I've got an animation of 30 frames but it stops at frame 25 when testing in game, thus the move being incomplete.
normally I would say the idle state is incorrect but it is set on frame 29
What am I missing here?
Thanks in advance.
Here's the code for the move:
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;Deluge Crisis
[statedef 3250]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1204
poweradd = -1000
sprpriority = 2
[state 3250, 無敵時間]
type = nothitby
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 32
[State 3050, No Corner Push]
type=VarSet
trigger1=!time
fvar(5)=0
[State 3250, Super Cancel Flag]
type = varset
trigger1 = !time
var(21) = (prevstateno = [1000,2999]) && prevstateno!=1300 || var(20)
[State 3250, Hyper Cancel Flag]
type = varset
trigger1 = !time
var(22) = (prevstateno = [3000,4999])
[State 3250, Super Cancel Juggle]
type = varset
trigger1 = !time
trigger1 = var(21) || var(22)
var(15) = 0
ignorehitpause = 1
[State 3250, Super Pause FX]
type = helper
trigger1 = anim = 1204 && animelem = 5
helpertype = normal
stateno = 8500
ID = 8500
name = "Super Charge"
postype = p1
pos = 0, -56
ownpal = 1
persistent = 0
supermovetime = 9999
[State 3250, Super Pause]
type = superpause
trigger1 = anim = 1204 && animelem = 5
time = 38
anim = -1
sound = s7, 0
p2defmul = 1
darken = 0
[state 3250, SE]
type = playsnd
trigger1 = animelem = 6
value = 52,1
channel=2
[state 3250, SE2]
type = playsnd
trigger1 = animelem = 10
trigger2 = animelem = 14
trigger3 = animelem = 18
trigger4 = animelem = 22
value = 0,52
channel=1
[state 3250, VOICE]
type = playsnd
trigger1 = animelem = 6
value = 11,5
channel = 0
[state 3250, 速度設定]
type = velset
trigger1 = animelem = 6
x = 4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 6
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 7 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 8
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 9 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 10
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 11 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 12
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 13 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 14
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 15 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 16
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 17 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 18
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 19 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 20
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 攻撃判定]
type = HitDef
trigger1 = AnimElem = 21 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 28 < 7, 7, fvar(12) * 28)), 5
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -70
hitsound = s2,7
guardsound = s2,0
animtype = Hard
air.animtype = diagup
ground.type = High
air.type = High
fall = 0
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = -6.0, 0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3200, 攻撃判定2]
type = HitDef
trigger1 = AnimElem = 24
attr = S,HA
damage = ceil(ifelse(fvar(12) * 88 < 7, 7, fvar(12) * 77)), 10
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := -10), var(36) := -82
hitsound = 2,7
guardsound = 2,0
animtype = up
air.animtype = up
ground.type = High
air.type = High
fall = 1
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = 0,-15.0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3200, 攻撃判定2]
type = HitDef
trigger1 = AnimElem = 25 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 88 < 7, 7, fvar(12) * 77)), 10
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := -10), var(36) := -82
hitsound = 2,7
guardsound = 2,0
