[State -1, Scale1]
type = AttackMulSet
trigger1 = var(10) = 3
value = 0.9
[State -1, Scale2]
type = AttackMulSet
trigger1 = var(10) = 4
value = 0.75
[State -1, Scale3]
type = AttackMulSet
trigger1 = var(10) = 5
value = 0.60
[State -1, Scale4]
type = AttackMulSet
trigger1 = var(10) > 6
value = 0.50
[State -1, Var Reset]
type = varset
trigger1 = p2movetype != H && prevstateno != 130 && prevstateno != 131 && prevstateno != 132
value = var(10) = 0
[State -1, Var Reset]
type = Movehitreset
trigger1 = p2movetype != H
[State -1, Scaling Reset]
type = AttackMulSet
trigger1 = var(10) = 0
value = 1
;PUT THIS LINE OF CODE IN ALL ATTACKS YOU WISH TO HAVE SCALING
[State attacknum, Scaleadd]
type = varadd
trigger1 = movehit
value = var(10) = 1
---------------------------
CMD SECTION OF CODE
;------------------------------------------------------------
---------------------------
[Command]
name = "Parry Input"
command = b+y
time = 1
[State -1,Parry window]
type = changestate
value = 900
triggerall = statetype != A && statetype != C
triggerall = command = "Parry Input"
trigger1 = ctrl
trigger1 = statetype = S
;------------------------------------------------------------
---------------------------
;CNS SECTION OF CODE
;------------------------------------------------------------
---------------
;Parry window/Time in which you try to parry
[Statedef 900]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 900
facep2 = 1
sprpriority = 0
[State 900,reversaldef]
type = reversaldef
reversal.attr = SCA,AA,AP
trigger1 = animelem = 1
pausetime = 0,18
p1stateno = 955
[State 900,0]
type = playsnd
trigger1 = animelem =1
value = 0,0
[State 900,1]
type = playsnd
trigger1 = animelem = 1
value = 0,0
[state 900,2]
type = statetypeset
trigger1= animelem = 2
movetype = I
[State 900,3]
type = changestate
trigger1 = time = 20
value = 0
ctrl = 1
;------------------------------------------------------------
;Parry Success/Player is hit while the reversaldef is active
[Statedef 955]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 955
juggle = 0
facep2 = 1
sprpriority = 2
poweradd = 50
;Parry color flash
[State 955,0]
type = palfx
trigger1 = time = 0
color = 128
add = 54,105,143
time = 20
[State 955, Stop]
type = posfreeze
trigger1 = 1
value = 1
[State 955,1]
type = afterimage
trigger1 = animelem = 1
time = 20
length = 20
[State 955,2]
type = playsnd
trigger1 = animelem = 1
value = 0,0
[State 955,3]
type = playsnd
trigger1 = animelem = 1
value = 0,0
[State 955,4]
type = ctrlset
trigger1 = animelem =2
value = 1
[State 955]
type = changestate
trigger1 = animelem = 4
value = 0
ctrl = 1
;------------------------------------------------------------
;Crush counters are easy, all thats needed is 2 Hitdefs
[State ???, hitdef]
type = hitdef
trigger1 = animelem = ??? && p2 movetype = A
?
?
?
p2stateno = ???
