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I Need Help, Trying to Adjust the Positioning of These Helpers! (Read 4920 times)

Started by Ki$@1st456v, May 05, 2021, 07:40:02 pm
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I Need Help, Trying to Adjust the Positioning of These Helpers!
#1  May 05, 2021, 07:40:02 pm
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Hi again everyone! I was adding a new move to my REDHOT MVC2 Storm and I was trying to get Ruby Heart Schwarzelle attack just right. I got the move to work right, now all I need is to adjust the helpers to get the blue comet effects to appear around Storm as she performs the move. It was easy to adjust the light horizontal version and the air versions of the move through the bindtoparent section of the coding for the helpers at statedefs 6010, 6011, and 6013. But I do not know how to change the helper positions for the move's diagonal medium and vertical heavy versions at statedefs 3129 and 3130. What must I add to the code to get the helper's positioned right around Storm as she flies during the move? I have the coding for the move and the helpers below.

[Statedef 3118]
type = S
movetype= A
physics = S
ctrl = 0
anim = 3118
sprpriority = 2
velset = 0,0
poweradd = 50

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 10,3
volume = 255
volumescale = 255
channel = 0

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
scale = .5,.5
supermove = 1
sprpriority = 4
ownpal = 1

[State 1000, VarSet]
type = VarSet
trigger1 = time = 0
var(30) = 0

[State 1000, PosAdd]
type = PosAdd
trigger1 = animtime = 0
y = -15

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3119
 
; 6•ûŒü
[Statedef 3119]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3119
sprpriority = 2
velset = 11,0

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 20,9
volume = 40

[State 1001, VarAdd]
type = VarAdd
trigger1 = time = 0
var(30) = 1

[State 1001, VarSet]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1001, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
var(31) = 1

[State 1001, Helper]
type = Helper
trigger1 = time = 0
stateno = 6010
ownpal = 1

[State 1001, Helper]
type = Helper
trigger1 = time = 0
stateno = 6011
ownpal = 1

[State 1001, Helper]
type = Helper
trigger1 = time = 0
stateno = 6013
ownpal = 1

[State 1001, VelAdd]
type = VelAdd
trigger1 = animelem = 2,>= 0
y = .56

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) < 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 15,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) = 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 20,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 2
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 3
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 1
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 2
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 3
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1001, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 3127
 
; 9•ûŒü
[Statedef 3120]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3120
sprpriority = 2
velset = 8,-8

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 20,9
volume = 40

[State 1002, VarAdd]
type = VarAdd
trigger1 = time = 0
var(30) = 1

[State 1002, VarSet]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1002, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
var(31) = 1

[State 1002, Helper]
type = Helper
trigger1 = time = 0
stateno = 6010
ownpal = 1

[State 1002, Helper]
type = Helper
trigger1 = time = 0
stateno = 6011
ownpal = 1

[State 1002, Helper]
type = Helper
trigger1 = time = 0
stateno = 6013
ownpal = 1

[State 1002, VelAdd]
type = VelAdd
trigger1 = animelem = 2,>= 0
y = .56

[State 1002, VelAdd]
type = AngleSet
trigger1 = animelem = 2,< 0
value = 45

[State 1002, VelAdd]
type = AngleDraw
trigger1 = animelem = 2,< 0

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) < 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 15,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) = 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 20,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 2
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 3
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 1
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 2
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 3
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1002, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 3127
 
; 8•ûŒü
[Statedef 3121]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3121
sprpriority = 2
velset = 0,-11

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 20,9
volume = 40

[State 1003, VarAdd]
type = VarAdd
trigger1 = time = 0
var(30) = 1

[State 1003, VarSet]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1003, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
var(31) = 1

[State 1003, Helper]
type = Helper
trigger1 = time = 0
stateno = 6010
ownpal = 1

[State 1003, Helper]
type = Helper
trigger1 = time = 0
stateno = 6011
ownpal = 1

[State 1003, Helper]
type = Helper
trigger1 = time = 0
stateno = 6013
ownpal = 1

[State 1003, VelAdd]
type = VelAdd
trigger1 = animelem = 2,>= 0
y = .56

[State 1003, VelAdd]
type = AngleSet
trigger1 = animelem = 2,< 0
value = 90

[State 1003, VelAdd]
type = AngleDraw
trigger1 = animelem = 2,< 0

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) < 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 15,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) = 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 20,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 2
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 3
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 1
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 2
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 3
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1003, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 3127
 
