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Drain P2's life while he's not being hit?? (Read 5527 times)

Started by Odb718, January 08, 2013, 10:26:22 am
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Drain P2's life while he's not being hit??
#1  January 08, 2013, 10:26:22 am
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Is it possible to have P2's energy be drained while they're not being hit? It'd be like a poison affect/effect but I'd like for P2 to be able to attack and block normal/super/ultra attacks.

I'm making my Metroid ultra for Samus. Samus calls out a Metroid and it floats over and tries to latch onto Player 2. If it hits, it locks into position for 300 ticks. Then it flies over to Samus and latches on and give her energy.
I have all of that but I'm trying to add an energy drain when
var(24) = 1 ;Metroid is attached


I've tried targetlifeadd and a couple other things but the real effect isnt happening.
I think targetlifeadd only sucked the life while it was in the 5000 states.

I'm using
Code:
[State -2, 3590] 
type = LifeAdd
triggerall = var(23) > 0
triggerall = var(23) < 10
triggerall = life < 1400
trigger1 = time%6 = 0 
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = var(23) > 0
trigger1 = var(23) < 10
v = 23
value = 1
to add health to Samus when the Metroid is attached to P1, var(23)=1, and it works great.

In Metroid 1 for the NES you'd have to use bombs to knock the Metroid off. You could still run around so I'd like P2 to be able to fight and block. This is the most important part of the effect I'm looking for. I would prefer for the metroid not to kill P2 if the health is dropped below 20. I think Samus should have to deal the death blow.

vVv Ryuko718 Updated 10/31/22 vVv
Re: Drain P2's life while he's not being hit??
#2  January 08, 2013, 10:49:09 am
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You need to use a silly bug with reversaldef.

Hit p2 and put them in a custom state. Spawn a helper. Have the custom state activate a hitdef, have the helper activate a reversaldef. You can now drain p2's life with the helper even though they're not truly a target.

Wanky and horrible, but that's what has to happen.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Drain P2's life while he's not being hit??
#3  January 08, 2013, 11:02:35 pm
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I'm not getting something here. Do I spawn the helper in the custom state or can I just use the Metroid helper I have to do the reversaldef?
Because the way I read it, I'm supposed to make 2 new statedefs. I'm not even sure what settings I should use for the reversaldef for p1stateno and p2stateno... I dont want to keep sending them into a custom state, the enemy needs to be in control. So how/where do I edit the value of the energy drain??

I'm trying it a couple different ways but I dont see how this is going to work well. The metroid needs to be able to hit in the air or on the ground and sending them into a custom state just seems confangled when you add that in. I dont get it at all.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Drain P2's life while he's not being hit??
#4  January 09, 2013, 12:14:47 am
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It's difficult to explain.

The first hit custom state's p2. Inside that state they activate a hitdef.

The helper (either one who did the hitting or a new helper) uses reversaldef to go to a new state, they also use p2stateno in the reversaldef. P2 goes to a second custom state which finishes the "hit" portion of the animation.

The helper itself stays in the reversaldef state. It now permanently has a target unless destroyed. This is technically a bug. It's a useful bug, but still a bug.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Drain P2's life while he's not being hit??
#5  January 10, 2013, 12:18:43 am
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Is there a character I can download and watch how the thing works? It works kinda, but it only drains the power 1 time.
I mean I've created so many states but it seems the "reverser" helper is the major problem. 

I've done so many set ups but I'm pretty positive everything's set up properly. I use alternate statedefs to see when changes are taking place. I know the reversal is working because I'll have P2 do a standard attack when it gets reversed, and it works. I know the reversal state is working for P1 by doing the same thing. 

