;---------------------------------------------------------------------------
; Charge
[Statedef 230]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 230 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = var(3) < 10
trigger2 = command != "hold_y"
var(3) = 0
[State 0, VarSet]
type = VarSet
trigger1 = var(3) > 250
var(3) = 250
[State 0, VarAdd]
type = VarAdd
triggerall = var(3) < 250
trigger1 = command = "hold_y"
var(3) = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = var(3) = 250
trigger1 = animtime = 0
trigger2 = var(3) < 10
trigger2 = command != "hold_y"
value = 0
ctrl = 1
[State 0, ChangeState]
type = ChangeState
triggerall = var(3) >= 150 && var(3) < 250
triggerall = var(3) >= 100 && var(3) < 150
triggerall = var(3) >= 50 && var(3) < 100
trigger1 = command != "hold_y"
value = 232
[State 0, ChangeState]
type = ChangeState
trigger1 = var(3) >= 10 && var(3) < 50
trigger1 = command != "hold_y"
value = 231
[State 0, PalFX]
type = PalFX
trigger1 = var(3) = 250
time = 40
add = 256,256,256
sinadd = 256,256,256,50
invertall = 0
color = 256
;---------------------------------------------------------------------------
; Half Buster Shot
[Statedef 231]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 231 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,0
channel = 2
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2000
ID = 2000
pos = 9,-43
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 1
[State 0]
type = VarSet
triggerall = command != "hold_y"
trigger1 = var(3) >= 0
trigger2 = numproj != 0
var(3) = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Full Buster Shot (release)
[Statedef 232]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 231 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,1
channel = 3
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2003
ID = 2003
pos = 15,-47
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
[State 0, Projectile]
type = Projectile
trigger1 = time = 6
ProjID = 2004
projanim = 2004
projscale = 1,1
projremovetime = -1
velocity = 5,0
accel = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
offset = 15,-47
postype = p1 ;p2,front,back,left,right
; HitDef
attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 10,0 ;B,E,F
animtype = hard ;light,medium,hard,back,up,diagup
air.animtype = hard
damage = 0,0
pausetime = 1,1
;guard.pausetime = 0,0
;sparkno = 0
;guard.sparkno = 0
;sparkxy = 0,0
hitsound = S5,1
guardsound = S6,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 15
ground.hittime = 15
air.hittime = 20
[State 0]
type = VarSet
triggerall = command != "hold_y"
trigger1 = var(3) >= 150
trigger2 = numproj != 0
var(3) = 100
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Full Buster Shot
[Statedef 233]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 231 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,1
channel = 3
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2003
ID = 2003
pos = 15,-47
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
[State 0, Projectile]
type = Projectile
trigger1 = time = 6
ProjID = 2004
projanim = 2004
projscale = 1,1
projremovetime = -1
velocity = 5,0
accel = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
offset = 15,-47
postype = p1 ;p2,front,back,left,right
; HitDef
attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 10,0 ;B,E,F
animtype = hard ;light,medium,hard,back,up,diagup
air.animtype = hard
damage = 0,0
pausetime = 1,1
;guard.pausetime = 0,0
;sparkno = 0
;guard.sparkno = 0
;sparkxy = 0,0
hitsound = S5,1
guardsound = S6,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 15
ground.hittime = 15
air.hittime = 20
[State 0]
type = VarSet
triggerall = command != "hold_y"
trigger1 = var(3) >= 100
trigger2 = numproj != 0
var(3) = 50
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Full Buster Shot
[Statedef 234]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 231 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,1
channel = 3
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2003
ID = 2003
pos = 15,-47
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
[State 0, Projectile]
type = Projectile
trigger1 = time = 6
ProjID = 2004
projanim = 2004
projscale = 1,1
projremovetime = -1
velocity = 5,0
accel = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
offset = 15,-47
postype = p1 ;p2,front,back,left,right
; HitDef
attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 10,0 ;B,E,F
animtype = hard ;light,medium,hard,back,up,diagup
air.animtype = hard
damage = 0,0
pausetime = 1,1
;guard.pausetime = 0,0
;sparkno = 0
;guard.sparkno = 0
;sparkxy = 0,0
hitsound = S5,1
guardsound = S6,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 15
ground.hittime = 15
air.hittime = 20
[State 0]
type = VarSet
triggerall = command != "hold_y"
trigger1 = var(3) >= 0
trigger2 = numproj != 0
var(3) = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hadangeki (release)
[Statedef 235]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 232 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2000,2
[State 0, Projectile]
type = Projectile
trigger1 = animelem = 1
ProjID = 2005
projanim = 2005
projscale = 1,1
projremove = 0
projremovetime = -1
velocity = 5,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
offset = 82,-41
postype = p1 ;p2,front,back,left,right
; HitDef
attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 0,0 ;B,E,F
animtype = Heavy ;light,medium,hard,back,up,diagup
air.animtype = Heavy ;Hit,Miss,Dodge
damage = 40,0
pausetime = 1,1
;pausetime = 0,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,0
;guardsound = 0,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
ground.velocity = -3,0
air.velocity = -3,0
air.hittime = 15
[State 0]
type = VarSet
triggerall = command != "hold_y"
trigger1 = var(3) >= 150
trigger2 = numproj != 0
var(3) = 50
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 205
ctrl = 1
;---------------------------------------------------------------------------
; Hadangeki
[Statedef 236]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 232 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2000,2
[State 0, Projectile]
type = Projectile
trigger1 = animelem = 1
ProjID = 2005
projanim = 2005
projscale = 1,1
projremove = 0
projremovetime = -1
velocity = 5,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
offset = 82,-41
postype = p1 ;p2,front,back,left,right
; HitDef
attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 0,0 ;B,E,F
animtype = Heavy ;light,medium,hard,back,up,diagup
air.animtype = Heavy ;Hit,Miss,Dodge
damage = 40,0
pausetime = 1,1
;pausetime = 0,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,0
;guardsound = 0,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
ground.velocity = -3,0
air.velocity = -3,0
air.hittime = 15
[State 0]
type = VarSet
triggerall = command != "hold_y"
trigger1 = var(3) >= 100
trigger2 = numproj != 0
var(3) = 50
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 205
ctrl = 1
;---------------------------------------------------------------------------
; Hadangeki
[Statedef 237]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 232 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2000,2
[State 0, Projectile]
type = Projectile
trigger1 = animelem = 1
ProjID = 2005
projanim = 2005
projscale = 1,1
projremove = 0
projremovetime = -1
velocity = 5,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
offset = 82,-41
postype = p1 ;p2,front,back,left,right
; HitDef
attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 0,0 ;B,E,F
animtype = Heavy ;light,medium,hard,back,up,diagup
air.animtype = Heavy ;Hit,Miss,Dodge
damage = 40,0
pausetime = 1,1
;pausetime = 0,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,0
;guardsound = 0,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
ground.velocity = -3,0
air.velocity = -3,0
air.hittime = 15
[State 0]
type = VarSet
triggerall = command != "hold_y"
trigger1 = var(3) >= 50
trigger2 = numproj != 0
var(3) = 0
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 205
ctrl = 1