Sorry about the load of questions, but I haven't coded in a very long time. I tried adding MoveHit and MoveContact triggers, but I'm eitehr doing it wrong, or it's not what's needed to fix the problem. The problem is with this attack the charact continues on to do the attack after the initial part misses and continues to do it forever. I marked the spot that I tried adjusting if you scroll down in the code a bit you will see it. It's marked with *'s. Made the code spoiler so easier to read.
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;--------------------------- Killer Bee Assault ---------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Killer Bee Assault - Start
[Statedef 6700]
type = A
movetype= A
physics = N
juggle = 8
ctrl = 0
velset = 0
anim = 6700
sprpriority = 2
[State 6700, 1]
type = Explod
triggerall = Pos Y >= 0
trigger1 = AnimElem = 1
anim = 8510
postype = p1
pos = 20,4
ownpal = 1
ignorehitpause = 1
sprpriority = 8
supermove = 1
[State 6700, 2]
type = PlaySnd
trigger1 = Animelem = 2
value = 4,4
channel = 1
[State 6700, 3]
type = VelSet
trigger1 = Animelem = 2
X = -2 - BackEdgeBodyDist/20
Y = -11
[State 6700, 4]
type = Gravity
trigger1 = AnimElemTime(3) >= 0
[State 6700, 5]
type = Screenbound
trigger1 = time > 30
value = 0
[State 6700, 6.1]
type = VarSet
trigger1 = Time = 0
v = 35
value = 0
[State 6700, 6.2]
type = VarSet
trigger1 = Time = 0
v = 36
value = 0
[State 6700, 7]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y < -120
trigger1 = BackEdgeBodyDist < 20
value = 6701
;---------------------------------------------------------------------------
; Killer Bee Assault - Wall Grab - Attempt
[Statedef 6701]
type = A
movetype= A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
anim = 6701
sprpriority = 2
[State 6701, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 15,-90
anim = S8110
sound = S8110, 0
time = 75
poweradd = -3000
[State 6701, 2.1]
type = Explod
trigger1 = AnimElem = 1 && (NumExplod(8470) < 1)
ID = 8470
anim = 8470
postype = Back
pos = 0,0
sprpriority = -105
ownpal = 1
ignorehitpause = 1
supermove = 1
[State 6701, 2.2]
type = EnvColor
trigger1 = AnimElem = 1
value = 0,0,0
time = 75
under = 1
supermove = 1
[State 6701, 3.1]
type = Helper
trigger1 = AnimElem = 1 && NumHelper(7000) = 0
helpertype = normal
name = "Zoom Effect"
ID = 7000
pos = 0,0
stateno = 7000
ownpal = 1
supermovetime = 40
[State 6701, 3.2]
type = Explod
trigger1 = AnimElem = 1
anim = 8115
postype = p1
pos = 15,-90
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
[State 6701, 4]
type = AfterImage
trigger1 = AnimElem = 2
time = 9999
length = 20
color = 0
add = 0,0,200
palbright = 0,0,100
palcontrast = 0,0,250
palpostbright = 0,0,50
[State 6701, 5.1]
type = PlaySnd
trigger1 = Animelem = 1
value = 199,0
channel = 0
supermove = 1
[State 6701, 5.2]
type = PlaySnd
trigger1 = Animelem = 1
value = 4,0
channel = 1
supermove = 1
[State 6701, 6]
type = Explod
trigger1 = AnimElem = 2, = 0
ID = 8480
anim = 8480
postype = Back
pos = 0,0
sprpriority = -115
bindtime = -1
removetime = -1
ownpal = 1
supermovetime = 9999
removeongethit = 1
under = 1
[State 6701, 7]
type = RemoveExplod
trigger1 = AnimElem = 2, = 0
ID = 8470
[State 3701, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 6702
ctrl = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Attack
[Statedef 6702]
type = A
movetype= A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