;This checks if the opponent is attacking. If they are, they are put in to the crush counter state
[State ???, hitdef]
type = hitdef
trigger1 = animelem = ??? && p2movetype != A
If they are not attacking, create an appropriate hitdef, no custom state required
;CONTROLLABLE LIGHTNING LEGS
;STATENOS = LIGHTNING LEGS_X = 1300-1303
;Y = 1304-1307
;Z = 1308-1311
;---------------------------------------------------------------------------------------
CMD SECTION OF CODE
;---------------------------------------------------------------------------------------
;Commands
[Command]
name = "Lightning legs_x"
command = x,x,x,x
time = 25
[Command]
name = "Lightning legs_y"
command = y,y,y,y
time = 25
[Command]
name = "Lightning legs_z"
command = z,z,z,z
time = 25
;Changestates
[State -1,Lightning Legs_x]
type = changestate
value = 1300
triggerall = statetype = S
triggerall = command = "Lightning legs_x"
trigger1 = ctrl
trigger1 = statetype = S
[State -1,Lightning Legs_y]
type = changestate
value = 1304
triggerall = statetype = S
triggerall = command = "Lightning legs_y"
trigger1 = ctrl
trigger1 = statetype = S
[State -1,Lightning Legs_z]
type = changestate
value = 1308
triggerall = statetype = S
triggerall = command = "Lightning legs_z"
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------------------
;CNS SECTION OF CODE
;---------------------------------------------------------------------------
;Lightning legs_x
[Statedef 1300]
type = S
movetype = I
physics = S
velset = 0.0
ctrl = 0
anim = 1300
;facep2 = 1
sprpriority = 0
[State 1300]
type = changestate
trigger1 = animtime = 0
value = 1301
ctrl = 0
;---------------------------------------------------------
;Lightning legs_x (1st kick)
[Statedef 1301]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 1301
;facep2 = 1
sprpriority = 0
[State 1301,hitdef]
[State 1301,next kick]
type = changestate
triggerall = animelem = >(Insert desired frame after hitdef) && anim = 1301
trigger1 = command = "x"
value = 1302
[State 1301]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
;Lightning legs_x(2nd kick)
[Statedef 1302]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 1302
;facep2 = 1
sprpriority = 0
[State 1302,hitdef]
[State 1302,next kick]
type = changestate
triggerall = animelem = >(Insert desired frame after hitdef) && anim = 1302
trigger1 = command = "x"
value = 1303
[State 1302]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
;Lightning legs_x(3rd kick)
[Statedef 1303]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 1303
;facep2 = 1
sprpriority = 0
[State 1303,hitdef]
[State 1303,next kick]
type = changestate
triggerall = animelem = >(Insert desired frame after hitdef) && anim = 1303
trigger1 = command = "x"
value = 1301
[State 1303]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
;Lightning legs_y
[Statedef 1304]
type = S
movetype = I
physics = S
velset = 0.0
ctrl = 0
anim = 1304
;facep2 = 1
sprpriority = 0
[State 1304]
type = changestate
trigger1 = animtime = 0
value = 1304
ctrl = 0
;---------------------------------------------------------
;Lightning legs_y (1st kick)
[Statedef 1305]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 1305
;facep2 = 1
sprpriority = 0
[State 1305,hitdef]
[State 1305,next kick]
type = changestate
triggerall = animelem = >(Insert desired frame after hitdef) && anim = 1305
trigger1 = command = "y"
value = 1306
[State 1305]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
;Lightning lets_y(2nd kick)
[Statedef 1306]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 1306
;facep2 = 1
sprpriority = 0
[State 1306,hitdef]
[State 1306,next kick]
type = changestate
triggerall = animelem = >(Insert desired frame after hitdef) && anim = 1306
trigger1 = command = "y"
value = 1307
[State 1306]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
;Lightning legs_y(3rd kick)
[Statedef 1307]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 1307
;facep2 = 1
sprpriority = 0
[State 1307,hitdef]
[State 1307,next kick]
type = changestate
triggerall = animelem = >(Insert desired frame after hitdef) && anim = 1307
trigger1 = command = "y"
value = 1305
[State 1307]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
;Lightning legs_z
[Statedef 1308]
type = S
movetype = I
physics = S
velset = 0.0
ctrl = 0
anim = 1308
;facep2 = 1
sprpriority = 0
[State 1308]
type = changestate
trigger1 = animtime = 0
value = 1308
ctrl = 0
;---------------------------------------------------------
;Lightning legs_y (1st kick)
[Statedef 1309]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 1309
;facep2 = 1
sprpriority = 0
[State 1309,hitdef]
[State 1309,next kick]
type = changestate
triggerall = animelem = >(Insert desired frame after hitdef) && anim = 1309
trigger1 = command = "z"
value = 1310
[State 1309]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
;Lightning lets_y(2nd kick)
[Statedef 1310]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 1310
;facep2 = 1
sprpriority = 0
[State 1310,hitdef]
[State 1310,next kick]
type = changestate
triggerall = animelem = >(Insert desired frame after hitdef) && anim = 1310
trigger1 = command = "z"
value = 1311
[State 1310]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
;Lightning legs_y(3rd kick)
[Statedef 1311]
type = S
movetype = A
physics = S
velset = 0.0
ctrl = 0
anim = 1311
;facep2 = 1
sprpriority = 0
[State 1311,hitdef]
[State 1311,next kick]
type = changestate
triggerall = animelem = >(Insert desired frame after hitdef) && anim = 1311
trigger1 = command = "z"
value = 1309
[State 1311]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------