Hello.
First of all thank you 087-B and Yugacurry for your tips.
Here are the codes that contain the word "Projectile".
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;‹CŒ÷Œi”ò‚Ñ“¹‹ïj
[Statedef 7000]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7000
sprpriority = 4
[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 7000, VarSet]
type = Null
trigger1 = time = 0
trigger1 = 1 || var(5) := root,var(5)
trigger1 = 1 || var(12) := root,var(12)
[State 7000, VarSet]
type = Null
trigger1 = 1 || var(15) := root,var(15)
trigger1 = 1 || var(16) := root,var(16)
trigger1 = 1 || var(17) := root,var(17)
trigger1 = 1 || var(24) := root,var(24)
trigger1 = 1 || fvar(10) := root,fvar(10)
[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
x = 3.5+var(5)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(1005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(1005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 0
projanim = 7050
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
projremovetime = ifelse(!var(5), 45, ifelse(var(5) = 1, 21, 8))
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = A, SP
damage=ceil(ifelse(((49+(var(5)*7))*fvar(10))<7,7,((49+(var(5)*7))*fvar(10)))),ceil(ifelse(((49+(var(5)*7))*fvar(10)/8)<7,7,((49+(var(5)*7))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 4,ceil(9*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -8,0
guard.velocity = -8
air.velocity = -4.5, -6
airguard.velocity = -5.33,-1
air.juggle = ifelse(root,var(45)||root,var(22)=-1||root,var(23)=1,0,8)
fall = 0
fall.recover = 0
air.fall = 1
envshake.time = 8
envshake.ampl = 2
ProjID = 1005
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*!(var(15)||var(16)),35*(1000+var(24))/1000*!(var(15)||var(16))
givepower = 35, 35
palfx.time = 12*((root,var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
yaccel = .5
nochainID = root,var(40)
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1 || root,fvar(8) = -2
trigger1 = root,projhittime(1005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(1005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)
[State 900, 4]
type = ChangeState
trigger1 = time = ifelse(!var(5), 45, ifelse(var(5) = 1, 21, 8))
value = 7001
[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1005)
value = 7005
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;‹CŒ÷¶i”ò‚Ñ“¹‹ïj1
[Statedef 7150]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6900
sprpriority = 4
[State 7000, VarSet]
type = Null
trigger1 = time = 0
trigger1 = 1 || var(5) := root,var(5)
trigger1 = 1 || var(12) := root,var(12)
[State 7000, VarSet]
type = Null
trigger1 = 1 || var(15) := root,var(15)
trigger1 = 1 || var(16) := root,var(16)
trigger1 = 1 || var(17) := root,var(17)
trigger1 = 1 || var(24) := root,var(24)
trigger1 = 1 || fvar(10) := root,fvar(10)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 0
projanim = 7150
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = 0, 0
projpriority = 7
projsprpriority = 4
velocity = 0
attr = A, HP
damage=ceil(ifelse(((ifelse(var(5),63,56))*fvar(10))<7,7,((ifelse(var(5),63,56))*fvar(10)))),ceil(ifelse(((ifelse(var(5),63,56))*fvar(10)/8)<7,7,((ifelse(var(5),63,56))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,5
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = -7
guard.velocity = -8
air.velocity = -7, -7
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),ifelse(!var(5),4,ifelse(var(5)=1,7,10))]),0,8)
fall = 0
fall.recover = 0
air.fall = 1
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((root,var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = !root,NumProjID(3005) && !var(1)
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;‹CŒ÷¶i”ò‚Ñ“¹‹ïj2
[Statedef 7151]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6900
sprpriority = 4
[State 7000, VarSet]
type = Null
trigger1 = time = 0
trigger1 = 1 || var(5) := root,var(5)
trigger1 = 1 || var(12) := root,var(12)
[State 7000, VarSet]
type = Null
trigger1 = 1 || var(15) := root,var(15)
trigger1 = 1 || var(16) := root,var(16)
trigger1 = 1 || var(17) := root,var(17)
trigger1 = 1 || var(24) := root,var(24)
trigger1 = 1 || fvar(10) := root,fvar(10)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 0
projanim = 7151
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = 0, 0