sprpriority = 2
[State 6702, 1.1]
type = ChangeAnim
triggerall = Anim != 67250
trigger1 = (P2StateType != A)&&(Time = 0)
trigger2 = (P2StateType = A)&&(P2Dist Y > 40)&&(Time = 0)
value = 67250
[State 6702, 1.2]
type = ChangeAnim
triggerall = Anim != 67101
trigger1 = (P2StateType = A)&&(P2Dist Y = [-40,40])&&(Time = 0)
value = 67101
[State 6702, 1.3]
type = ChangeAnim
triggerall = Anim != 67052
trigger1 = (P2StateType = A)&&(P2Dist Y < -40)&&(Time = 0)
value = 67052
[State 6702, 2]
type = VarSet
trigger1 = 1
trigger1 = P2Dist X != 0
fv = 8
value = abs(atan((P2BodyDist Y)/P2Dist X)*(180/pi))
[State 6702, 3]
type = DisplayToClipboard
trigger1 = 1
text = "Angle = %f"
params = FVar(8)
[State 6702, 4.1]
type = VelSet
triggerall = (Time = 0)
trigger1 = (P2BodyDist Y - 60 < 0)
x = 15*(cos((FVar(8)*(pi/180))))
y = -15*(sin((FVar(8)*(pi/180))))
[State 6702, 4.2]
type = VelSet
triggerall = (Time = 0)
trigger1 = (P2BodyDist Y - 60 > 0)
x = 15*(cos((FVar(8)*(pi/180))))
y = 15*(sin((FVar(8)*(pi/180))))
[State 6702, 5]
type = PlayerPush
triggerall = !MoveGuarded
trigger1 = 1
value = 0
[State 6702, 6]
type = ScreenBound
triggerall = !MoveGuarded
trigger1 = 1
value = 1
movecamera = 0,0
[State 6702, 7.1]
type = PlaySnd
trigger1 = Time = 0
value = 3,ifelse(random < 500, 1, 2)
channel = 0
[State 6702, 7.2]
type = PlaySnd
trigger1 = Time = 0
value = 2,2
channel = 1
[State 6702, 8]
type = HitDef
trigger1 = Time = 0
attr = A, HA
animtype = Up
damage = 10,5
getpower = 0,0
givepower = 30,0
hitflag = MAF
guardflag = M
priority = 7, Hit
pausetime = 3,15
guard.pausetime = 5,20
guard.sparkno = S8007
sparkno = S(80050+Var(5))
sparkxy = -10,-15
hitsound = S1,5
guardsound = S0,1
ground.type = High
ground.slidetime = 30
ground.hittime = 35
ground.velocity = 0,-5
air.velocity = 0,-5
kill = 0
p2stateno = 6730
fall = 1
air.recover = 0
fall.recover = 0
recover = 0
envshake.time = 15
envshake.ampl = 7
*****I tried adjusting the few lines below and adding a couple of separate triggers, but none worked and she continued to attack forever.*****
[State 6702, 9.1]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
trigger1 = Vel Y > 0 && FrontEdgeBodyDist >= 20
value = 67030
ctrl = 0
[State 6702, 9.2]
type = ChangeState
trigger1 = Time > 0 && P2Dist Y >= 120
trigger1 = Vel Y < 0 && FrontEdgeBodyDist >= 20
value = 67035
ctrl = 0
[State 6702, 9.3]
type = ChangeState
trigger1 = Time > 0 && FrontEdgeBodyDist < 20
value = 6704
ctrl = 0
[State 6702, 9.4]
type = ChangeState
trigger1 = MoveGuarded
value = 6740
ctrl = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Grab Ground
[Statedef 67030]
type = S
ctrl = 0
anim = 67030
[State 67030, 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 67030, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
[State 67030, 3]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
channel = 1
[State 67030, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(35) = 0,6705,11)
ctrl = ifelse(Var(35) = 0,0,1)
;---------------------------------------------------------------------------
; Killer Bee Assault - Grab Top
[Statedef 67035]
type = A
ctrl = 0
anim = 67035
[State 67035, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
[State 67035, 2]
type = PlaySnd
trigger1 = Time = 0
value = 4,0
channel = 1
[State 67035, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(35) = 0,6705,50)
ctrl = ifelse(Var(35) = 0,0,1)