; 7•ûŒü
[Statedef 3122]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3122
sprpriority = 2
velset = -8,-8

[State 1004, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 20,9
volume = 40

[State 1004, VarAdd]
type = VarAdd
trigger1 = time = 0
var(30) = 1

[State 1004, VarSet]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1004, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
var(31) = 1

[State 1004, Helper]
type = Helper
trigger1 = time = 0
stateno = 6010
ownpal = 1

[State 1004, Helper]
type = Helper
trigger1 = time = 0
stateno = 6011
ownpal = 1

[State 1004, Helper]
type = Helper
trigger1 = time = 0
stateno = 6013
ownpal = 1

[State 1004, VelAdd]
type = VelAdd
trigger1 = animelem = 2,>= 0
y = .56

[State 1004, VelAdd]
type = AngleSet
trigger1 = animelem = 2,< 0
value = -45

[State 1004, VelAdd]
type = AngleDraw
trigger1 = animelem = 2,< 0

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) < 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 15,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) = 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 20,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = 3,-9
ground.cornerpush.veloff = 0
guard.velocity = 10
air.velocity = 3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 2
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 3
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 1
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 2
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 3
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1004, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 3127
 
; 4•ûŒü
[Statedef 3123]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3123
sprpriority = 2
velset = -11,0

[State 1005, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 20,9
volume = 40

[State 1005, VarAdd]
type = VarAdd
trigger1 = time = 0
var(30) = 1

[State 1005, VarSet]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1005, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
var(31) = 1

[State 1005, Helper]
type = Helper
trigger1 = time = 0
stateno = 6010
ownpal = 1

[State 1005, Helper]
type = Helper
trigger1 = time = 0
stateno = 6011
ownpal = 1

[State 1005, Helper]
type = Helper
trigger1 = time = 0
stateno = 6013
ownpal = 1

[State 1005, VelAdd]
type = VelAdd
trigger1 = animelem = 2,>= 0
y = .56

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) < 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 15,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) = 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 20,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = 3,-9
ground.cornerpush.veloff = 0
guard.velocity = 10
air.velocity = 3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 2
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 3
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 1
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 2
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 3
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1005, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 3127
 
; 1•ûŒü
[Statedef 3124]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3124
sprpriority = 2
velset = -8,8

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 20,9
volume = 40

[State 1006, VarAdd]
type = VarAdd
trigger1 = time = 0
var(30) = 1

[State 1006, VarSet]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1006, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
var(31) = 1

[State 1006, Helper]
type = Helper
trigger1 = time = 0
stateno = 6010
ownpal = 1

[State 1006, Helper]
type = Helper
trigger1 = time = 0
stateno = 6011
ownpal = 1

[State 1006, Helper]
type = Helper
trigger1 = time = 0
stateno = 6013
ownpal = 1

[State 1006, VelAdd]
type = VelAdd
trigger1 = animelem = 2,>= 0
y = .56

[State 1006, VelAdd]
type = AngleSet
trigger1 = animelem = 2,< 0
value = 45

[State 1006, VelAdd]
type = AngleDraw
trigger1 = animelem = 2,< 0

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) < 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 15,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) = 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 20,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = 3,-9
ground.cornerpush.veloff = 0
guard.velocity = 10
air.velocity = 3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 2
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 3
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 1
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 2
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 3
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1006, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 3127
 
; 2•ûŒü
[Statedef 3125]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3125
sprpriority = 2
velset = 0,11

[State 1007, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 20,9
volume = 40

[State 1007, VarAdd]
type = VarAdd
trigger1 = time = 0
var(30) = 1

[State 1007, VarSet]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1007, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
var(31) = 1

