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Plasma Beam Hit Makes The Opponent Temporarily Flicker

 August 17, 2021, 11:20:27 PM View in topic context
avatar  Posted by Ki$@1st456v  in Plasma Beam Hit Makes The Opponent Temporarily Flicker (Started by Ki$@1st456v August 17, 2021, 11:20:27 PM
 Board: M.U.G.E.N Configuration Help

Hi, everyone! I have been using Shinzankuro's Lilith and I have coded her with the Plasma Beam attack. However, when it hits the opponent they temporarily flicker. I have the coding for the move below. What animation or code am I missing that causes that skip in animation?

; Plasma Beam
[StateDef 3300]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3300
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="QCF_B",2,ifelse(command="QCF_C",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

[State G-FX, Move Dust]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
scale = 0.5,0.5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 3,2
volume = 255
volumescale = 255
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 4,6
volume = 255
volumescale = 255

[State 0, Helper]
type = Helper
triggerall = numhelper(3300)=0
trigger1 = AnimElem = 9
helpertype = normal ;player
name = "Plasma Beam"
ID = 3300
stateno = 3310
pos = floor(56*const(size.xscale)),floor(-78*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(3300)=0
trigger1 = Anim != 3301
trigger1 = AnimElemTime(9)>=0
value = 3301

[State 1000, end]
type = ChangeState
triggerall = anim = 3301
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
; Air Plasma Beam
[StateDef 3305]
type = A
movetype= A
physics = N
juggle  = 1
velset = Vel X/10,Vel Y/5
ctrl = 0
anim = 3305
poweradd = 80
sprpriority = 2
offset = 43,-54

[State 0, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[state 410,3]
type = veladd
trigger1 = var(19)
y = 0
x = 0

[state 410,3]
type = velset
trigger1 = var(19)
y = 0
x = 0

[State 0, ChangeState]
type = ChangeState
triggerall = anim = 3306
trigger1 = animelem = 6 && var(19)
value = 1305

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="QCF_B",2,ifelse(command="QCF_C",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3305 && AnimElem = 5
value = 3,2
volume = 255
volumescale = 255
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3305 && AnimElem = 5
value = 4,6
volume = 255
volumescale = 255

[State 0, Helper]
type = Helper
triggerall = numhelper(3305)=0
triggerall = anim = 3305
trigger1 = AnimElem = 5
helpertype = normal ;player
name = "Plasma Beam"
ID = 3305
stateno = 3315
pos = floor(18*const(size.xscale)),floor(-45*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(3305)=0
trigger1 = Anim != 3306
trigger1 = AnimElemTime(5)>=0
value = 3306

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim = 3306
trigger1 = var(19)=0
trigger1 = AnimElemTime(5)=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N


[State 620, ChangeState]
type = ChangeState
triggerall = anim = 3306
triggerall = floor (pos Y < -155)
trigger1 = animelem = 7
value = 1261
ctrl = 1

;------------------------------
; Plasma Beam helper
[Statedef 3310]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 3310
sprpriority = 4
velset = 0,0
juggle = 1

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, VarSet]
type = VarSet
trigger1= !time && !prevstateno
var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(43*const(size.xscale)),floor(-76*const(size.yscale))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3310
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = time%5 = 4  && (P2StateNo != [5070,5071])
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 75,55
getpower = 50,0
givepower = 20,0
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-21
hitsound = s5+parent,var(49),3
guardsound = s6+parent,var(49),0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
air.hittime = 19
yaccel = 1.16
ground.velocity = -19.7,-12.7
guard.velocity = -13
ground.cornerpush.veloff = -14
air.velocity = -19.7,-12.7
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[State 220, 8]
type = TargetState
triggerall = p2statetype = S
trigger1 = MoveHit && anim = 3310
trigger1 = NumTarget != 0
trigger1 = target, stateno = [5000,5030]
ignorehitpause = 1
value = 10226

[State 220, 8]
type = TargetState
triggerall = p2statetype = C
trigger1 = MoveHit && anim = 3310
trigger1 = NumTarget != 0
trigger1 = target, stateno = [5000,5030]
ignorehitpause = 1
value = 10227

[State 220, 8]
type = TargetState
triggerall = p2statetype = A
trigger1 = MoveHit && anim = 3310
trigger1 = NumTarget != 0
trigger1 = target, stateno = [5000,5030]
ignorehitpause = 1
value = 10228