This is how I have the state that drains set up currently.
Code:
;METROID Eats
[Statedef 3560]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3560

[State 3560, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
value = -500
;ID = 3560
kill = 0
absolute = 0
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 220 

The code shows it should drain more than once and should be very noticeable. But it'll only happen 1 time.
 I switch the debug info using ctrl+d to watch the changes take place and everything seems to switch properly. I've delayed the timing of actions by extending how long certain animelem's are displayed for. I just cant see a problem other than it's losing the target info.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Drain P2's life while he's not being hit??
#6  January 10, 2013, 01:35:10 am
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Shiki by Koopakoot is the only one i know of using this.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Drain P2's life while he's not being hit??
#7  January 11, 2013, 08:48:24 am
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I've been looking through Shiki by Koopakoot and I have a weird question. He's using 2 statedefs with the same call numbers. [Statedef 1021] The two states are surrounding the P2 states for the successful attack. Statedef 1020 is the attempt at the throw, and it send Player1 to state 1021 and Player2 to state 1120 & state 1121.

The layout is like this

[Statedef 1020]
 [Statedef 1021]
[Statedef 1120]
[Statedef 1121]
 [Statedef 1021]


I was always under the impression that having two of the same statedef numbers would only activate the first in the list. That the second state with a repeated number doesnt run. Is this just some left over code or will it be activated? The code seems like it's legacy or something. Thanks for letting me know about the character. It's exactly what I'm talking about. Gives me hope I'll get it going for my Metroid.

vVv Ryuko718 Updated 10/31/22 vVv
Re: Drain P2's life while he's not being hit??
#8  January 11, 2013, 09:04:51 am
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It's probably just a mistake, no it will not use both those states.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Drain P2's life while he's not being hit??
#9  November 29, 2017, 02:28:33 am
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Here is a full code example of Life Drain. It will be very easy if u understand all of piece of code. Also this code has eliminated all target is helper too so the only thing that u consider with is define an trigger to active the poison. I've coded for New Akiha Yagami Anti-Cheap system and 100% i've made it not coyp from others characters.
;------------------------------------------------------------------------------------------
[Statedef 511111]
type = S
Movetype = I
Physics = U
Anim = 56000

[State 511111]
type = Nothitby
trigger1 = 1
value = SCA,AA,AP,AT
value2 = SAC,AA,AP,AT

[State 511111, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = NoShadow
flag3 = GlobalNoShadow
ignorehitpause = 1

[State 512000]
type = Null
trigger1 = Target,Ishelper = 0
trigger1 = Target,MoveReversed
trigger1 = var(44) := 1
trigger2 = (Gametime%60*Tickspersecond) = 0
trigger2 = var(44) := 0
ignorehitpause = 1

[State 511111]
type = ReversalDef
trigger1 = var(44) = 0
reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
sparkno = -1
hitsound = -1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 511111, HitAdd]
type = HitAdd
trigger1 = 1
value = -999
ignorehitpause = 1

[State 511111, TargetDrop]
type = TargetDrop
trigger1 = 1
excludeID = var(43)
keepone = 0
ignorehitpause = 1
;=====================================================================
;Element (Helper)
[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Helper(17821),Anim = 17810
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Helper(17821),AnimElem = 18
trigger2 = Helper(17821),AnimElem = 19
trigger3 = Helper(17821),AnimElem = 20
trigger4 = Helper(17821),AnimElem = 21
trigger5 = Helper(17821),AnimElem = 22
trigger6 = Helper(17821),AnimElem = 23
trigger7 = Helper(17821),AnimElem = 24
trigger8 = Helper(17821),AnimElem = 25
trigger9 = Helper(17821),AnimElem = 26
trigger10 = Helper(17821),AnimElem = 27
trigger11 = Helper(17821),AnimElem = 28
trigger12 = Helper(17821),AnimElem = 29
trigger13 = Helper(17821),AnimElem = 30
trigger14 = Helper(17821),AnimElem = 31
trigger15 = Helper(17821),AnimElem = 32
trigger16 = Helper(17821),AnimElem = 33
trigger17 = Helper(17821),AnimElem = 34
trigger18 = Helper(17821),AnimElem = 35
trigger19 = Helper(17821),AnimElem = 36
trigger20 = Helper(17821),AnimElem = 37
trigger21 = Helper(17821),AnimElem = 38
trigger22 = Helper(17821),AnimElem = 39
trigger23 = Helper(17821),AnimElem = 40
trigger24 = Helper(17821),AnimElem = 41
trigger25 = Helper(17821),AnimElem = 42
value = -90
ID = var(43)
kill = 0
ignorehitpause = 1

