In Kula's CNS before State-2
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;-----------------------------------------------------------------------------------------
; Dream Cancel States
;-----------------------------------------------------------------------------------------
[Statedef 3600]
type = S
movetype= I
physics = S
anim = 9999
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = -1
[State 3500, 1]
type = Explod
trigger1 = time = 10
anim = 8600
ID = 8600
pos = -3,68
postype = Left
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermovetime = 50
pausemovetime = 50
scale = .5,.5
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1
[State 3500, 2]
type = Explod
trigger1 = time = 0
anim = 8605
ID = 8605
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1
[State 3500, 3]
type = Explod
trigger1 = time = 0
anim = 8610
ID = 8610
pos = -150,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9997
ownpal = 1
trans = addalpha
alpha = 256, 135
removeongethit = 0
ignorehitpause = 1
persistent = 1
[State 3500, 6]
type = DestroySelf
trigger1 = time = 65
Kula's move
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;---------------------Freeze Execution
[Statedef 2200]
type = S
movetype = A
physics = S
anim = 12200
poweradd = -2000
juggle = 10
velset = 0
ctrl = 0
[State 3200, 9]
type = Helper
triggerall = prevstateno = [2000,2100]
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
[State 3000, hehe!]
type = NotHitBy
trigger1 = time < 50
value = SCA
[State 2100, bg]
type = assertspecial
trigger1 = time = [0,30]
flag = nobg
flag2 = nofg
[State 1100, dm spark]
type = Explod
trigger1 = animelem = 1
anim = f925
ID = 1000
postype = p1
pos = 0,30
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1
[State 1100, dm spark]
type = Explod
trigger1 = animelem = 1
anim = f101
ID = 1000
postype = p1
pos = 0,-60
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1
[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1
[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 20,2
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2200,0
[State 3100, bgpal]
type = BGPalFX
trigger1 = 1
trigger1 = animelemtime(9) < 0
invertall = 1
time = 1
mul = 100,100,255
ignorehitpause = 1
[State 2100, bg]
type = assertspecial
trigger1 = 1
trigger1 = var(58) = 1
flag = nofg
ignorehitpause = 1
[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 2
projanim = 3510
projhitanim = 3510
projID = 3000
velocity = 20
projremovetime = -1
projpriority = 5
projhits = 2
projmisstime = 120
postype = back
offset = -50,0
attr = S, HP
damage = 5,10
animtype = up
hitflag = MAFP
guardflag = M
sparkno = 3
guard.sparkno = 40
sparkxy = 30,-60
hitsound = S5,8
guardsound = S6,0
pausetime = 0,4
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = 0,-12
air.velocity = 0,-12
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0
air.juggle = 10
[State 1100, sparking!]
type = varset
trigger1 = time = 0
var(0) = 0
[State 1100, sparking!]
type = varset
trigger1 = projhit3000 = 1
var(0) = 1
[State 1100, sparking!]
type = changestate
trigger1 = var(0) = 1
trigger1 = animelem = 9
value = 2210
[state 2200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------Freeze Execution(if Candy hits)
[Statedef 2210]
type = S
movetype = A
physics = S
anim = 2202
poweradd = 0;-2000
juggle = 10
velset = 0
ctrl = 0
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1;9
value = 3000,43
[State 1100, dm spark]
type = Explod
trigger1 = AnimElem = 1;9
anim = 3065
ID = 3065
postype = left
pos = 156,180
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1
removetime = 60
[State 1100, sparking!]
type = Explod
trigger1 = projhit2201 = 1
anim = F3
ID = 1000
postype = p2
pos = 0,-50
bindtime = 1
sprpriority = 2
ownpal = 1
[State 1100, sparking!]
type = Explod
trigger1 = ProjGuarded2201 = 1
anim = F10
ID = 1000
postype = p2
pos = 0,-50
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 1;9
projanim = 2201
projhitanim = 2201
projID = 2201
velocity = 4
accel = .8
projremovetime = 100
projpriority = 1
projhits = 9
projmisstime = 1
postype = back
offset = 0,0
attr = S, HP
damage = 55,10
animtype = hard
hitflag = MAFP
guardflag = M
sparkno = -1;903
guard.sparkno = -1;911
sparkxy = 10,-150
hitsound = S3000,36
guardsound = S6,0
pausetime = 4,13
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = -4,-9
air.velocity = -4,-9
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0
palfx.time = 51
palfx.add = 30,30,60
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
CMD
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;Freeze Execution sdm
[State -1,]
type = ChangeState
value = 2200
triggerall = command = "freeze_execution"
triggerall = var(9) = 0
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 101
trigger3 = stateno = 200 && time = [6,9]
trigger4 = stateno = 205 && time = [6,9]
trigger5 = stateno = 210 && time = [5,9]
trigger6 = stateno = 220 && time = [13,20]
trigger7 = stateno = 225 && time = [4,6]
trigger8 = stateno = 225 && time = [16,21]
trigger9 = stateno = 235 && time = [12,15]
trigger10 = stateno = 400 && time = [6,8]
trigger11 = stateno = 410 && time = [5,7]
trigger12 = stateno = 430 && time = [9,15]
trigger13 = stateno = 300 && time = [9,13]
trigger14 = stateno = 245 && time = [13,31]
trigger13 = stateno = 2000 && animelemtime(1) > 1 && animelemtime(13) < 0
trigger13 = stateno = 2100 && animelemtime(1) > 1 && animelemtime(24) < 0