;---------------------------------------------------------------------------
; Killer Bee Assault - Grab Wall
[Statedef 6704]
type = A
movetype= A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 6704
[State 6704, 1]
type = Turn
trigger1 = Time = 0
[State 6704, 2]
type = PlaySnd
trigger1 = Time = 0
value = 4,0
channel = 1
[State 6704, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(35) = 0,6705,50)
ctrl = ifelse(Var(35) = 0,0,1)
;---------------------------------------------------------------------------
; Killer Bee Assault - Attack
[Statedef 6705]
type = A
movetype= A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
sprpriority = 2
[State 6705, 1.1]
type = ChangeAnim
triggerall = Anim != 67050
trigger1 = Vel Y = [-15,-14.49)
value = 67050
[State 6705, 1.2]
type = ChangeAnim
triggerall = Anim != 67051
trigger1 = Vel Y = [-14.49,-11.82)
value = 67051
[State 6705, 1.3]
type = ChangeAnim
triggerall = Anim != 67052
trigger1 = Vel Y = [-11.82,-8.17)
value = 67052
[State 6705, 1.4]
type = ChangeAnim
triggerall = Anim != 67100
trigger1 = Vel Y = [-8.17,-3.12)
value = 67100
[State 6705, 1.5]
type = ChangeAnim
triggerall = Anim != 67101
trigger1 = Vel Y = [-3.12,3.12)
value = 67101
[State 6705, 1.6]
type = ChangeAnim
triggerall = Anim != 67250
trigger1 = Vel Y = [3.12,6.81)
value = 67250
[State 6705, 1.7]
type = ChangeAnim
triggerall = Anim != 67150
trigger1 = Vel Y = [6.81,9.64)
value = 67150
[State 6705, 1.8]
type = ChangeAnim
triggerall = Anim != 67151
trigger1 = Vel Y = [9.64,14.10)
value = 67151
[State 6705, 1.9]
type = ChangeAnim
triggerall = Anim != 67200
trigger1 = Vel Y = [14.10,15.00]
value = 67200
[State 6705, 2]
type = VarSet
trigger1 = 1
trigger1 = P2Dist X != 0
fv = 8
value = abs(atan((P2BodyDist Y)/P2Dist X)*(180/pi))
[State 6705, 3]
type = DisplayToClipboard
trigger1 = 1
text = "Angle = %f"
params = FVar(8)
[State 6705, 4.1]
type = VelSet
triggerall = (Time = 0)
trigger1 = (P2BodyDist Y - 60 < 0)
x = 15*(cos((FVar(8)*(pi/180))))
y = -15*(sin((FVar(8)*(pi/180))))
[State 6705, 4.2]
type = VelSet
triggerall = (Time = 0)
trigger1 = (P2BodyDist Y - 60 > 0)
x = 15*(cos((FVar(8)*(pi/180))))
y = 15*(sin((FVar(8)*(pi/180))))
[State 6705, 5]
type = PlayerPush
trigger1 = 1
value = 0
[State 6705, 6]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 6705, 7]
type = Explod
triggerall = Target, Stateno != [6731,6732]
trigger1 = (P2Dist X = [-40,40])&&(P2Dist Y = [-40,40])
anim = (80050+Var(5))
pos = 0,-65
postype = P2
sprpriority = 10
ownpal = 1
[State 6705, 8.1]
type = PlaySnd
trigger1 = Time = 0
value = 3,ifelse(random < 500, 1, 2)
channel = 0
[State 6705, 8.2]
type = PlaySnd
trigger1 = Time = 0
value = 2,2
channel = 1
[State 6705, 8.3]
type = PlaySnd
triggerall = Target, Stateno != [6731,6732]
trigger1 = (P2Dist X = [-40,40])&&(P2Dist Y = [-40,40])
value = 1,5
[State 6705, 9]
type = TargetState
triggerall = Target, Stateno != [6731,6732]
trigger1 = (P2Dist X = [-40,40])&&(P2Dist Y = [-40,40])
value = 6731
[State 6705, 10.1]
type = TargetLifeAdd
trigger1 = Target, Stateno = 6731
trigger1 = Target, Time = 0
value = -50
kill = 0
[State 6705, 10.2]
type = TargetPowerAdd
trigger1 = Target, Stateno = 6731
trigger1 = Target, Time = 0
value = 30
[State 6705, 11]
type = EnvShake
trigger1 = Target, Stateno = 6731
trigger1 = Target, Time = 0
time = 15
ampl = -10
[State 6705, 12]
type = VarAdd
trigger1 = Time = 0
v = 36
value = 1
