;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
;GUARD SPARK NORMAL ATTACK
[StateDef 8000]
type = A
physics = N
moveType = I
anim = 8000
velset = 0,0
sprPriority = 5
[State 8000, Assert: No Shadow]
type = AssertSpecial
trigger1= 1
flag = NoShadow
ignoreHitPause = 1
[State 8000, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.125 + (0.046875 * Time), 0.125 + (0.046875 * Time)
ignoreHitPause = 1
[State 8000, Transparency]
type = Trans
trigger1 = Time < 4
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1
[State 8000, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256
ignoreHitPause = 1
[State 8000, End]
type = DestroySelf
trigger1 = Time >= 8
;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
;GUARD SPARK SPECIAL ATTACK
[StateDef 8001]
type = A
physics = N
moveType = I
anim = 8001
velSet = 0,0
sprPriority = 5
[State 8001, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1
[State 8001, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.25 + (0.03125 * Time), 0.25 + (0.03125 * Time)
ignoreHitPause = 1
[State 8001, Transparency]
type = Trans
trigger1 = time < 4
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1
[State 8001, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256
ignoreHitPause = 1
[State 8001, End]
type = DestroySelf
trigger1 = Time >= 8
;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
;HIT SPARK
[StateDef 8010]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = -1
[State 8010, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1
[State 8010, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)
[State 8010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 2
[State 8010, Scale]
type = AngleDraw
trigger1 = Time < 12
scale = 0.3 - (Time * 0.03), 0.3 - (Time * 0.03)
ignoreHitPause = 1
[State 8010, Scale]
type = AngleDraw
trigger1 = Time >= 5
scale = 0,0
ignoreHitPause = 1
[State 8010, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1
[State 8010, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 0.3 - (Time * 0.03), 0.5 - (Time * 0.04)
trans = AddAlpha
alpha = 256 - (16 * Time),256
[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -1
removeTime = 29
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 0.25 + (0.009375 * Time), 0.25 + (0.009375 * Time)
trans = AddAlpha
alpha = 256 - (20 * Time), 256
[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 18012
ID = 3
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 4
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 0.1 + (Time * 0.02), 0.1 + (Time * 0.02)
trans = AddAlpha
alpha = 256 - (20 * Time), 256
[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 2
removeTime = 15
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 0.2 - (Time * 0.03), 0.2 - (Time * 0.03)
trans = AddAlpha
alpha = 128 - (20 * Time), 256
[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8015
ID = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -1
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(5)
ID = 5
scale = 0.38 - (Time * 0.03), 0.38 - (Time * 0.03)
trans = AddAlpha
alpha = 128 - (20 * Time), 256
[State 8013, P2 Back Explod]
type = Explod
trigger1 = !Time
anim = 8013
ID = 6
posType = P1
facing = -1
vFacing = -1
sprPriority = 0
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1
[State 8013, Scale P2 Back Explod]
type = ModifyExplod
trigger1= NumExplod(6)
ID = 6
scale = 0.2, 0.2
trans = AddAlpha
alpha = 256 - (32 * Time), 256
[State 8010, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16
[State 8010, End]
type = DestroySelf
trigger1 = Time >= 16
;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
;SPECIAL HIT SPARK
[StateDef 8013]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = -1
[State 8010, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1
[State 8010, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)
[State 8010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 2
[State 8010, Scale]
type = AngleDraw
trigger1 = Time < 12
scale = 0.3 - (Time * 0.03), 0.3 - (Time * 0.03)
ignoreHitPause = 1
[State 8010, Scale]
type = AngleDraw
trigger1 = Time >= 5
scale = 0,0
ignoreHitPause = 1
[State 8010, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1
[State 8010, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 0.3 - (Time * 0.03), 0.5 - (Time * 0.04)
trans = AddAlpha
alpha = 256 - (16 * Time),256
[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -1
removeTime = 29
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 0.25 + (0.009375 * Time), 0.25 + (0.009375 * Time)
trans = AddAlpha
alpha = 256 - (20 * Time), 256
[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 18012
ID = 3
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 4
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 0.1 + (Time * 0.02), 0.1 + (Time * 0.02)
trans = AddAlpha
alpha = 256 - (20 * Time), 256
[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 2
removeTime = 15
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 0.2 - (Time * 0.03), 0.2 - (Time * 0.03)
trans = AddAlpha
alpha = 128 - (20 * Time), 256
[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8015
ID = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -1
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(5)
ID = 5
scale = 0.38 - (Time * 0.03), 0.38 - (Time * 0.03)
trans = AddAlpha
alpha = 128 - (20 * Time), 256
[State 8013, P2 Back Explod]
type = Explod
trigger1 = !Time
anim = 8013
ID = 6
posType = P1
facing = -1
vFacing = -1
sprPriority = 0
removeTime = 10
pauseMoveTime = -1
superMoveTime = -1
[State 8013, Scale P2 Back Explod]
type = ModifyExplod
trigger1= NumExplod(6)
ID = 6
scale = 0.3, 0.3
trans = AddAlpha
alpha = 256 - (32 * Time), 256
[State 8010, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16
[State 8010, End]
type = DestroySelf
trigger1 = Time >= 16
;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
[State -2, Hit Detection]
type = VarSet
trigger1 = MoveContact = 1 && var(30) < 0
var(30) = HitPauseTime
ignoreHitPause = 1
[State -2, Hit Sparks]
type = Helper
triggerAll = MoveContact = 1 && var(30) = HitPauseTime
trigger1 = MoveHit = 1 && NumEnemy
trigger1 = var(33) = 8010 || var(33) = 8013 || var(33) = 8001
trigger2 = MoveGuarded = 1 && NumEnemy
trigger2 = var(34) = 8000 || var(34) = 8001
helperType = Normal
stateNo = ifElse(MoveGuarded, var(34), var(33))
ID = 8000
name = "Spark"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
facing = -1
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1
[State -2, Hit Detection]
type = VarSet
trigger1 = 1
var(30) = -1
[State -2, Hit Detection]
type = VarRangeSet
trigger1 = MoveType = I
trigger2 = MoveType = H && Time
first = 30
last = 36
value = -1
ignoreHitPause = 1
[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 60
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkNo = S-1 + 0 * (var(33) := 8010) ;<----8013 for specials or supers
guard.sparkNo = S-1 + 0 * (var(34) := 8000)
sparkXY = -88 + 0 * (var(35) := 64), var(36):= -72
hitsound = s5, 5
guardsound = s6, 0
ground.type = high
ground.slidetime =29
ground.hittime = 20
ground.velocity = -5.5
air.velocity = -2,-7
airguard.velocity = -1.9,-.8
air.type = High
air.hittime = 18
getpower= ifelse(p2movetype=H,40,210), 35
givepower = 35,35