[State 1007, Helper]
type = Helper
trigger1 = time = 0
stateno = 6010
ownpal = 1

[State 1007, Helper]
type = Helper
trigger1 = time = 0
stateno = 6011
ownpal = 1

[State 1007, Helper]
type = Helper
trigger1 = time = 0
stateno = 6013
ownpal = 1

[State 1007, VelAdd]
type = VelAdd
trigger1 = animelem = 2,>= 0
y = .56

[State 1007, VelAdd]
type = AngleSet
trigger1 = animelem = 2,< 0
value = -90

[State 1007, VelAdd]
type = AngleDraw
trigger1 = animelem = 2,< 0

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) < 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 15,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) = 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 20,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 2
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 3
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 1
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 2
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 3
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1007, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 3127
 
; 3•ûŒü
[Statedef 3126]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3126
sprpriority = 2
velset = 8,8

[State 1008, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 20,9
volume = 40

[State 1008, VarAdd]
type = VarAdd
trigger1 = time = 0
var(30) = 1

[State 1008, VarSet]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1008, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
var(31) = 1

[State 1008, Helper]
type = Helper
trigger1 = time = 0
stateno = 6010
ownpal = 1

[State 1008, Helper]
type = Helper
trigger1 = time = 0
stateno = 6011
ownpal = 1

[State 1008, Helper]
type = Helper
trigger1 = time = 0
stateno = 6013
ownpal = 1

[State 1008, VelAdd]
type = VelAdd
trigger1 = animelem = 2,>= 0
y = .56

[State 1008, VelAdd]
type = AngleSet
trigger1 = animelem = 2,< 0
value = -45

[State 1008, VelAdd]
type = AngleDraw
trigger1 = animelem = 2,< 0

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) < 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 15,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[State 1001, HitDef]
type = HitDef
trigger1 = var(31) = 2
trigger1 = animelem = 2,< 0
attr = A,SA
hitflag  = MAF
guardflag = MA
animtype = Hard
damage = 20,5
getpower = 30,0
givepower = 20,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 60)
hitsound = -1
guardsound = S6+var(49),0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
air.hittime = 6
guard.hittime = 17
yaccel = .99
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -3,-13
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 2
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 3
trigger1 = movehit
value = s5+var(49),3
channel = 6
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 1
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 2
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 3
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X), Floor(P2Dist Y - 60)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1008, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 3127
 
; ’…’n
[Statedef 3127]
type = S
movetype= A
physics = S
ctrl = 0
anim = 3127
sprpriority = 2
velset = 0,0

[State 1009, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 0,0

[State 1009, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1008, VelAdd]
type = AngleSet
trigger1 = time = 0
value = 0

[State 1008, VelAdd]
type = AngleDraw
trigger1 = time = 0

[State 1009, Helper]
type = Helper
trigger1 = time = 0
stateno = 8200

[State 1009, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
 
; •ûŒü“]Š·
[Statedef 3128]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3128
sprpriority = 2
velset = 0,0

[State 1015, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6015
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 1015, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = command = "holdfwd"
var(10) = 1

[State 1015, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = command = "holdup"
var(10) = 3

[State 1015, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = command = "holdback"
var(10) = 5

[State 1015, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = command = "holddown"
var(10) = 7

[State 1015, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = command = "holdfwd" && command = "holdup"
var(10) = 2

[State 1015, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = command = "holdback" && command = "holdup"
var(10) = 4

[State 1015, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = command = "holdback" && command = "holddown"
var(10) = 6

[State 1015, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = command = "holdfwd" && command = "holddown"
var(10) = 8

[State 1015, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3118+var(10)

; ƒVƒ…ƒoƒ‹ƒcƒF[ƒ‹ ’†
[Statedef 3129]
type = S
movetype= A
physics = S
ctrl = 0
anim = 3118
sprpriority = 2
velset = 0,0
poweradd = 50

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 10,3
volume = 255
volumescale = 255
channel = 0

[State 1010, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
scale = .5,.5
supermove = 1
sprpriority = 4
ownpal = 1