projpriority = 7
projsprpriority = 4
velocity = 0
attr = A, HP
damage=ceil(ifelse(((42+(var(5)*7))*fvar(10))<7,7,((42+(var(5)*7))*fvar(10)))),ceil(ifelse(((42+(var(5)*7))*fvar(10)/8)<7,7,((42+(var(5)*7))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,5
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = -7
guard.velocity = -8
air.velocity = -7, -7
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),ifelse(!var(5),4,ifelse(var(5)=1,7,10))]),0,8)
fall = 0
fall.recover = 0
air.fall = 1
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((root,var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = !root,NumProjID(3005) && !var(1)
;---------------------------------------------------------------------------
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;‹CŒ÷¶i”ò‚Ñ“¹‹ïj3
[Statedef 7152]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6900
sprpriority = 4
[State 7000, VarSet]
type = Null
trigger1 = time = 0
trigger1 = 1 || var(5) := root,var(5)
trigger1 = 1 || var(12) := root,var(12)
[State 7000, VarSet]
type = Null
trigger1 = 1 || var(15) := root,var(15)
trigger1 = 1 || var(16) := root,var(16)
trigger1 = 1 || var(17) := root,var(17)
trigger1 = 1 || var(24) := root,var(24)
trigger1 = 1 || fvar(10) := root,fvar(10)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 0
projanim = 7152
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = 0, 0
projpriority = 7
projsprpriority = 4
velocity = 0
attr = A, HP
damage=ceil(ifelse(((35+(var(5)*7))*fvar(10))<7,7,((35+(var(5)*7))*fvar(10)))),ceil(ifelse(((35+(var(5)*7))*fvar(10)/8)<7,7,((35+(var(5)*7))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,5
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = -7
guard.velocity = -8
air.velocity = -7, -7
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),ifelse(!var(5),4,ifelse(var(5)=1,7,10))]),0,8)
fall = 0
fall.recover = 0
air.fall = 1
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((root,var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = !root,NumProjID(3005) && !var(1)
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;‹CŒ÷¶i”ò‚Ñ“¹‹ïj4
[Statedef 7153]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6900
sprpriority = 4
[State 7000, VarSet]
type = Null
trigger1 = time = 0
trigger1 = 1 || var(5) := root,var(5)
trigger1 = 1 || var(12) := root,var(12)
[State 7000, VarSet]
type = Null
trigger1 = 1 || var(15) := root,var(15)
trigger1 = 1 || var(16) := root,var(16)
trigger1 = 1 || var(17) := root,var(17)
trigger1 = 1 || var(24) := root,var(24)
trigger1 = 1 || fvar(10) := root,fvar(10)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 0
projanim = 7153
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = 0, 0
projpriority = 7
projsprpriority = 4
velocity = 0
attr = A, HP
damage=ceil(ifelse(((35+(var(5)*7))*fvar(10))<7,7,((35+(var(5)*7))*fvar(10)))),ceil(ifelse(((35+(var(5)*7))*fvar(10)/8)<7,7,((35+(var(5)*7))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,5
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = -7
guard.velocity = -8
air.velocity = -7, -7
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),ifelse(!var(5),4,ifelse(var(5)=1,7,10))]),0,8)
fall = 0
fall.recover = 0
air.fall = 1
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((root,var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = !root,NumProjID(3005) && !var(1)
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;‹CŒ÷¶i”ò‚Ñ“¹‹ïj5
[Statedef 7154]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6900
sprpriority = 4
[State 7000, VarSet]
type = Null
trigger1 = time = 0
trigger1 = 1 || var(5) := root,var(5)
trigger1 = 1 || var(12) := root,var(12)
[State 7000, VarSet]
type = Null
trigger1 = 1 || var(15) := root,var(15)
trigger1 = 1 || var(16) := root,var(16)
trigger1 = 1 || var(17) := root,var(17)
trigger1 = 1 || var(24) := root,var(24)
trigger1 = 1 || fvar(10) := root,fvar(10)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 0
projanim = 7153
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = 0, 0
projpriority = 7
projsprpriority = 4
velocity = 0
attr = A, HP
damage=ceil(ifelse(((ifelse(var(5)=2,35,28))*fvar(10))<7,7,((ifelse(var(5)=2,35,28))*fvar(10)))),ceil(ifelse(((ifelse(var(5)=2,35,28))*fvar(10)/8)<7,7,((ifelse(var(5)=2,35,28))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,5