[State 6705, 13.1]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
trigger1 = Vel Y > 0 && FrontEdgeBodyDist >= 20
value = 67130
ctrl = 0
[State 6705, 13.2]
type = ChangeState
trigger1 = Time > 0 && P2Dist Y >= 120
trigger1 = Vel Y < 0 && FrontEdgeBodyDist >= 20
value = 67135
ctrl = 0
[State 6705, 13.3]
type = ChangeState
trigger1 = Time > 0 && FrontEdgeBodyDist < 20
value = 6714
ctrl = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Grab Ground
[Statedef 67130]
type = S
ctrl = 0
anim = 67030
[State 67130, 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 67130, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
[State 67130, 3]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
channel = 1
[State 67130, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 6715
ctrl = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Grab Top
[Statedef 67135]
type = A
ctrl = 0
anim = 67035
[State 67135, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
[State 67135, 2]
type = PlaySnd
trigger1 = Time = 0
value = 4,0
channel = 1
[State 67135, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6715
ctrl = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Grab Wall
[Statedef 6714]
type = A
movetype= A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 6704
[State 6714, 1]
type = Turn
trigger1 = Time = 0
[State 6714, 2]
type = PlaySnd
trigger1 = Time = 0
value = 4,0
channel = 1
[State 6715, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6715
ctrl = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Attack
[Statedef 6715]
type = A
movetype= A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
sprpriority = 2
[State 6715, 1.1]
type = ChangeAnim
triggerall = Anim != 67050
trigger1 = Vel Y = [-15,-14.49)
value = 67050
[State 6715, 1.2]
type = ChangeAnim
triggerall = Anim != 67051
trigger1 = Vel Y = [-14.49,-11.82)
value = 67051
[State 6715, 1.3]
type = ChangeAnim
triggerall = Anim != 67052
trigger1 = Vel Y = [-11.82,-8.17)
value = 67052
[State 6715, 1.4]
type = ChangeAnim
triggerall = Anim != 67100
trigger1 = Vel Y = [-8.17,-3.12)
value = 67100
[State 6715, 1.5]
type = ChangeAnim
triggerall = Anim != 67101
trigger1 = Vel Y = [-3.12,3.12)
value = 67101
[State 6715, 1.6]
type = ChangeAnim
triggerall = Anim != 67250
trigger1 = Vel Y = [3.12,6.81)
value = 67250
[State 6715, 1.7]
type = ChangeAnim
triggerall = Anim != 67150
trigger1 = Vel Y = [6.81,9.64)
value = 67150
[State 6715, 1.8]
type = ChangeAnim
triggerall = Anim != 67151
trigger1 = Vel Y = [9.64,14.10)
value = 67151
[State 6715, 1.9]
type = ChangeAnim
triggerall = Anim != 67200
trigger1 = Vel Y = [14.10,15.00]
value = 67200
[State 6715, 2]
type = VarSet
trigger1 = 1
trigger1 = P2Dist X != 0
fv = 8
value = abs(atan((P2BodyDist Y)/P2Dist X)*(180/pi))
[State 6715, 3]
type = DisplayToClipboard
trigger1 = 1
text = "Angle = %f"
params = FVar(8)
[State 6715, 4.1]
type = VelSet
triggerall = (Time = 0)
trigger1 = (P2BodyDist Y - 60 < 0)
x = 15*(cos((FVar(8)*(pi/180))))
y = -15*(sin((FVar(8)*(pi/180))))
[State 6715, 4.2]
type = VelSet
triggerall = (Time = 0)
trigger1 = (P2BodyDist Y - 60 > 0)
x = 15*(cos((FVar(8)*(pi/180))))
y = 15*(sin((FVar(8)*(pi/180))))
[State 6715, 5]
type = PlayerPush
trigger1 = 1
value = 0
[State 6715, 6]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 6715, 7]
type = Explod
triggerall = Target, Stateno != [6731,6732]
trigger1 = (P2Dist X = [-40,40])&&(P2Dist Y = [-40,40])