[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Helper(17821),Anim = 17810
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Helper(17821),AnimElem = 43
trigger2 = Helper(17821),AnimElem = 44
trigger3 = Helper(17821),AnimElem = 45
trigger4 = Helper(17821),AnimElem = 46
trigger5 = Helper(17821),AnimElem = 47
trigger6 = Helper(17821),AnimElem = 48
trigger7 = Helper(17821),AnimElem = 49
trigger8 = Helper(17821),AnimElem = 50
trigger9 = Helper(17821),AnimElem = 51
trigger10 = Helper(17821),AnimElem = 52
trigger11 = Helper(17821),AnimElem = 53
trigger12 = Helper(17821),AnimElem = 54
trigger13 = Helper(17821),AnimElem = 55
trigger14 = Helper(17821),AnimElem = 56
trigger15 = Helper(17821),AnimElem = 57
trigger16 = Helper(17821),AnimElem = 58
trigger17 = Helper(17821),AnimElem = 59
trigger18 = Helper(17821),AnimElem = 60
trigger19 = Helper(17821),AnimElem = 61
trigger20 = Helper(17821),AnimElem = 62
trigger21 = Helper(17821),AnimElem = 63
trigger22 = Helper(17821),AnimElem = 64
trigger23 = Helper(17821),AnimElem = 65
trigger24 = Helper(17821),AnimElem = 66
trigger25 = Helper(17821),AnimElem = 67
trigger26 = Helper(17821),AnimElem = 68
trigger27 = Helper(17821),AnimElem = 69
trigger28 = Helper(17821),AnimElem = 70
trigger29 = Helper(17821),AnimElem = 71
trigger30 = Helper(17821),AnimElem = 72
trigger31 = Helper(17821),AnimElem = 73
trigger32 = Helper(17821),AnimElem = 74
trigger33 = Helper(17821),AnimElem = 75
value = -90
ID = var(43)
kill = 0
ignorehitpause = 1

[State -2, p2GCRUSH]
type = targetstate
triggerall = Root,Anim = 17810
triggerall = Target,Alive = 1
triggerall = Target,Stateno != 20305
trigger1 = Helper(17821),AnimElem = 43
trigger2 = Helper(17821),AnimElem = 44
trigger3 = Helper(17821),AnimElem = 45
trigger4 = Helper(17821),AnimElem = 46
trigger5 = Helper(17821),AnimElem = 47
trigger6 = Helper(17821),AnimElem = 48
trigger7 = Helper(17821),AnimElem = 49
trigger8 = Helper(17821),AnimElem = 50
trigger9 = Helper(17821),AnimElem = 51
trigger10 = Helper(17821),AnimElem = 52
trigger11 = Helper(17821),AnimElem = 53
trigger12 = Helper(17821),AnimElem = 54
trigger13 = Helper(17821),AnimElem = 55
trigger14 = Helper(17821),AnimElem = 56
trigger15 = Helper(17821),AnimElem = 57
trigger16 = Helper(17821),AnimElem = 58
trigger17 = Helper(17821),AnimElem = 59
trigger18 = Helper(17821),AnimElem = 60
trigger19 = Helper(17821),AnimElem = 61
trigger20 = Helper(17821),AnimElem = 62
trigger21 = Helper(17821),AnimElem = 63
trigger22 = Helper(17821),AnimElem = 64
trigger23 = Helper(17821),AnimElem = 65
trigger24 = Helper(17821),AnimElem = 66
trigger25 = Helper(17821),AnimElem = 67
trigger26 = Helper(17821),AnimElem = 68
trigger27 = Helper(17821),AnimElem = 69
trigger28 = Helper(17821),AnimElem = 70
trigger29 = Helper(17821),AnimElem = 71
trigger30 = Helper(17821),AnimElem = 72
trigger31 = Helper(17821),AnimElem = 73
trigger32 = Helper(17821),AnimElem = 74
trigger33 = Helper(17821),AnimElem = 75
value = 20305
ID = var(43)
ignorehitpause = 1