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), Floor(P2Dist Y - 81)
bindtime = 1
removetime = -2
scale = 0.5, 0.5
supermovetime = 500
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0 

[State 901:destroyself]
type = Destroyself
trigger1 = AnimTime=0
trigger2 = parent,movetype=H
trigger3 = parent,stateno!= 3300

;---------------------------------------------------------
; Hit by Plasma Beam
[Statedef 10226]
type    = S
movetype= H
physics = N
velset = 0,0

[State 225, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5002

[State 225, 2]
type = ChangeState
trigger1 = Time = 10
value = 10229

;---------------------------------------------------------
; Hit by Plasma Beam
[Statedef 10227]
type    = C
movetype= H
physics = N
velset = 0,0

[State 225, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5022

[State 225, 2]
type = ChangeState
trigger1 = Time = 10
value = 10229

;---------------------------------------------------------
; Hit by Plasma Beam
[Statedef 10228]
type    = A
movetype= H
physics = N
velset = 0,0

[State 225, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5012

[State 225, 2]
type = ChangeState
trigger1 = Time = 10
value = 10229

;---------------------------------------------------------
; Hit by Plasma Beam - Flying
[Statedef 10229]
type    = A
movetype= H
physics = N

[State 226, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 225, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5064

[State 226, 2]
type = VelAdd
trigger1 = 1
y = 1.27

[State 226, 5]
type = SelfState
triggerall = alive = 1
trigger1 = Time = 15
value = 5040

[State -3]
type = ChangeState
triggerall = hitshakeover
trigger1 = !Alive || !Life
value = 5090
;------------------------------
; Plasma Beam helper
[Statedef 3315]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 3315
sprpriority = 4
velset = 0,0
juggle = 1

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.3,0.92

[State 0, VarSet]
type = VarSet
trigger1= !time && !prevstateno
var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(32*const(size.xscale)),floor(-40*const(size.yscale))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3315
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = time%5 = 4  && (P2StateNo != [5070,5071])
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 75,55
getpower = 50,0
givepower = 20,0
pausetime = 0,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,11
hitsound = s5+parent,var(49),3
guardsound = s6+parent,var(49),0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
down.velocity = -6,-7
air.hittime = 2
yaccel = 1.16
ground.velocity = -8,-2
guard.velocity = -13
ground.cornerpush.veloff = -14
air.velocity = -7,-2
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
fall = 1
air.fall = 1

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), Floor(P2Dist Y - 81)
bindtime = 1
removetime = -2
scale = 0.5, 0.5
supermovetime = 500
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0 

[State 901:destroyself]
type = Destroyself
trigger1 = AnimTime=0
trigger2 = parent,movetype=H
trigger3 = parent,stateno!= 3305
;---------------------------------------------------------------------------

I also have the video here: https://drive.google.com/file/d/1wxQ5d317gyBsdLgunuR1Ki8tp6oDgAIR/view?usp=sharing

I thank you all for any help on this topic!
    

Re: Storm's Standing Foul Wind is Not Working!

 July 26, 2021, 07:36:24 AM View in topic context
avatar  Posted by Ki$@1st456v  in Storm's Standing Foul Wind is Not Working! (Started by Ki$@1st456v July 21, 2021, 05:26:36 PM
 Board: M.U.G.E.N Configuration Help

The Command State is a Selfstate at State -1 and is at value 3600. I am not sure exactly if that is what you are looking for but I have that from the CMND list at the bottom of my first post. I am not sure what else I am missing though. 
    

Re: Storm's Standing Foul Wind is Not Working!

 July 22, 2021, 06:05:48 PM View in topic context
avatar  Posted by Ki$@1st456v  in Storm's Standing Foul Wind is Not Working! (Started by Ki$@1st456v July 21, 2021, 05:26:36 PM
 Board: M.U.G.E.N Configuration Help

What? Are you saying the constants? I have the statedefs for 3600 and 3610 as the definitions with the animations for 3600, 3601, and 3610 for Foul Wind. I still cannot get the move to work on the ground though.
    

Storm's Standing Foul Wind is Not Working!