anim = (80050+Var(5))
pos = 0,-65
postype = P2
sprpriority = 10
ownpal = 1
[State 6715, 8.1]
type = PlaySnd
trigger1 = Time = 0
value = 3,ifelse(random < 500, 1, 2)
channel = 0
[State 6715, 8.2]
type = PlaySnd
trigger1 = Time = 0
value = 2,2
channel = 1
[State 6715, 8.3]
type = PlaySnd
triggerall = Target, Stateno != [6731,6732]
trigger1 = (P2Dist X = [-40,40])&&(P2Dist Y = [-40,40])
value = 1,5
[State 6715, 9.1]
type = TargetState
triggerall = Var(35) < 7
triggerall = Target, Stateno != [6731,6732]
trigger1 = (P2Dist X = [-40,40])&&(P2Dist Y = [-40,40])
value = 6731
[State 6715, 9.2]
type = TargetState
triggerall = Var(35) >= 7
triggerall = Target, Stateno != [6731,6732]
trigger1 = (P2Dist X = [-40,40])&&(P2Dist Y = [-40,40])
value = 6737
[State 6715, 10.1]
type = TargetLifeAdd
trigger1 = Target, Stateno = 6731
trigger1 = Target, Time = 0
value = -50
kill = 0
[State 6715, 10.2]
type = TargetPowerAdd
trigger1 = Target, Stateno = 6731
trigger1 = Target, Time = 0
value = 30
[State 6715, 11]
type = EnvShake
trigger1 = Target, Stateno = 6731
trigger1 = Target, Time = 0
time = 15
ampl = -10
[State 6715, 12]
type = VarAdd
trigger1 = Time = 0
v = 36
value = 1
[State 6715, 13.1]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
trigger1 = Vel Y > 0 && FrontEdgeBodyDist >= 20
value = 67130
ctrl = 0
[State 6715, 13.2]
type = ChangeState
trigger1 = Time > 0 && P2Dist Y >= 120
trigger1 = Vel Y < 0 && FrontEdgeBodyDist >= 20
value = 67135
ctrl = 0
[State 6715, 13.3]
type = ChangeState
trigger1 = Time > 0 && FrontEdgeBodyDist < 20
value = 6714
ctrl = 0
[State 6715, 13.4]
type = ChangeState
triggerall = Var(35) >= 7
triggerall = Target, Stateno != [6731,6732]
trigger1 = (P2Dist X = [-40,40])&&(P2Dist Y = [-40,40])
value = 6735
ctrl = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Custom Get Hit 01
[Statedef 6730]
type = A
movetype = H
physics = N
velset = 0,-2
ctrl = 0
[State 6730, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 6730
[State 6730, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
;---------------------------------------------------------------------------
; Killer Bee Assault - Custom Get Hit 02
[Statedef 6731]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
[State 6731, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 6731
[State 6731, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 6731, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6732
;---------------------------------------------------------------------------
; Killer Bee Assault - Custom Get Hit 03
[Statedef 6732]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
[State 6732, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 6732
[State 6732, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 6732, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 6733
;---------------------------------------------------------------------------
; Killer Bee Assault - Custom Get Hit 04
[Statedef 6733]
type = A
movetype = H
physics = N
velset = 0,-1
ctrl = 0
[State 6733, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 6730
[State 6733, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 6733, 2]
type = SelfState
trigger1 = P2Stateno = 11
trigger2 = P2Stateno = 895
value = 5050
;---------------------------------------------------------------------------
; Killer Bee Assault - Cross Scissor Pressure - Sucess
[Statedef 6735]