animtype = up
air.animtype = up
ground.type = High
air.type = High
fall = 1
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = 0,-15.0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3200, 攻撃判定2]
type = HitDef
trigger1 = AnimElem = 26 && !movecontact && !movereversed
attr = S,HA
damage = ceil(ifelse(fvar(12) * 88 < 7, 7, fvar(12) * 77)), 10
guardflag = HL
hitflag = HLAF
priority = 5,Hit
pausetime = 10,9
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := -10), var(36) := -82
hitsound = 2,7
guardsound = 2,0
animtype = up
air.animtype = up
ground.type = High
air.type = High
fall = 1
fall.recover = 0
fall.recovertime = 36+(4*var(11))
ground.slidetime = 27
ground.hittime = 27+(4*var(11))
ground.velocity = 0,-15.0
guard.velocity = -6.6
air.velocity = 0,-15.0
air.hittime = 27+(4*var(11))
getpower = 0,0
givepower = 30,30
yaccel = 0.47
fall.yvelocity = -4.5
[state 3250, 速度設定]
type = velset
trigger1 = animelem = 23
x = 0
y = 0
[state 3250, ガードクラッシュ値加算1]
type = varadd
triggerall = numenemy
triggerall = enemy,teammode = single || enemy,teammode = turns
triggerall = !teammode = simul
triggerall = var(3) = 1
triggerall = animelemno(0) = [6,7]
trigger1 = moveguarded
var(25) = floor(21*fvar(7)*fvar(8))
ignorehitpause = 1
persistent = 0
[state 3250, ガードクラッシュ値加算2]
type = varadd
triggerall = numenemy
triggerall = enemy,teammode = single || enemy,teammode = turns
triggerall = !teammode = simul
triggerall = var(3) = 1
triggerall = animelemno(0) = [8,9]
trigger1 = moveguarded
var(25) = floor(21*fvar(7)*fvar(8))
ignorehitpause = 1
persistent = 0
[state 3250, ガードクラッシュ値加算3]
type = varadd
triggerall = numenemy
triggerall = enemy,teammode = single || enemy,teammode = turns
triggerall = !teammode = simul
triggerall = var(3) = 1
triggerall = animelemno(0) = [10,11]
trigger1 = moveguarded
var(25) = floor(21*fvar(7)*fvar(8))
ignorehitpause = 1
persistent = 0
[state 3250, ガードクラッシュ値加算4]
type = varadd
triggerall = numenemy
triggerall = enemy,teammode = single || enemy,teammode = turns
triggerall = !teammode = simul
triggerall = var(3) = 1
triggerall = animelemno(0) = [12,13]
trigger1 = moveguarded
var(25) = floor(35*fvar(7)*fvar(8))
ignorehitpause = 1
persistent = 0
[state 3250, ガードクラッシュ値加算5]
type = varadd
triggerall = numenemy
triggerall = enemy,teammode = single || enemy,teammode = turns
triggerall = !teammode = simul
triggerall = var(3) = 1
triggerall = animelemno(0) = [14,15]
trigger1 = moveguarded
var(25) = floor(35*fvar(7)*fvar(8))
ignorehitpause = 1
persistent = 0
[state 3250, ガードクラッシュ値加算6]
type = varadd
triggerall = numenemy
triggerall = enemy,teammode = single || enemy,teammode = turns
triggerall = !teammode = simul
triggerall = var(3) = 1
triggerall = animelemno(0) = [16,17]
trigger1 = moveguarded
var(25) = floor(35*fvar(7)*fvar(8))
ignorehitpause = 1
persistent = 0
[state 3250, ガードクラッシュ値加算7]
type = varadd
triggerall = numenemy
triggerall = enemy,teammode = single || enemy,teammode = turns
triggerall = !teammode = simul
triggerall = var(3) = 1
triggerall = animelemno(0) = [18,19]
trigger1 = moveguarded
var(25) = floor(35*fvar(7)*fvar(8))
ignorehitpause = 1
persistent = 0
[state 3250, ガードクラッシュ値加算8]
type = varadd
triggerall = numenemy
triggerall = enemy,teammode = single || enemy,teammode = turns
triggerall = !teammode = simul
triggerall = var(3) = 1
triggerall = animelemno(0) = [20,21]
trigger1 = moveguarded
var(25) = floor(35*fvar(7)*fvar(8))
ignorehitpause = 1
persistent = 0
[state 3250, ガードクラッシュ値加算9]
type = varadd
triggerall = numenemy
triggerall = enemy,teammode = single || enemy,teammode = turns
triggerall = !teammode = simul
triggerall = var(3) = 1
triggerall = animelemno(0) = [24,26]
trigger1 = moveguarded
var(25) = floor(35*fvar(7)*fvar(8))