 July 21, 2021, 05:26:36 PM View in topic context
avatar  Posted by Ki$@1st456v  in Storm's Standing Foul Wind is Not Working! (Started by Ki$@1st456v July 21, 2021, 05:26:36 PM
 Board: M.U.G.E.N Configuration Help

Hi, again! I have been trying to get one of my Storm's moves to come out but it is not. I had added COTA Storm's Foul Wind and Fair Wind moves to my MVC2 Storm but only the Fair Wind is working from standing and being in the air. For some odd reason Foul Wind is not working on the ground but in the air. I have all of my animations and values together but it just will not work. Does anyone know what I must do to fix this? I have the code and commands here.

; 風起こし・引き寄せ(Foul Wind )
[StateDef 3600]
Type = U
MoveType = A
Physics = N
Juggle = 0
PowerAdd = 0
Ctrl = 0
VelSet = 0,0
Anim = 3600
SprPriority = 1
FaceP2 = 1

[State 1400, 1]
Type = Explod
Trigger1 = StateType != A
Trigger1 = Time = 0
Anim = 7023
Scale = .5,.5
OnTop = 1
OwnPal = 1

[State 1400, 2]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA,AA,AP,AT
Time = 11

[State 1400, 3]
Type = PlaySnd
Trigger1 = Time = 10
Value = S250,0

[State 1400, 4]
Type = PlaySnd
Trigger1 = var(16) = 2
Trigger1 = Time = 10
Value = S300,20
Channel = 0

[State 1400, 5]
Type = Helper
Trigger1 = Time = 10
Name = "Foul Wind"
HelperType = Normal
PosType = P2
Pos = -40,0
StateNo = 3610
ID = 3610
OwnPal = 1
Size.height = 31073
Size.Ground.Back = 30
Size.Ground.Front = 30

[State 1400, 6]
Type = Helper
TriggerAll = Anim = 3600
TriggerAll = P2Dist X >= 0
TriggerAll = NumHelper(3611) <= 9
TriggerAll = Time >= 11
TriggerAll = Time <= 39
Trigger1 = Time %5
Name = "Foul Wind Smork"
HelperType = Normal
PosType = P2
Pos = -40,0
StateNo = 3610
ID = 3611
OwnPal = 1

[State 1400, 7]
Type = ChangeAnim
TriggerAll = StateType != A
TriggerAll = Anim != 3601
Trigger1 = Time >= 40
Trigger2 = Ctrl
Value = 3601
Persistent = 0

[State 1400, 8]
Type = ChangeAnim
TriggerAll = StateType = A
TriggerAll = Anim != 44
Trigger1 = Time >= 40
Trigger2 = Ctrl
Value = 44
Elem = 6
Persistent = 0

[State 1400, 9]
Type = CtrlSet
TriggerAll = Time >= 11
Trigger1 = P2BodyDist X = [-5,50]
Value = 1

[State 1400, 10]
Type = VelAdd
Trigger1 = StateType = A
Trigger1 = Anim = 44
Trigger1 = Pos Y < 0 && !var(7)
Y = 0.3

[State 1400, 11]
Type = StateTypeSet
Trigger1 = Anim = 44
MoveType = I
Persistent = 0

[State 1400, 12]
Type = VelSet
TriggerAll = StateType = A
TriggerAll = Name = "Storm COTA"
TriggerAll = Anim = 44
TriggerAll = Time > 0
TriggerAll = Command = "holdup"
Trigger1 = Command = "holdfwd"
Trigger1 = Vel X < 1.0
X = 1.0

[State 1400, 13]
Type = VelSet
TriggerAll = StateType = A
TriggerAll = Name = "Storm COTA"
TriggerAll = Anim = 44
TriggerAll = Time > 0
TriggerAll = Command = "holdup"
Trigger1 = Command != "holdfwd"
Trigger1 = Vel X = 1.0
X = 0.0

[State 1400, 14]
Type = VelSet
TriggerAll = StateType = A
TriggerAll = Name = "Storm COTA"
TriggerAll = Anim = 44
TriggerAll = Time > 0
TriggerAll = Command = "holdup"
TriggerAll = Command = "holdback"
Trigger1 = Vel X > -1.0
X = -1.0

[State 1400, 15]
Type = VelSet
TriggerAll = StateType = A
TriggerAll = Name = "Storm COTA"
TriggerAll = Anim = 44
TriggerAll = Time > 0
TriggerAll = Command = "holdup"
TriggerAll = Command != "holdback"
Trigger1 = Vel X = -1.0
X = -0.0