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = -7, -7*!var(5)
guard.velocity = -8
air.velocity = -7, -7
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),ifelse(!var(5),4,ifelse(var(5)=1,7,10))]),0,8)
fall = !var(5)
fall.recover = 0
air.fall = 1
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((root,var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = !root,NumProjID(3005) && !var(1)
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;‹CŒ÷¶i”ò‚Ñ“¹‹ïj6
[Statedef 7155]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6900
sprpriority = 4
[State 7000, VarSet]
type = Null
trigger1 = time = 0
trigger1 = 1 || var(5) := root,var(5)
trigger1 = 1 || var(12) := root,var(12)
[State 7000, VarSet]
type = Null
trigger1 = 1 || var(15) := root,var(15)
trigger1 = 1 || var(16) := root,var(16)
trigger1 = 1 || var(17) := root,var(17)
trigger1 = 1 || var(24) := root,var(24)
trigger1 = 1 || fvar(10) := root,fvar(10)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 0
projanim = 7153
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = 0, 0
projpriority = 7
projsprpriority = 4
velocity = 0
attr = A, HP
damage=ceil(ifelse(((ifelse(var(5)=2,28,21))*fvar(10))<7,7,((ifelse(var(5)=2,28,21))*fvar(10)))),ceil(ifelse(((ifelse(var(5)=2,28,21))*fvar(10)/8)<7,7,((ifelse(var(5)=2,28,21))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,5
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = -7
guard.velocity = -8
air.velocity = -7, -7
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),ifelse(!var(5),4,ifelse(var(5)=1,7,10))]),0,8)
fall = 0
fall.recover = 0
air.fall = 1
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((root,var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = !root,NumProjID(3005) && !var(1)
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;‹CŒ÷¶i”ò‚Ñ“¹‹ïj7
[Statedef 7156]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6900
sprpriority = 4
[State 7000, VarSet]
type = Null
trigger1 = time = 0
trigger1 = 1 || var(5) := root,var(5)
trigger1 = 1 || var(12) := root,var(12)
[State 7000, VarSet]
type = Null
trigger1 = 1 || var(15) := root,var(15)
trigger1 = 1 || var(16) := root,var(16)
trigger1 = 1 || var(17) := root,var(17)
trigger1 = 1 || var(24) := root,var(24)
trigger1 = 1 || fvar(10) := root,fvar(10)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 0
projanim = 7153
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = 0, 0
projpriority = 7
projsprpriority = 4
velocity = 0
attr = A, HP
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,5
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = -7,-7*(var(5)=1)
guard.velocity = -8
air.velocity = -7, -7
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),ifelse(!var(5),4,ifelse(var(5)=1,7,10))]),0,8)
fall = var(5)=1
fall.recover = 0
air.fall = 1
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((root,var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = !root,NumProjID(3005) && !var(1)
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;‹CŒ÷¶i”ò‚Ñ“¹‹ïj8
[Statedef 7157]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6900
sprpriority = 4
[State 7000, VarSet]
type = Null
trigger1 = time = 0
trigger1 = 1 || var(5) := root,var(5)
trigger1 = 1 || var(12) := root,var(12)
[State 7000, VarSet]
type = Null
trigger1 = 1 || var(15) := root,var(15)
trigger1 = 1 || var(16) := root,var(16)
trigger1 = 1 || var(17) := root,var(17)
trigger1 = 1 || var(24) := root,var(24)
trigger1 = 1 || fvar(10) := root,fvar(10)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 0
projanim = 7153
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = 0, 0
projpriority = 7
projsprpriority = 4
velocity = 0
attr = A, HP
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,5
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = -7, -7
guard.velocity = -8
air.velocity = -7, -7
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),ifelse(!var(5),4,ifelse(var(5)=1,7,10))]),0,8)
fall = 1
fall.recover = 0
air.fall = 1
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((root,var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = !root,NumProjID(3005) && !var(1)
Could you help me making the code, please? The character is Chun-li by "Warusaki3".