[State -2, p2GCRUSH]
type = targetstate
triggerall = Root,Anim = 17810
triggerall = Target,Alive = 1
triggerall = Target,Stateno != 20305
trigger1 = Helper(17821),AnimElem = 18
trigger2 = Helper(17821),AnimElem = 19
trigger3 = Helper(17821),AnimElem = 20
trigger4 = Helper(17821),AnimElem = 21
trigger5 = Helper(17821),AnimElem = 22
trigger6 = Helper(17821),AnimElem = 23
trigger7 = Helper(17821),AnimElem = 24
trigger8 = Helper(17821),AnimElem = 25
trigger9 = Helper(17821),AnimElem = 26
trigger10 = Helper(17821),AnimElem = 27
trigger11 = Helper(17821),AnimElem = 28
trigger12 = Helper(17821),AnimElem = 29
trigger13 = Helper(17821),AnimElem = 30
trigger14 = Helper(17821),AnimElem = 31
trigger15 = Helper(17821),AnimElem = 32
trigger16 = Helper(17821),AnimElem = 33
trigger17 = Helper(17821),AnimElem = 34
trigger18 = Helper(17821),AnimElem = 35
trigger19 = Helper(17821),AnimElem = 36
trigger20 = Helper(17821),AnimElem = 37
trigger21 = Helper(17821),AnimElem = 38
trigger22 = Helper(17821),AnimElem = 39
trigger23 = Helper(17821),AnimElem = 40
trigger24 = Helper(17821),AnimElem = 41
trigger25 = Helper(17821),AnimElem = 42
value = 20305
ID = var(43)
ignorehitpause = 1
;=====================================================================
;hyper de admins
[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Root,Anim = 17810
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Root,animelem = 4
trigger2 = Root,animelem = 8
trigger3 = Root,animelem = 13
trigger4 = Root,animelem = 19
trigger5 = Root,animelem = 24
trigger6 = Root,animelem = 31
trigger7 = Root,animelem = 40
trigger8 = Root,animelem = 49
trigger9 = Root,animelem = 54
trigger10 = Root,animelem = 59
trigger11 = Root,animelem = 63
trigger12 = Root,animelem = 67
trigger13 = Root,animelem = 74
trigger14 = Root,animelem = 79
trigger15 = Root,animelem = 84
trigger16 = Root,animelem = 91
trigger17 = Root,animelem = 97
trigger18 = Root,animelem = 102
trigger19 = Root,animelem = 108
trigger20 = Root,animelem = 113
trigger21 = Root,animelem = 116
trigger22 = Root,animelem = 119
trigger23 = Root,animelem = 124
trigger24 = Root,animelem = 130
trigger25 = Root,animelem = 135
trigger26 = Root,animelem = 140
trigger27 = Root,animelem = 145
trigger28 = Root,animelem = 150
trigger29 = Root,animelem = 155
trigger30 = Root,animelem = 159
trigger31 = Root,animelem = 163
trigger32 = Root,animelem = 168
trigger33 = Root,animelem = 173
value = -50
ID = var(43)
kill = 0
ignorehitpause = 1