[State 1400, 16]
Type = VelSet
TriggerAll = StateType = A
TriggerAll = Name = "Storm COTA"
TriggerAll = Time > 0
TriggerAll = Command = "holdup"
Trigger1 = Vel Y > 1
Y = 1

[State 1400, 17]
Type = CtrlSet
TriggerAll = StateType = A
Trigger1 = Anim = 44
Value = 1
Persistent = 0

[State 1400, 18]
Type = SelfState
TriggerAll = var(7)
TriggerAll = StateType = A
Trigger1 = Time >= 40
Trigger2 = Anim = 44
Value = 1505
Ctrl = 1

[State 1400, 19]
Type = SelfState
TriggerAll = StateType = A
TriggerAll = var(12)
Trigger1 = Anim = 44
Value = 62
Ctrl = 1

[State 1400, 20]
Type = SelfState
TriggerAll = StateType = A
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y >= 0 && Anim = 44
Value = 52
Ctrl = 1

[State 1400, 21]
Type = SelfState
TriggerAll = StateType != A
Trigger1 = AnimTime = 0 && Anim = 3601
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 風起こし・引き寄せ(Foul Wind)押し返し判定ヘルパー
[StateDef 3610]
Type = S
MoveType = I
Physics = N
PowerAdd = 0
Ctrl = 0
Anim = 3610
SprPriority = -4

[State 1410, SelfState];もし本体が間違ってここへ飛んで来たらSelfStateで復帰させる。
Type = SelfState
TriggerAll = Name = "Storm COTA"
Trigger1 = !IsHelper
Value = IfElse(StateType=L,5120,IfElse(StateType=A,5040,IfElse(Pos Y!=0,5040,0)))
Ctrl = 1

[State 1410, 1]
Type = PosSet
Trigger1 = 1
Y = 0

[State 1410, 2]
Type = PlayerPush
Trigger1 = IsHelper(3610)
Trigger1 = RootDist X > 0
Value = 1

[State 1410, 3]
Type = PlayerPush
Trigger1 = IsHelper(3611)
Trigger2 = IsHelper(3610)
Trigger2 = RootDist X <= 0
Value = 0

[State 1410, 4]
Type = VelSet
Trigger1 = RootDist X > 0
X = 15

[State 1410, 5]
Type = VelSet
Trigger1 = RootDist X <= 0
X = 2

[State 1410, 6]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1

[State 1410, 7]
Type = DestroySelf
Trigger1 = Time >= 36

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

[Command]
Name = "Foul Wind"
Command = D, B, b+c
Time = 30
buffer.time = 30

[Command]
Name = "Foul Wind"
Command = D, B, b+c
Time = 30
buffer.time = 30

[Command]
Name = "Foul Wind"
Command = D, B, ~b+c
Time = 30
buffer.time = 30

[Command]
Name = "Foul WInd"
Command = D, B, ~b+c
Time = 30
buffer.time = 30

; 風起こし・引き寄せ(Foul WInd)
[State -1, Foul Wind]
Type = SelfState
Value = 3600
TriggerAll = var(59) = 0
TriggerAll = Alive = 1
TriggerAll = StateNo != 199
TriggerAll = !NumHelper(3610)
TriggerAll = Command = "Foul Wind"
TriggerAll = (Power >= 1*PowerMax / 6) || (Power >= 500) || var(53)
Trigger1 = Ctrl
Trigger2 = (StateNo = [200,499])
Trigger3 = (StateNo = [600,699])
Trigger4 = Ctrl
Trigger4 = fvar(4) != 0
Trigger4 = StateNo = [120,155]
Trigger4 = InGuardDist
;---------------------------------------------------------------------------
    

How Do You Remove The Limits For Flight Altitude?

 July 14, 2021, 06:15:52 PM View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Remove The Limits For Flight Altitude? (Started by Ki$@1st456v July 14, 2021, 06:15:52 PM
 Board: M.U.G.E.N Configuration Help

Hi everyone, I have been trying to alter the flying height for one of my characters, however it is the MVC2 flight code that keeps the altitude at a minimum. I like the MVC3 style of flight where you can fly up to the top of the screen and I am not sure how you change the limit of how high they can fly. Does anyone know what to change or add in the change to make a character fly higher? I tried to add a PosSet and a VelSet code but that did not work. I have the code right here.

