;=========< Air Light Punch >==========
[Statedef 260]
type = A
movetype = A
physics = A
juggle = ifelse(numtarget, 15, 8)
anim = 260
poweradd = 0
sprpriority = 1
ctrl = 0
[State 260, Snd]
type = playsnd
trigger1 = animelem = 2 && random < 200
value = 3, ifelse(random < 500, 1, 5)
channel = 0
[State 260, Snd]
type = playsnd
trigger1 = animelem = 2
value = 1, 1
channel = 1
[State 260, Hit]
type = hitdef
trigger1=!time
attr = A, NA
damage = 25, 0
animtype = Light
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
sparkNo = -1 + 0 * (var(43) := 8010)
guard.sparkNo = -1 + 0*(var(44) := 8000)
sparkXY = -10 + 0 * (var(45) := 60), var(46) := -60
hitsound = s2, 1
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = -2
guard.velocity = ifelse(var(20), -2.66, -4.49)
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
air.type = Low
air.hittime = 18
air.velocity = -1, -7
air.cornerpush.veloff = 0
getpower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 120
forcenofall = !var(20)
envshake.time = 12
envshake.ampl =-3
;=========< Air Medium Punch >==========
[Statedef 265]
type = A
movetype = A
physics = A
juggle = ifelse(numtarget, 15, 8)
anim = 265
poweradd = 18 * !var(20)
sprpriority = 1
ctrl = 0
[State 265, Snd]
type = playsnd
trigger1 = animelem = 3 && random < 350
value = 3, ifelse(random < 500, 2, 5)
channel = 0
[State 265, Snd]
type = playsnd
trigger1 = animelem = 3
value = 1, 2
channel = 1
[State 265, Hit]
type = hitdef
trigger1=!time
attr = A, NA
damage = 40, 0
animtype = Medium
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
sparkNo = -1 + 0 * (var(43) := 8011)
guard.sparkNo = -1 + 0*(var(44) := 8000)
sparkXY = -10 + 0 * (var(45) := 60), var(46) := -54
hitsound = s2, 2
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = -3
guard.velocity = ifelse(var(20), -4.30, -7.51)
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.cornerpush.veloff = 0;ifelse(var(20), -5.78, -10.47)
air.type = Low
air.hittime = 18
air.velocity = -1, -7
air.cornerpush.veloff = 0
getpower = ifelse(p2movetype = H, 72, 144) * !var(20), 36 * !var(20)
givepower = 36, 36
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 120
forcenofall = !var(20)
envshake.time = 12
envshake.ampl =-4
;=========< Air Hard Punch >==========
[Statedef 270]
type = A
movetype = A
physics = A
juggle = ifelse(numtarget, 15, 8)
anim = 270
poweradd = 18 * !var(20)
sprpriority = 1
ctrl = 0
[State 270, Snd]
type = playsnd
trigger1 = animelem = 4 && random < 500
value = 3, ifelse(random < 500, 2, 5)
channel = 0
[State 270, Snd]
type = playsnd
trigger1 = animelem = 4
value = 1, 3
channel = 1
[State 270, Hit]
type = hitdef
trigger1=!time
attr = A, NA
damage = 60, 0
animtype = Hard
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
sparkNo = -1 + 0 * (var(43) := 8012)
guard.sparkNo = -1 + 0*(var(44) := 8000)
sparkXY = -10 + 0 * (var(45) := 60), var(46) := -62
hitsound = s2, 3
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = -4
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff = 0;ifelse(var(20), -6.82, -12.74)
air.type = LOW
air.hittime = 18
air.velocity = -6,7
air.cornerpush.veloff = 0
getpower = ifelse(p2movetype = H, 72, 216) * !var(20), 36 * !var(20)
givepower = 36, 36
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 120
AIR.FALL = 1
fall.envshake.time = 20
fall.envshake.ampl = -6
;=========< Air Light Kick >==========
[Statedef 275]
type = A
movetype = A
physics = A
juggle = ifelse(numtarget, 15, 8)
anim = 275
poweradd = 0
sprpriority = 1
ctrl = 0
[State 275, Snd]
type = playsnd
trigger1 = animelem = 3 && random < 200
value = 3, ifelse(random < 500, 1, 5)
channel = 0
[State 275, Snd]
type = playsnd
trigger1 = animelem = 3
value = 1, 4
channel = 1
[State 275, Hit]
type = hitdef
trigger1=!time
attr = A, NA
damage = 25, 0
animtype = Light
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
sparkNo = -1 + 0 * (var(43) := 8010)
guard.sparkNo = -1 + 0*(var(44) := 8000)
sparkXY = -10 + 0 * (var(45) := 60), var(46) := -38
hitsound = s2, 4
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = -2
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -2.66, -4.49)
guard.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
air.type = LOW
air.hittime = 18
air.velocity = -1,-7
air.cornerpush.veloff = 0
getpower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 120
