[Statedef 11130]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 11130
poweradd = -250
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,43
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,43
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,43
volume = 999
[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1
[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -100
[State 3000, VarSet]
type = Varset
trigger1 = time = 30
v = 12
value = 0
[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 20 && Var(12) < 0
v = 12
value = 6
[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)
[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 1*Helper(999999),Fvar(16),-25*Helper(999999),Fvar(16)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime = 999
ignorehitpause = 1
[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S950,1
volume = 50
[State 0, ReversalDef]
type = ReversalDef
trigger1 = time = [30,50]
reversal.attr = SCA,NA,SA,NP,SP,NT,ST
pausetime = 0,30
sparkno = -1
hitsound = -1
p1stateno = 11131
[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------
;Light laugh - counter end
[Statedef 11131]
type = S
movetype = I
physics = S
anim = 11131
velset = 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 1
sprpriority = 2
;movehitpersist = 1
;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 =
;value = S0,0
;volumescale = 0
;channel = -1
;lowpriority = -1
;freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =
[State 0, Ryuk]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "Ryuk"
ID = 11132
stateno = 11132
pos = -30*Helper(999999),Fvar(16),-30*Helper(999999),Fvar(16) ;ifelse(p2bodydist x<10,-5,20)*Fvar(16),0*Fvar(16)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999 ;ifelse(numhelper(1310)=1,999,20)
ignorehitpause = 1
size.xscale = 1*Helper(999999),Fvar(16)
size.yscale = 1*Helper(999999),Fvar(16)
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = time > 50 && time%42 = 0
trigger1 = numhelper(11132) = 1
value = 4000
elem = 1
[State 0, CtrlSet]
type = CtrlSet
triggerall = time > 50
trigger1 = numhelper(11132) < 1
value = 1
[State 200, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;Ryuk attack - start
[Statedef 11132]
type = A
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 11132
sprpriority = 4
[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
sound = S10,0
pos = 0,0
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =
[State 0, Turn]
type = Turn
trigger1 = facing != root,facing
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 0
;value = S0,206
;volumescale = 175
;channel = 3
;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 0
;value = S1,18
;volumescale = 150
;[State 0, Trans]
;type = Trans
;trigger1 = time < 35
;trans = addalpha
;alpha = 0+time*50,256-time*50
[State 0, VelAdd]
type = VelAdd
trigger1 = time = 10
x = 10
y = 1
;ignorehitpaaauase =
;persistent =
[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = S, NA
animtype = Light
damage = 160,80
guardflag = MA
pausetime = 0,15
guard.pausetime = 0,30
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound = -1
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,-5
air.velocity = -4,-5
guard.velocity = -2.5
Fall = 1
fall.recover = 0
sprpriority = 5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3,2
volumescale = 175
;[State 0, EnvShake]
;type = EnvShake
;trigger1 = animelem = 3
;time = 45
;ampl = -4
;[State 0, P2]
;type = Helper
;trigger1 = animelem = 3
;helpertype = normal
;name = "Spark"
;ID = 7010
;stateno = 7010
;pos = 18*root,fvar(16),0*root,fvar(16)
;postype = p1
;facing = 1
;ownpal = 1
;size.xscale = .75*root,fvar(16)
;size.yscale = .75*root,fvar(16)
;ignorehitpause = 0
;supermovetime = 999
[State 0, End]
type = Changestate
trigger1 = animtime = 0
;trigger2 = root, stateno != 11132
;trigger3 = root, movetype = H
value = 11133
;---------------------------------------------------------------------------
;Ryuk attack - end
[Statedef 11133]
type = A
movetype= I
physics = S
juggle = 1
velset = rootdist x / 30,0
ctrl = 0
anim = 11133
sprpriority = 4
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = time > 0
trans = addalpha
alpha = 256-time*25,0+time*25
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,18
volumescale = 150
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10