[State 1010, VarSet]
type = VarSet
trigger1 = time = 0
var(30) = 0

[State 1010, PosAdd]
type = PosAdd
trigger1 = animtime = 0
y = -15

[State 1010, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3120
 
; ƒVƒ…ƒoƒ‹ƒcƒF[ƒ‹ ‹­
[Statedef 3130]
type = S
movetype= A
physics = S
ctrl = 0
anim = 3118
sprpriority = 2
velset = 0,0
poweradd = 50

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 10,3
volume = 255
volumescale = 255
channel = 0

[State 1020, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
scale = .5,.5
supermove = 1
sprpriority = 4
ownpal = 1

[State 1020, VarSet]
type = VarSet
trigger1 = time = 0
var(30) = 0

[State 1020, PosAdd]
type = PosAdd
trigger1 = animtime = 0
y = -15

[State 1020, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3121
 
; ƒVƒ…ƒoƒ‹ƒcƒF[ƒ‹(‹ó’†)
[Statedef 3131]
type = A
movetype= A
physics = N
ctrl = 0
anim = 3118
sprpriority = 2
velset = 0,0
poweradd = 50

[State 1030, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 10,3
volume = 255
volumescale = 255
channel = 0

[State 1030, VarSet]
type = VarSet
trigger1 = time = 0
var(30) = 0

[State 1030, PosAdd]
type = PosAdd
trigger1 = animtime = 0
y = -15

[State 1030, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3119
;---------------------------------------------------------------------------

[Statedef 6010]
type = A
movetype= I
physics = N
ctrl = 0
anim = 6010
sprpriority = 3
velset = 0,0

[State 6010, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3119
value = 0

[State 6010, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3120
value = 45

[State 6010, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3121
value = 90

[State 6010, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3122
value = 135

[State 6010, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3123
value = 180

[State 6010, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3124
value = 225

[State 6010, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3125
value = 270

[State 6010, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3126
value = 315

[State 6010, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 6010, Trans]
type = Trans
trigger1 = 1
trans = add

[State 6010, BindToParent]
type = BindToParent
trigger1 = 1
pos = -18,-28

[State 6010, DestroySelf]
type = DestroySelf
trigger1 = root,animelem = 2 && root,stateno = [3119,3126]
trigger2 = root,movetype = H
trigger3 = root,stateno != [3119,3126]
 
[Statedef 6011]
type = A
movetype= I
physics = N
ctrl = 0
anim = 6011
sprpriority = 4
velset = 0,0

[State 6011, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3119
value = 0

[State 6011, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3120
value = 45

[State 6011, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3121
value = 90

[State 6011, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3122
value = 135

[State 6011, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3123
value = 180

[State 6011, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3124
value = 225

[State 6011, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3125
value = 270

[State 6011, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3126
value = 315

[State 6011, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 6011, BindToParent]
type = BindToParent
trigger1 = 1
pos = -24,-26

[State 6011, DestroySelf]
type = DestroySelf
trigger1 = root,animelem = 2 && root,stateno = [3119,3126]
trigger2 = root,movetype = H
trigger3 = root,stateno != [3119,3126]
 
[Statedef 6013]
type = A
movetype= I
physics = N
ctrl = 0
anim = 6013
sprpriority = -1
velset = 0,0

[State 6012, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3119
value = 0

[State 6012, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3120
value = 45

[State 6012, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3121
value = 90

[State 6012, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3122
value = 135

[State 6012, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3123
value = 180

[State 6012, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3124
value = 225

[State 6012, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3125
value = 270

[State 6012, AngleSet]
type = AngleSet
trigger1 = root,stateno = 3126
value = 315

[State 6012, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 6012, Trans]
type = Trans
trigger1 = 1
trans = add

[State 6012, BindToParent]
type = BindToParent
trigger1 = 1
pos = -18,-28

[State 6012, DestroySelf]
type = DestroySelf
trigger1 = root,animelem = 2 && root,stateno = [3119,3126]
trigger2 = root,movetype = H
trigger3 = root,stateno != [3119,3126]

;------------------------------------------------------------------------------------------------------------

I greatly appreciate any help you all have and I look forward to your assistance.