forcenofall = !var(20)
envshake.time = 12
envshake.ampl =-3
;=========< Air Medium Kick >==========
[Statedef 280]
type = A
movetype = A
physics = A
juggle = ifelse(numtarget, 15, 8)
anim = 280
poweradd = 18 * !var(20)
sprpriority = 1
ctrl = 0
[State 280, Snd]
type = playsnd
trigger1 = animelem = 3 && random < 350
value = 3, ifelse(random < 500, 2, 5)
channel = 0
[State 280, Snd]
type = playsnd
trigger1 = animelem = 3
value = 1, 5
channel = 1
[State 280, Hit]
type = hitdef
trigger1=!time
attr = A, NA
damage = 40, 0
animtype = Medium
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
sparkNo = -1 + 0 * (var(43) := 8011)
guard.sparkNo = -1 + 0*(var(44) := 8000)
sparkXY = -10 + 0 * (var(45) := 60), var(46) := -45
hitsound = s2, 5
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = -3
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -4.30, -7.51)
guard.cornerpush.veloff = 0;ifelse(var(20), -5.78, -10.47)
air.type = LOW
air.hittime = 18
air.velocity = -1,-7
air.cornerpush.veloff = 0
getpower = ifelse(p2movetype = H, 72, 144) * !var(20), 36 * !var(20)
givepower = 36, 36
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 120
forcenofall = !var(20)
envshake.time = 12
envshake.ampl =-4
;=========< Air Hard Kick >==========
[Statedef 285]
type = A
movetype = A
physics = A
juggle = ifelse(numtarget, 15, 8)
anim = 285
poweradd = 18 * !var(20)
sprpriority = 1
ctrl = 0
[State 285, Snd]
type = playsnd
trigger1 = animelem = 3 && random < 500
value = 3, ifelse(random < 500, 2, 5)
channel = 0
[State 285, Snd]
type = playsnd
trigger1 = animelem = 3
value = 1, 6
channel = 1
[State 285, Hit]
type = hitdef
trigger1=!time
attr = A, NA
damage = 60, 0
animtype = Hard
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
sparkNo = -1 + 0 * (var(43) := 8012)
guard.sparkNo = -1 + 0*(var(44) := 8000)
sparkXY = -10 + 0 * (var(45) := 60), var(46) := -51
hitsound = s2, 6
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = -4
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff = 0;ifelse(var(20), -6.82, -12.74)
air.type = LOW
air.hittime = 18
air.velocity = -15,15
air.cornerpush.veloff = 0
getpower = ifelse(p2movetype = H, 72, 216) * !var(20), 36 * !var(20)
givepower = 36, 36
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 120
AIR.FALL = 1
envshake.time = 14
envshake.ampl =-5
fall.envshake.time = 20
fall.envshake.ampl = -6
How do I make them similar to Deadpool's pausetime to make the attacks flow smoother:;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type = A
movetype= A
physics = N
poweradd= 10 * !var(20)
ctrl = 0
anim = 600
sprpriority = 2
[State 600, Voice]
type=playsnd
trigger1= animelem=1&&random<200
value= 0,0+random%2+20*var(45)
channel=0
[State 600, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,0
channel=1
[State 600, Hit]
type = HitDef
triggerall = (fvar(8)<4 && var(15)<15 || var(20))
trigger1 = !Time
attr = A, NA
damage = Ifelse(var(55),20,30), 0
animtype = Light
guardflag = HA
hitflag = MAF
ID = 200*!var(20)
getpower = 10 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8)), Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8))
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36):=-100
hitsound = s2+10*var(44), 0
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 2*var(9)
ground.hittime = 12 + 2*var(9)
guard.hittime = 12
ground.velocity = Ifelse(var(20),-2,-4)
guard.velocity = Ifelse(var(20),-2,-4)
airguard.ctrlTime = 16
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = Ifelse(var(20)||var(55)=2,-1,-3),-7
airguard.velocity = -4.75, -0.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 12
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 8
envshake.ampl = Ifelse(random<=500,-2,2)
[State 600, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
moveType = I
[State 600, Gravity]
type = Gravity
trigger1 = 1
[State 600, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52
;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type = A
movetype= A
physics = N
poweradd= 20 * !var(20)
ctrl = 0
anim = 610
sprpriority = 2
[State 610, Voice]
type=playsnd
trigger1= animelem=1&&random<300
value= 0,2+20*var(45)
channel=0
[State 610, Sword Snd]
type = PlaySnd
trigger1 =animelem=2
value = 950,0
channel=4
[State 610, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,7
channel=1
[State 610, Hit]
type = HitDef
