IORI
;Oni Yaki
[Statedef 1100]
type=S
movetype=A
physics=S
ctrl=0
velset=0,0
poweradd=72 * !var(20)
sprpriority=1
facep2=1
[State 1100, VarSet]
type=VarSet
trigger1 =!AILevel&& !time
var(10)=ifelse(command="OniYaki1",0,ifelse(command="OniYaki2",1,2))
ignorehitpause=1
[State 1100, VarSet]
type=VarSet
trigger1 =AILevel&& !time
var(10)=Ifelse(random<200,1,2)
ignorehitpause=1
[State 1100, Anim]
type = ChangeAnim
trigger1 = !time
value = 1100+var(10)+ Var(11)*10000
ignorehitpause=1
[State 220, Swing Snd]
type=playsnd
trigger1=animelem=4
value=1,2
channel=3
[State 220, Swing Snd]
type=playsnd
trigger1=animelem=4
value=41,0
channel=4
[State 123, Dust Helper]
type = Helper
trigger1 = AnimElem=4
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1
[State 1100, PosSet]
type = PosSet
trigger1 = !Time
y = 0
[State 1100, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(4)<0
value = SCA
ignorehitpause = 1
[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 1
StateType = A
physics = N
[State 1100, Voice]
type = PlaySnd
trigger1 = !Time && var(11) != 1
value = 0,8
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = !Time && var(11) = 1
value = 0,1100
channel = 0
[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 1
y = ifElse(!var(10), -7.5, ifElse(var(10) = 1, -9, -10.5))
[State 1100, VelAdd]
type = Veladd
trigger1 = AnimElemTime(4) >= 2
y = 0.55
[State 1100, PosAdd]
type = PosAdd
trigger1 = Animelem=2
x = 16
[State 1100, PosAdd]
type = PosAdd
trigger1 =animelem=4
x = 32
[State 1100, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Oni Yaki Front Flames"
ID = 1105
stateno = 1105
pos = 0,10
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)!=2&&animelem=3
priority=4, Hit
attr=A, SP
damage=Ifelse(var(20),76,76+8*var(10)), 10
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -8.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)!=0&&animelem=2
attr=A, SA
damage=Ifelse(var(20),33,45), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 9), ifElse(var(20), 3, 9)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.32, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)=1&&animelem=3
attr=A, SA
damage=Ifelse(var(20),43,43), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -8.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)=2&&animelem=3
attr=A, SA
damage=Ifelse(var(20),33,15), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.32, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)=2&&animelem=4
attr=A, SA
damage=Ifelse(var(20),43,35), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -8.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1100, flames]
type = helper
trigger1 = movehit && numtarget && !numhelper(7180)
trigger1 = !(target, time) && (target, movetype = H)&&(enemynear,stateno=[5000,5050])
helpertype = normal
stateno = 7180
ID = 7180
name = "flames"
postype = p2
ownpal = 1
facing = -1
ignorehitpause = 1
pauseMoveTime=255
[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemtime(7)>= 0
movetype = I
[State 0, ChangeState]
type = ChangeState
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1101
;----------------------------------------------------------------------------------------------
;Landing
[StateDef 1101]
type = S
physics = N
moveType = I
velSet = 0,0
[State 1100, Anim]
type = ChangeAnim
trigger1 = !time
value = 1132+var(10)
ignorehitpause=1
[State 1100, Anim]
type = ChangeAnim
trigger1 = !time && Var(10)=3
value = 1132
ignorehitpause=1
[State 1201, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 52, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
[State 52, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8106
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1201, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1