type = Velset
Trigger1 = AnimElem = 69 = 0
x = -7
y = -3
[State 3020, 2]
Type = Velset
Trigger1 = AnimElem = 69 > 3
y = 1.5
[State 1201, Land Snd]
type = PlaySnd
trigger1 = AnimElem = 70 > 0
Trigger1 = pos y >= 0
Trigger1 = vel y > 0
value = 52,0
[State 1201, Landing Dust Explod]
type = Explod
trigger1 = AnimElem = 70 > 0
Trigger1 = pos y >= 0
Trigger1 = vel y > 0
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 3000, End]
type = ChangeState
triggerall = Var(53)
Trigger1 = pos y >= 0
Trigger1 = vel y > 0
trigger1 = AnimElem = 70 > 0
value = 3352
ctrl = 0
[State 3000, End]
type = ChangeState
triggerall = !Var(53)
Trigger1 = pos y >= 0
Trigger1 = vel y > 0
trigger1 = AnimElem = 70 > 0
value = 3353
ctrl = 0
Spoiler: Statedef 3352 & 3353 (click to see content)
; Finish (2002)
[Statedef 3352]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3352
poweradd = 0
sprpriority = 2
facep2 = 1
[State 3000, SuperPause FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = 30,-55
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1
[State 3000, SuperPause]
type = SuperPause
trigger1 = !Time
time = 45
moveTime = 45
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0
[State 3000, Voice Start]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0, 15
channel = 0
[State 3300, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,0
channel = 1
[State 3300, Shikouken]
type = Helper
trigger1 = AnimElem = 11
helperType = Normal
stateNo = 3352
ID = 3352
name = "Invisible"
posType = P1
pos = 0,-75
size.xScale = 0.4
size.yScale = 0.4
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
[State 3300, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 9]
type = Posset
trigger1 = !Time
y = 0
[State 1010, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
; Finish (98-2001)
[Statedef 3353]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3353
poweradd = 0
sprpriority = 2
facep2 = 1
[State 3000, Voice Start]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 15
channel = 0
[State 3000, Voice Start]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(8) = 0
trigger3 = AnimElemTime(14) = 0
value = 1000,3
channel = 2
[State 3300, Shikouken]
type = Helper
trigger1 = AnimElemTime(3) = 1
helperType = Normal
stateNo = 3303
ID = 3303
name = "Shikoken"
posType = P1
pos = 80,-75
size.xScale = 0.5
size.yScale = 0.5
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
[State 3300, Shikouken]
type = Helper
trigger1 = AnimElemTime(8) = 1
helperType = Normal
stateNo = 3309
ID = 3309
name = "Shikoken"
posType = P1
pos = 80,-75
size.xScale = 0.5
size.yScale = 0.5
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
[State 3300, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 9]
type = Posset
trigger1 = !Time
y = 0
[State 1010, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1