triggerall = (fvar(8)<4 && var(15)<16 || var(20))
trigger1 = !Time
attr = A, NA
damage = Ifelse(var(55),40,60), 0
animtype = Medium
guardflag = HA
hitflag = MAF
ID = 200*!var(20)
getpower = 20 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)),Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo = -1 + 0 * (var(33) := 8021)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -40
hitsound = s2+10*var(44), 12
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 3*var(9)
ground.hittime = 12 + 3*var(9)
guard.hittime = 15
ground.velocity = Ifelse(var(20),-2,-4)
guard.velocity = Ifelse(var(20),-2,-4)
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = Ifelse(var(20)||var(55)=2,-1,-3),-7
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 12
airguard.ctrlTime = 16
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)
[State 610, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
moveType = I
[State 610, Veladd]
type = veladd
trigger1 = 1
y=Ifelse((prevstateno=[600,640]),.4,.475)
[State 610, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52
;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type = A
movetype= A
physics = N
poweradd= 30 * !var(20)
ctrl = 0
anim = Ifelse(vel x!=0,625,620)
sprpriority = 2
[State 620, Voice]
type=playsnd
trigger1= animelem=1&&random<400
value= 0,Ifelse(anim=620,4,3)+21*var(45)
channel=0
[State 620, Sword Snd]
type = PlaySnd
trigger1 =animelem=2&&anim=620
value = 950,0
channel=4
[State 620, Sword Snd]
type = PlaySnd
trigger1 =animelem=9&&anim=620
value = 950,1
channel=4
[State 620, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,Ifelse(anim=620,7,2)
channel=1
[State 620, Hit]
type = HitDef
triggerall = (fvar(8)<4 && var(15)<17 || var(20))
trigger1 = anim=620&&!Time
attr = A, NA
damage = Ifelse(var(55),70,90), 0
animtype = Hard
guardflag = HA
hitflag = MAF
ID = 200*!var(20)*var(55)!=2
getpower = 30 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo = -1 + 0 * (var(33) := 8022)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -80
hitsound = s2+10*var(44), 13
guardsound = s130, 2
ground.type = High
ground.slidetime = 16 + 3*var(9)
ground.hittime = 16 + 3*var(9)
guard.hittime = 18
ground.velocity = Ifelse(var(20),-2.5,-5)
guard.velocity = Ifelse(var(20),-2.5,-5)
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = Ifelse(var(55)=2,-8,Ifelse(var(20),-2,-5)),Ifelse(var(55)=2,6,Ifelse(var(20),-3,-5))
airguard.velocity = -3.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 32
airguard.ctrlTime = 16
yaccel = .58
fall = 0
air.fall=var(55)=2
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 12
envshake.ampl = Ifelse(random<=500,-4,4)
fall.envshake.time = 12
fall.envshake.ampl = Ifelse(random<=500,-5,5)
[State 620, Hit]
type = HitDef
triggerall = (fvar(8)<4 && var(15)<17 || var(20))
trigger1 = !Time && anim=625
attr = A, NA
damage = Ifelse(var(55),65,85), 0
animtype = Hard
guardflag = HA
hitflag = MAF
getpower = 30 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = Ifelse(var(20), 6,Ifelse(var(55)=2, 15, 12)), Ifelse(var(20), 6,Ifelse(var(55)=2, 15, 12))
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -45
hitsound = s2+10*var(44), 2
guardsound = s130, 0
ground.type = High
ground.slidetime = 16 + 3*var(9)
ground.hittime = 16 + 3*var(9)
guard.hittime = 18
ground.velocity = Ifelse(var(20),-2.5,-5)
guard.velocity = Ifelse(var(20),-2.5,-5)
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = Ifelse(var(55)=2,-12,Ifelse(var(20),-2,-5)),Ifelse(var(55)=2,12,Ifelse(var(20),-3,-5))
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 32
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,1,.58)
fall = 0
air.fall=var(55)=2
fall.recover = 0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 12
envshake.ampl = Ifelse(random<=500,-4,4)
fall.envshake.time = 12
fall.envshake.ampl = Ifelse(random<=500,-5,5)
[State 620, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = anim=620&&AnimElemTime(6) = 0
trigger2 = anim=625&&AnimElemTime(5) = 0
moveType = I
[State 620, Veladd]
type = veladd
trigger1 = 1
y=Ifelse((prevstateno=[600,640]),.375,.4)
[State 620, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52
;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type = A
movetype= A
physics = N
poweradd= 10 * !var(20)
ctrl = 0
anim = 630
sprpriority = 2
[State 630, Voice]
type=playsnd
trigger1= animelem=1&&random<200