[Statedef 40000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 40000
velset = 0,-4
sprpriority = 2

[State 850, VarSet]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,4
volume = 255
volumescale = 255

[State 850, VarSet]
type = VarSet
trigger1 = time = 0
var(21) = 460

[State 850, VelMul]
type = VelMul
trigger1 = 1
y = .92

[State 850, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 40005
 
[Statedef 40001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 40000
velset = 0,-4
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,4
volume = 255
volumescale = 255

[State 851, VarSet]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 851, VarSet]
type = VarSet
trigger1 = time = 0
var(21) = 460

[State 851, VelMul]
type = VelMul
trigger1 = 1
y = .92

[State 851, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 40005

[Statedef 40005]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 855, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -4

[State 855, VarSet]
type = VarSet
trigger1 = 1
var(11) = (command="holdfwd")|(command="holdback")*2|(command="holdup")*4|(command="holddown")*8

; ”͈͐§ŒÀ
[State 855, VarSet]
type = VarSet
trigger1 = pos y > -30
var(11) = var(11)&7

[State 855, VarSet]
type = VarSet
trigger1 = pos y < -160
var(11) = var(11)&11

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y < -170
y = 10

[State 855, PosSet]
type= PosSet
trigger1 = pos y <=-180
y=-180
; ‘¬“x
[State 855, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&1
x = ifelse(var(11)&4||var(11)&4,4,7)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&2
x = ifelse(var(11)&4||var(11)&4,-4,-7)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&4
y = ifelse(var(11)&1||var(11)&6,-6,-6)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&8
y = ifelse(var(11)&1||var(11)&6,6,6)

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1347
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1343
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1345
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1344
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1346
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1341
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1340
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1342
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = (enemy,pos x-pos x)*facing < -5
value = 100,4
volume = 255
volumescale = 255
channel = 1
loop = 0
pan = 0
persistent = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40005
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"  && command!="holddown"
value = 40005

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40013
trigger1 = command = "holdup"  && command!="holddown" && command!="holdfwd"  && command!="holdback"
value = 40013

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40017
trigger1 = command = "holddown"  && command!="holdup" && command!="holdfwd"  && command!="holdback"
value = 40017

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40015
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"  && command!="holdback"
value = 40015

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40014
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"  && command!="holdback"
value = 40014

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40016
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"  && command!="holdback"
value = 40016

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40011
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"  && command!="holdfwd"
value = 40011

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40010
trigger1 = command = "holdback" && command="holdup" && command!="holddown"  && command!="holdfwd"
value = 40010

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40012
trigger1 = command = "holdback" && command!="holdup" && command="holddown"  && command!="holdfwd"
value = 40012

[State 855, ChangeState]
type = ChangeState
trigger1 = var(21) = 0
value = 40006

[Statedef 40005]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 0, 2]
type = Helper
trigger1 = NumHelper(6009) = 0
stateno = 6009
id = 6009

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y < -170
y = 10

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y > -30
y = -10

[State 20, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -5

[State 20, PosSet]
type = PosSet
trigger1= pos y <-180
y =-180

[State 20, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdfwd"
x = ifelse(command!="holdup"&&command!="holddown",1,1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdback"
x = ifelse(command!="holdup"&&command!="holddown",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdup"
y = ifelse(command!="holdfwd"&&command!="holdback",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holddown"
y = ifelse(command!="holdfwd"&&command!="holdback",1,1)

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"
value = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40006
trigger1 = command = "holdup"
value = 40006

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40005
trigger1 = command = "holddown"
value = 40005

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40001
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"
value = 40001

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40007
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"
value = 40007

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40004
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"
value = 40004

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40002
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"
value = 40002

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40008
trigger1 = command = "holdback" && command="holdup" && command!="holddown"
value = 40008

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40009
trigger1 = command = "holdback" && command!="holdup" && command="holddown"
value = 40009

[State 855, ChangeState]
type = ChangeState
trigger1 = var(21) = 0
value = 40006
 
[Statedef 40006]
type = A
movetype = I
physics = A
ctrl = 0
anim = 57
velset = 0,0
sprpriority = 2

[State 856, VarSet]
type = VarSet
trigger1 = time = 0
var(21) = 0

I appreciate any help you can give. Thank you again!
    