ignorehitpause = 1
persistent = 0
[state 3250, StateTypeSet: Idle]
type = statetypeset
trigger1 = animelem = 29
movetype = I
[state 3250, end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
and the animation code just to be sure:
Spoiler, click to toggle visibilty
; Deluge Crisis
[Begin Action 1204]
Clsn2: 6
Clsn2[0] = -75, -26, 50, 1
Clsn2[1] = 18, -138, 108, -103
Clsn2[2] = -7, -132, 75, -89
Clsn2[3] = -83, -106, 49, -37
Clsn2[4] = -78, -40, 33, -24
Clsn2[5] = -120, -65, -83, -35
5,4, 0,0, 4
Clsn2: 6
Clsn2[0] = -75, -26, 50, 1
Clsn2[1] = -78, -40, 33, -24
Clsn2[2] = -120, -65, -83, -35
Clsn2[3] = 18, -125, 105, -75
Clsn2[4] = -82, -90, 43, -36
Clsn2[5] = -17, -120, 26, -85
6,3, 0,0, 4
Clsn2: 3
Clsn2[0] = -20, -114, 41, -80
Clsn2[1] = -80, -24, 40, 5
Clsn2[2] = -74, -88, 38, -24
1201,0, 0,0, 6
Clsn2: 3
Clsn2[0] = -20, -114, 41, -80
Clsn2[1] = -80, -24, 40, 5
Clsn2[2] = -74, -88, 38, -24
1201,1, 0,0, 6
Clsn2: 3
Clsn2[0] = -20, -114, 41, -80
Clsn2[1] = -80, -24, 40, 5
Clsn2[2] = -74, -88, 38, -24
1201,2, 0,0, 12
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,3, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,4, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,5, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,6, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,7, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,8, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,9, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,10, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,3, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,4, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,5, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,6, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,7, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,8, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,9, 0,0, 3
Clsn1: 3
Clsn1[0] = 121, -64, 194, -44
Clsn1[1] = 89, -45, 144, -22
Clsn1[2] = 69, -52, 91, -31
Clsn2: 5
Clsn2[0] = -120, -101, -56, -69
Clsn2[1] = -57, -109, 54, 2
Clsn2[2] = 48, -109, 97, -40
Clsn2[3] = 86, -83, 140, -25
Clsn2[4] = 138, -60, 192, -48
1201,10, 0,0, 3
Clsn2: 4
Clsn2[0] = -58, -20, 72, 1
Clsn2[1] = 19, -81, 87, 0
Clsn2[2] = -57, -129, 19, -21
Clsn2[3] = -15, -108, 25, -70
121,0, 0,0, 2
Clsn2: 4
Clsn2[0] = -58, -20, 72, 1
Clsn2[1] = 19, -81, 87, 0
Clsn2[2] = -57, -129, 19, -21
Clsn2[3] = -15, -108, 25, -70
131,0, 0,0, 2
Clsn1: 1
Clsn1[0] = 62, -71, 166, -33
Clsn2: 5
Clsn2[0] = -58, -20, 72, 1
Clsn2[1] = 26, -57, 108, -18
Clsn2[2] = -71, -94, 62, -21
Clsn2[3] = -104, -110, -64, -50
Clsn2[4] = 48, -79, 136, -42
235,0, 0,0, 3
Clsn1: 1
Clsn1[0] = 38, -120, 144, -57
Clsn2: 5
Clsn2[0] = -58, -20, 72, 1
Clsn2[1] = -71, -94, 62, -21
Clsn2[2] = -119, -116, -56, -71
Clsn2[3] = -58, -119, 90, -66
Clsn2[4] = 26, -162, 109, -110
235,1, 0,0, 2
Clsn1: 1
Clsn1[0] = 42, -194, 112, -83
Clsn2: 5
Clsn2[0] = -58, -20, 72, 1
Clsn2[1] = -71, -94, 62, -21
Clsn2[2] = -119, -116, -56, -71
Clsn2[3] = -58, -119, 90, -66
Clsn2[4] = 26, -162, 109, -110
235,2, 0,0, 6
Clsn2: 5
Clsn2[0] = -58, -20, 72, 1
Clsn2[1] = -71, -94, 62, -21
Clsn2[2] = -119, -116, -56, -71
Clsn2[3] = -58, -119, 90, -66
Clsn2[4] = 26, -162, 109, -110
235,3, 0,0, 8
Clsn2: 4
Clsn2[0] = -62, -19, 68, 5
Clsn2[1] = -128, -78, -71, -39
Clsn2[2] = 13, -63, 108, -15
Clsn2[3] = -69, -99, 78, -13
10,2, 0,0, 8
Clsn2: 5
Clsn2[0] = -62, -19, 68, 5
Clsn2[1] = -112, -111, -59, -71
Clsn2[2] = 12, -139, 93, -79
Clsn2[3] = -62, -115, 43, -19
Clsn2[4] = 6, -105, 67, -59
10,1, 0,0, 6
Clsn2: 5
Clsn2[0] = -62, -19, 68, 5
Clsn2[1] = -62, -115, 43, -19
Clsn2[2] = 6, -105, 67, -59
Clsn2[3] = -1, -155, 68, -106
Clsn2[4] = -97, -123, -54, -71
10,0, 0,0, 6