I am currently trying to add optional blood for Yamazaki's Judgement Dagger, but I'm not getting them at all.
Spoiler: Blood Helper (click to see content)
;========================< BLOOD >=============================
;Small Slash Blood
[Statedef 8050]
type = A
anim = 1
velset = 0, 0
[State 8050, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -3 + (Random / 166.7), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8050, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -3 + (Random / 166.7), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8050, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -3 + (Random / 166.7), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8050, DestroySelf]
type = DestroySelf
trigger1 = 1
;Medium Slash Blood
[Statedef 8051]
type = A
anim = 1
velset = 0, 0
[State 8051, Medium Slash Blood]
type = Explod
trigger1 = !Time
anim = 8051
ID = 8050
postype = P1
vel = -10 + (Random / 50.0), -5 -(Random / 200.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8051, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -4 + (Random / 125.0), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8051, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -4 + (Random / 125.0), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8051, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -4 + (Random / 125.0), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8051, DestroySelf]
type = DestroySelf
trigger1 = 1
;Large Slash Blood
[Statedef 8052]
type = A
anim = 1
velset = 0, 0
[State 8052, Large Slash Blood]
type = Explod
trigger1 = !Time
anim = 8052
ID = 8050
postype = P1
vel = -(Random / 333.3), -2.5 -(Random / 400.0)
accel = 0, 0.25
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8052, Medium Slash Blood]
type = Explod
trigger1 = !Time
anim = 8051
ID = 8050
postype = P1
vel = -10 + (Random / 50.0), -5 -(Random / 200.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8052, Medium Slash Blood]
type = Explod
trigger1 = !Time
anim = 8051
ID = 8050
postype = P1
vel = -10 + (Random / 50.0), -5 -(Random / 200.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8052, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -5 + (Random / 100.0), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8052, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -5 + (Random / 100.0), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8052, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -5 + (Random / 100.0), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1
[State 8052, DestroySelf]
type = DestroySelf
trigger1 = 1
Spoiler: Config (click to see content)
;==============================================================================================
;=======================================<INITIALIZE>===========================================
;==============================================================================================
[StateDef 5900]
type = S
[State 5900, Int VarReset]
type = VarRangeSet
trigger1 = !RoundsExisted
value = 0
[State 5900, Float VarReset]
type = VarRangeSet
trigger1 = !RoundsExisted
fvalue = 0
;==============================================================================================
;ONLY MODIFY STUFF BELOW THIS LINE
;==============================================================================================
;I just realized some people like blood, and some are... not for it.
;But since I'm using THESE particular sets of blood, I don't blame em. 1= Enables, 0= Disables.
[State 5900, Blood]
type = VarSet
trigger1 = 1
var(1) = 1 ;CHANGE THIS LINE
;==============================================================================================
;ONLY MODIFY STUFF ABOVE THIS LINE
;==============================================================================================
[State 5900, End]
type = ChangeState
trigger1 = 1
value = 5901
Spoiler: Judgement Dagger (click to see content)
;=====================<JUDGEMENT DAGGER>==========================
[StateDef 1200]
type = S
physics = N
moveType = A
anim = 1200
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1
[State 1200, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
;ifElse((command = "z" || command = "rlsz"), 2, ifElse((command = "y" || command = "rlsy"), 1, 0))
var(10) = ifElse((NumExplod(90000220) || NumExplod(90000225)), 2, ifElse((NumExplod(90000210) || NumExplod(90000215)), 1, 0))
[State 1200, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse((P2MoveType = H || Random < 333), 2, ifElse(Random < 500, 1, 0))
[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 0, 1200, ifElse(var(10) = 1, 1210, 1220))
[State 1200, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 6
[State 1100, VelSet]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = var(10) != 0 && AnimElem = 13
trigger3 = var(10) = 2 && AnimElem = 18
x = 0
[State 1100, VelSet]
type = VelSet
trigger1 = var(10) != 0 && AnimElem = 9
x = 7
[State 1100, VelSet]
type = VelSet
trigger1 = var(10) = 2 && AnimElem = 15
x = 6
[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,0
channel = 0
[State 1200, Woosh sound]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = var(10) != 0 && AnimElem = 9
trigger3 = var(10) = 2 && AnimElem = 15
value = 1200,1
channel = 1
[State 1200, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5 && var(10) = 0
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 35, ifElse(var(10), 28, 91)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 28, ifElse(var(10), 28, 91)))), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 77), var(36) := -78
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1200, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5 && var(10) != 0
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 35, ifElse(var(10), 28, 91)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 28, ifElse(var(10), 28, 91)))), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 77), var(36) := -78
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1200, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 11 && var(10) = 1
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 35, ifElse(var(10), 35, 91)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 35, ifElse(var(10), 70, 91)))), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.40, -5.25
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 68), var(36) := -74
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1200, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 11 && var(10) != 1
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 35, ifElse(var(10), 35, 91)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 35, ifElse(var(10), 70, 91)))), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 68), var(36) := -74
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1200, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 18 && var(10) = 2
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.40, -5.25
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 77), var(36) := -78
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1200, Blood]
type = Helper
TriggerAll = var(44)
trigger1 = HitPauseTime = ifElse(var(20), 4, 8)
trigger1 = MoveHit = 1 && NumTarget
helpertype = Normal
stateno = 8051
ID = 8050
name = "Blood"
postype = p1
pos = IfElse(P2Dist X < 0, 0, IfElse(P2Dist x < var(35), Ceil(P2Dist x), var(35))), var(36)
facing = IfElse((Target, Facing = Facing), 1, -1)
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1
[State 1200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = var(10) = 0 && AnimElemTime(6) >= 0
trigger2 = var(10) = 1 && AnimElemTime(12) >= 0
trigger3 = var(10) = 2 && AnimElemTime(19) >= 0
moveType = I
[State 1200, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1