[State -2, p2GCRUSH]
type = targetstate
triggerall = Root,Anim = 17810
triggerall = Target,Alive = 1
triggerall = Target,Stateno != 2020
trigger1 = Root,animelem = 4
trigger2 = Root,animelem = 8
trigger3 = Root,animelem = 13
trigger4 = Root,animelem = 19
trigger5 = Root,animelem = 24
trigger6 = Root,animelem = 31
trigger7 = Root,animelem = 40
trigger8 = Root,animelem = 49
trigger9 = Root,animelem = 54
trigger10 = Root,animelem = 59
trigger11 = Root,animelem = 63
trigger12 = Root,animelem = 67
trigger13 = Root,animelem = 74
trigger14 = Root,animelem = 79
trigger15 = Root,animelem = 84
trigger16 = Root,animelem = 91
trigger17 = Root,animelem = 97
trigger18 = Root,animelem = 102
trigger19 = Root,animelem = 108
trigger20 = Root,animelem = 113
trigger21 = Root,animelem = 116
trigger22 = Root,animelem = 119
trigger23 = Root,animelem = 124
trigger24 = Root,animelem = 130
trigger25 = Root,animelem = 135
trigger26 = Root,animelem = 140
trigger27 = Root,animelem = 145
trigger28 = Root,animelem = 150
trigger29 = Root,animelem = 155
trigger30 = Root,animelem = 159
trigger31 = Root,animelem = 163
trigger32 = Root,animelem = 168
trigger33 = Root,animelem = 173
value = 2020
ID = var(43)
ignorehitpause = 1
;=====================================================================
;Maiden
[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Root,Anim = 2801
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Root,animelem = 8
trigger2 = Root,animelem = 12
value = -30
ID = var(43)
kill = 0

[State -2, p2GCRUSH]
type = targetstate
triggerall = Root,Anim = 2801
triggerall = Target,Alive = 1
triggerall = Target,Stateno != 2042
trigger1 = Root,animelem = 8
trigger2 = Root,animelem = 12
value = 2042
ID = var(43)

[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Root,Anim = 2803
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Root,animelem = 25
trigger2 = Root,animelem = 33
trigger3 = Root,animelem = 41
value = -20
ID = var(43)
kill = 0

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Root,Anim = 2803
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Root,animelem = 4
value = -100
ID = var(43)
kill = 0

[State -2, p2GCRUSH]
type = targetstate
triggerall = Root,Anim = 2803
triggerall = Target,Alive = 1
triggerall = Target,Stateno != 2042
trigger1 = Root,animelem = 4
trigger2 = Root,animelem = 25
trigger3 = Root,animelem = 33
trigger4 = Root,animelem = 41
value = 2042
ID = var(43)

[State -2, p2GCRUSH]
type = targetstate
triggerall = Root,Anim = 2803
triggerall = Target,Alive = 1
triggerall = Target,Stateno != 2043
trigger1 = Root,animelem = 50
value = 2043
ID = var(43)

[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Root,Anim = 2803
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Root,animelem = 49
value = -EnemyNear(fvar(37)),lifemax*.130
kill = 1
ID = var(43)
absolute = 1
ignorehitpause = 1
persistent = 1

;=====================================================================
[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Root,Anim = 2703
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Root,AnimElem = 3
trigger2 = Root,AnimElem = 5
trigger3 = Root,AnimElem = 7
trigger4 = Root,AnimElem = 9
value = -100
ID = var(43)
kill = 0
ignorehitpause = 1

[State -2]
type = TargetState
triggerall = Root,Anim = 2703
trigger1 = Target,Stateno != 2712
trigger1 = Root,Animelem = 11
value = 2712
ID = var(43)
ignorehitpause = 1

[State -2]
type = TargetLifeAdd
triggerall = Root,Anim = 2703
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Root,animelem = 11
value = -Enemynear(fvar(37)),lifemax*.200
kill = 1
ID = var(43)
absolute = 1
ignorehitpause = 1
;======================================================================
[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Root,Anim = 3101
triggerall = Target,Movetype != H
triggerall = Target,Alive = 1
trigger1 = Root,AnimElem = 14
trigger2 = Root,AnimElem = 16
trigger3 = Root,AnimElem = 19
trigger4 = Root,AnimElem = 21
trigger5 = Root,AnimElem = 24
trigger6 = Root,AnimElem = 26
trigger7 = Root,AnimElem = 29
trigger8 = Root,AnimElem = 31
trigger9 = Root,AnimElem = 34
trigger10 = Root,AnimElem = 36
trigger11 = Root,AnimElem = 39
trigger12 = Root,AnimElem = 41
trigger13 = Root,AnimElem = 44
trigger14 = Root,AnimElem = 46
trigger15 = Root,AnimElem = 49
trigger16 = Root,AnimElem = 51
trigger17 = Root,AnimElem = 54
trigger18 = Root,AnimElem = 58
trigger19 = Root,AnimElem = 61
trigger20 = Root,AnimElem = 65
trigger21 = Root,AnimElem = 69
trigger22 = Root,AnimElem = 73
trigger23 = Root,AnimElem = 77
trigger24 = Root,AnimElem = 81
trigger25 = Root,AnimElem = 85
trigger26 = Root,AnimElem = 89
trigger27 = Root,AnimElem = 90
value = -15
ID = var(43)
kill = 0
ignorehitpause = 1