type = A
movetype = A
physics = N
anim = 6735
velset = 0, 0
ctrl = 0
facep2 = 1
[State 6735, 1]
type = Explod
trigger1 = Time = 0
Anim = 8008
id = 8008
postype = P1
pos = 25,-35
ownpal = 1
sprpriority = 5
[State 6735, 2.1]
type = Width
trigger1 = (AnimElemTime(4) = [0,5])&&(AnimElemTime(5) = [0,4])
trigger1 = BackEdgeDist < 60
edge = 30,60
[State 6735, 2.2]
type = Width
trigger1 = AnimElemTime(7) >= 0
trigger1 = FrontEdgeDist < 60
edge = 60,40
[State 6735, 3]
type = BindToTarget
trigger1 = AnimElemTime(1) = [0,12]
pos = 25,35,Mid
[State 6735, 4.1]
type = TargetBind
trigger1 = AnimElemTime(2) = [0,5]
pos = 5,-7
[State 6735, 4.2]
type = TargetBind
trigger1 = AnimElemTime(3) = [0,5]
pos = -31,-25
[State 6735, 4.3]
type = TargetBind
trigger1 = AnimElemTime(4) = [0,5]
pos = 0,-55
[State 6735, 4.4]
type = TargetBind
trigger1 = AnimElemTime(5) = [0,5]
pos = 25,-35
[State 6735, 4.5]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
pos = 5,-7
[State 6735, 5]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 6735, 6.1]
type = VelSet
trigger1 = AnimElemTime(1) = 12
x = 2
y = -8
[State 6735, 6.2]
type = VelAdd
trigger1 = AnimElemTime(1) > 12
y = 0.40
[State 6735, 7.1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800,0
channel = 0
[State 6735, 7.2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,2
channel = 1
[State 6735, 8]
type = ChangeState
trigger1 = AnimElemTime(1) > 12
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 6736
;---------------------------------------------------------------------------
; Killer Bee Assault - Cross Scissor Pressure - Ground Attack
[Statedef 6736]
type = A
movetype = A
physics = N
anim = 6736
velset = 0, 0
facep2 = 1
[State 6736, 1]
type = Width
trigger1 = AnimElemTime(1) >= 0
trigger1 = FrontEdgeDist < 60
edge = 60,40
[State 6736, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3520,1
channel = 1
[State 6736, 3.1]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -400
[State 6736, 3.2]
type = TargetPowerAdd
trigger1 = AnimElem = 2
value = 60
[State 6736, 3.3]
type = HitAdd
trigger1 = AnimElem = 2
value = 1
[State 6736, 4.1]
type = VarSet
triggerall = time = 0
trigger1 = Authorname = "Ethan Lives"
trigger2 = Authorname = "SodonHID, O Ilusionista and Ethan Lives"
trigger3 = Authorname = "O Ilusionista and Ethan Lives"
v = 1
value = 1
[State 6736, 4.2]
type = VarSet
triggerall = Var(1) = 1
trigger1 = AnimElemTime(3) = 0
v = 1
value = 0
[State 6736, 5.1]
type = TargetState
trigger1 = Time = 0
value = ifelse(Var(1)=1,67381,67380)
[State 6736, 5.2]
type = TargetState
trigger1 = AnimElemTime(3) = 0
value = 67385
[State 6736, 6]
type = Explod
anim = 8500
trigger1 = AnimElem = 2
postype = P2
pos = 0,2
ownpal = 1
[State 6736, 7.1]
type = Explod
trigger1 = AnimElem = 2
Anim = 8009
id = 8009
postype = P2
pos = 0,0
ownpal = 1
sprpriority = 5
[State 6736, 7.2]
type = Explod
trigger1 = AnimElem = 2
Anim = 8010
id = 8010
postype = P2
pos = 0,0
ownpal = 1
sprpriority = -1
[State 6736, 7.3]
type = Explod
trigger1 = AnimElem = 2
Anim = 8692
id = 8692
postype = P1
pos = 0,15
ownpal = 1
sprpriority = 5
[State 6736, 8.1]
type = Explod
trigger1 = (AnimElemTime(3) = 0) && (P2MoveType = H) && (NumExplod(8600) < 1)
id = 8600
anim = 8600
postype = p2
pos = -10,-40
supermove = 1
ownpal = 1
sprpriority = 100
bindtime = -1
ignorehitpause = 1
persistent = 0
[State 6736, 8.2]
type = Explod