value= 0, 5+20*var(45)
channel=0
[State 630, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1
[State 630, Hit]
type = HitDef
triggerall = (fvar(8)<4 && var(15)<15 || var(20))
trigger1 = !Time
attr = A, NA
damage = Ifelse(var(55),20,40), 0
animtype = Light
guardflag = HA
hitflag = MAF
ID = 200*!var(20)
getpower = 10 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8)), Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8))
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36):=-70
hitsound = s2+10*var(44), 3
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High
ground.slidetime = 12 + 2*var(9)
ground.hittime = 12 + 2*var(9)
guard.hittime = 12
ground.velocity = Ifelse(var(20),-2,-4)
guard.velocity = Ifelse(var(20),-2,-4)
air.type = High
airguard.ctrlTime = 16
air.velocity =Ifelse(var(20)||var(55)=2,-1,-3),-7
airguard.velocity = -5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 12
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 8
envshake.ampl = Ifelse(random<=500,-2,2)
[State 630, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
moveType = I
[State 630, Veladd]
type = veladd
trigger1 = 1
y=Ifelse((prevstateno=[600,640]),.4,.475)
[State 630, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52
;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type = A
movetype= A
physics = N
poweradd= 20 * !var(20)
ctrl = 0
anim = 640
sprpriority = 2
[State 640, Voice]
type=playsnd
trigger1= animelem=1&&random<250
value= 0, 6+random%2+20*var(45)
channel=0
[State 640, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1
[State 640, Hit]
type = HitDef
triggerall = (fvar(8)<4 && var(15)<16 || var(20))
trigger1 = !Time
attr = A, NA
damage = Ifelse(var(55),40,60), 0
animtype = Medium
guardflag = HA
hitflag = MAF
ID = 200*!var(20)
getpower = 20 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)), Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 95), var(36) := -58
hitsound = s2+10*var(44), 4
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 3*var(9)
ground.hittime = 12 + 3*var(9)
guard.hittime = 15
ground.velocity = Ifelse(var(20),-2,-5)
guard.velocity = Ifelse(var(20),-2,-5)
air.animType = Back
fall.animType = Back
air.type = High
airguard.ctrlTime = 16
air.velocity = Ifelse(var(20)||var(55)=2,-1,-3),-7
airguard.velocity = -6,-1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 12
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)
[State 640, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
moveType = I
[State 640, Veladd]
type = veladd
trigger1 = 1
y=Ifelse((prevstateno=[600,640]),.4,.475)
[State 640, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52
;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type = A
movetype= A
physics = N
poweradd= 30 * !var(20)
ctrl = 0
anim = 650
sprpriority = 2
[State 650, Voice]
type = playsnd
trigger1 = animelem = 1&&random<300
value = 0, 9+18*var(45)
channel = 0
[State 650, Swing Snd]
type = playsnd
trigger1 = animelem = 2
value = 1,5
channel = 1
[State 650, Hit]
type = HitDef
triggerall = (fvar(8)<4 && var(15)<17 || var(20))
trigger1 = !Time
attr = A, NA
damage = Ifelse(var(55),70,95), 0
animtype = Hard
guardflag = HA
hitflag = MAF
getpower = 30 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = Ifelse(var(20), 6,Ifelse(var(55)=2, 15, 12)), Ifelse(var(20), 6,Ifelse(var(55)=2, 15, 12))
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 140), var(36) := -20
hitsound = s2+10*var(44), 5
guardsound = s130, 0
ground.type = High
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
ground.velocity = Ifelse(var(20),-2.5,-5)
guard.velocity = Ifelse(var(20),-2.5,-5)
air.animType = Back
fall.animType = Back
air.type = High
air.velocity =Ifelse(var(55)=2,-15,Ifelse(var(20),-2,-5)),Ifelse(var(55)=2,15,Ifelse(var(20),-4,-6))
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 32
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,1,.58)
fall = 0
air.fall=var(55)=2
fall.recover = 0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 12
envshake.ampl = Ifelse(random<=500,-4,4)
fall.envshake.time = 12
fall.envshake.ampl = Ifelse(random<=500,-5,5)
[State 650, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
moveType = I
[State 650, Veladd]
type = veladd
trigger1 = 1
y=Ifelse((prevstateno=[600,640]),.375,.4)
[State 650, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52