[State -2]
type = TargetState
triggerall = Root,Anim = 3101
triggerall = Target,Alive = 1
trigger1 = Target,Stateno != 2325
trigger1 = Root,Animelem = 93
value = 2325
ID = var(43)
ignorehitpause = 1

[State -2]
type = TargetLifeAdd
triggerall = Root,Anim = 3101
trigger1 = Root,animelem = 93
value = -Enemynear(fvar(37)),lifemax*.130
kill = 1
absolute = 1
ID = var(43)
ignorehitpause = 1
persistent = 1
;=====================================================================
[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Target,Alive = 1
triggerall = Target,Movetype != H
triggerall = Root,Anim = 2651
trigger1 = Root,Animelem = 49
trigger2 = Root,Animelem = 50
trigger3 = Root,Animelem = 58
trigger4 = Root,Animelem = 66
trigger5 = Root,Animelem = 72
trigger6 = Root,Animelem = 76
trigger7 = Root,Animelem = 84
trigger8 = Root,Animelem = 90
trigger9 = Root,Animelem = 96
trigger10 = Root,Animelem = 110
trigger11 = Root,Animelem = 119
trigger12 = Root,Animelem = 124
trigger13 = Root,Animelem = 129
trigger14 = Root,Animelem = 137
trigger15 = Root,Animelem = 142
trigger16 = Root,Animelem = 146
trigger17 = Root,Animelem = 150
trigger18 = Root,Animelem = 161
trigger19 = Root,Animelem = 168
trigger20 = Root,Animelem = 175
trigger21 = Root,Animelem = 187
trigger22 = Root,Animelem = 195
trigger23 = Root,Animelem = 202
trigger24 = Root,Animelem = 206
trigger25 = Root,Animelem = 212
trigger24 = Root,Animelem = 222
trigger25 = Root,Animelem = 226
trigger24 = Root,Animelem = 231
trigger25 = Root,Animelem = 236
value = -22
ID = var(43)
kill = 0
absolute = 0
ignorehitpause = 1
;=====================================================================
[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Target,Alive = 1
triggerall = Target,Movetype != H
triggerall = Root,Anim = 2663
trigger1 = Root,Animelem = 5
trigger2 = Root,Animelem = 9
trigger3 = Root,Animelem = 13
trigger4 = Root,Animelem = 20
trigger5 = Root,Animelem = 28
trigger6 = Root,Animelem = 34
trigger7 = Root,Animelem = 41
trigger8 = Root,Animelem = 47
value = -22
ID = var(43)
kill = 0
absolute = 0
ignorehitpause = 1

[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Target,Alive = 1
triggerall = Target,Movetype != H
triggerall = Root,Anim = 2663
trigger1 = Root,Animelemtime(49) > 0 && Root,Animelemtime(49) <= 299
value = -Enemynear(fvar(37)),Lifemax*0.001
kill = 0
ID = var(43)
absolute = 1
ignorehitpause = 1

[State -2, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Target,Alive = 1
triggerall = Root,Anim = 2663
triggerall = Target,Movetype != H
trigger1 = Root,Animelem = 50
trigger2 = Root,Animelem = 51
value = -EnemyNear(fvar(37)),lifemax*.300
kill = 1
ID = var(43)
absolute = 1
ignorehitpause = 1

[State 511111]
type = DestroySelf
trigger1 = Roundstate > 2
;=====================================================================
------Tremble Mortal and Despair. Doom has come to this world------