trigger1 = (AnimElemTime(3) = 0) && (P2MoveType = H) && (NumExplod(8601) < 1)
id = 8601
anim = 8600
postype = p2
pos = -30,-70
supermove = 1
ownpal = 1
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 0
[State 6736, 8]
type = EnvShake
trigger1 = AnimElem = 2
time = 20
ampl = -10
[State 6736, 9]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 6736, 10]
type = PosSet
trigger1 = Time = 0
y = 0
[State 6736, 11.1]
type = VelSet
trigger1 = AnimElem = 3
x = -3.6
y = -9.9
[State 6736, 11.2]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.4
[State 6736, 12.1]
type = TargetBind
trigger1 = AnimElemTime(1) = [0,4]
pos = 30, 10
[State 6736, 12.2]
type = TargetBind
trigger1 = AnimElemTime(2) = [0,6]
pos = 30, 10
[State 6736, 13]
type = Explod
trigger1 = (P2Life <= 0) && (Alive = 1) && (AnimElem = 2)
ID = 8400
anim = 8410
postype = Back
pos = 0,0
sprpriority = -105
ownpal = 1
ignorehitpause = 1
bindtime = -1
supermove = 1
persistent = 0
[State 6736, 14]
type = PlaySnd
trigger1 = (NumExplod(8400) != 0) && (RoundState = 3)
value = 8400,0
persistent = 0
ignorehitpause = 1
[State 6736, 15]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2008
;---------------------------------------------------------------------------
; Killer Bee Assault - Cross Scissor Pressure - Custom Get Hit 01
[Statedef 6737]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0
facep2 = 1
[State 6737, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 28070
[State 6737, 2]
type = AfterImage
trigger1 = Time = 0
time = 9999
length = 20
color = 0
add = 0,0,200
palbright = 0,0,100
palcontrast = 0,0,250
palpostbright = 0,0,50
;---------------------------------------------------------------------------
; Killer Bee Assault - Cross Scissor Pressure - Custom Get Hit 02
[Statedef 67380]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0
facep2 = 1
[State 67380, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 28080
[State 67380, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 67380, 3]
type = PosSet
trigger1 = Time = 0
y = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Cross Scissor Pressure - Custom Get Hit 02
[Statedef 67381]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0
facep2 = 1
[State 67381, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 28081
[State 67381, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 67381, 3]
type = PosSet
trigger1 = Time = 0
y = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Cross Scissor Pressure - Custom Get Hit 02
[Statedef 67385]
type = A
movetype = H
physics = N
velset = -1,-15
ctrl = 0
[State 67385, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 28085
[State 67385, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 67385, 3]
type = Gravity
trigger1 = 1
[State 67385, 4]
type = ScreenBound
trigger1 = 1
value = 1
[State 67385, 5]
type = PalFx
trigger1 = Time = 0
time = 80
add = 75,25,95
mul = 170,80,210
sinadd = 40,10,50,5
[State 67385, 6]
type = AfterImage
trigger1 = Vel Y > 0 && Pos Y >= 0
time = 0
[State 67385, 7]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0
;---------------------------------------------------------------------------
; Killer Bee Assault - Cross Scissor Pressure - Sucess
[Statedef 6740]
type = A
movetype = A
physics = N
anim = 6740
velset = -3,-6
ctrl = 0
[State 6740, 1]
type = Gravity
trigger1 = 1
[State 6740, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2008
ctrl = 0