8-way Air Dash Question

 June 10, 2021, 11:33:08 AM View in topic context
avatar  Posted by Ki$@1st456v  in 8-way Air Dash Question (Started by Ki$@1st456v June 10, 2021, 11:33:08 AM
 Board: M.U.G.E.N Configuration Help

Hi. I have downloaded Gladiacloud's Dormammu and I was wondering, has anyone ever had problems trying to get all directions of an characters airdash to work? Dormammu can airdash in all directions except for the down-left direction. Can anyone please help me to get this direction to work?
I have tried to add commands to his airdash triggers at value 110 in his command section but it did not work

;Float
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = statetype = A
triggerall = ctrl
triggerall = var(4) = 0
triggerall = stateno != 110
triggerall = stateno != 460
trigger1 = command = "FF"
trigger2 = command = "BB"
trigger3 = command = "float"

I tried to add a third trigger for "DB" in this section where I hoped it would recognize it. I added the command "DB" to try to get it to work.

[Command]
name = "DB"     
command = /$DB, x+y
time = 10

;Float
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = statetype = A
triggerall = ctrl
triggerall = var(4) = 0
triggerall = stateno != 110
triggerall = stateno != 460
trigger1 = command = "FF"
trigger2 = command = "BB"
trigger3 = command = "DB"
trigger4 = command = "float"

The next question I have is: can the directions that you have listed to hold in the command list conflict with each other preventing a character from doing all of their movements? I have tried to remove one of the "holddownfwd" commands in order to get the airdash to work but still it does nothing. I even tried to add "holddownback2" to get the airdash but still there is nothing.

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

[command]
name = "holddownback"
command = /$DB
time = 1

[command]
name = "holddownfwd"
command = /$DF
time = 1

[command]
name = "holdupback"
command = /$UB
time = 1

[command]
name = "holdupfwd"
command = /$UF
time = 1

[command]
name = "holddownforward"
command = /$DF
time = 1

I also have the statedefs for the airdash here

;Float
[Statedef 110]
type    = A
physics = N
anim = 110
sprpriority = 1
ctrl = 0
velset = 0,0

[state a]
type = ctrlset
trigger1 = animelem = 3,>=0
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdup"
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdback"
v = 5
value = 2

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holddown"
v = 5
value = 3


[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
trigger1 = command = "holdup"
v = 5
value = 4

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdback"
trigger1 = command = "holdup"
v = 5
value = 5

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdback"
trigger1 = command = "holddown"
v = 5
value = 6

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
trigger1 = command = "holddown"
v = 5
value = 7

[State explod];
type = Explod
trigger1 = time = 0
anim = 115
id = 115
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 1
removeongethit = 1
scale = 1,0.7

[state 100, 4]
type = explod
trigger1 = var(5) = 0
trigger1 = time % 5 = 0
id = 100
anim = 6014
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
removeongethit = 1

[state 100, 4]
type = explod
trigger1 = var(5) = 2
trigger1 = time % 5 = 0
id = 100
anim = 6014
postype = p1
facing = -1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
removeongethit = 1

[state a]
type = changeanim
triggerall = time = 0
trigger1 = var(5) = 0
trigger2 = var(5) = 4
trigger3 = var(5) = 7
value = 110

[state a]
type = changeanim
triggerall = time = 0
trigger1 = var(5) = 2
trigger2 = var(5) = 5
trigger3 = var(5) = 6
value = 111

[state a]
type = changeanim
triggerall = time = 0
trigger1 = var(5) = 1
value = 112

[state a]
type = changeanim
triggerall = time = 0
trigger1 = var(5) = 3
value = 113

[state 192, 2]
type = playsnd
trigger1 = time = 0
value = 0, 17

[State 100, 1]
type = VelSet
trigger1 = var(5) = 0
trigger1 = time = 0
x = 8

[State 100, 1]
type = VelSet
trigger1 = var(5) = 1
trigger1 = time = 0
y = -11

[State 100, 1]
type = VelSet
trigger1 = var(5) = 2
trigger1 = time = 0
x = -11

[State 100, 1]
type = VelSet
trigger1 = var(5) = 3
trigger1 = time = 0
y = 11

[State 100, 1]
type = VelSet
trigger1 = var(5) = 4
trigger1 = time = 0
x = 9.5
y = -9.5

[State 100, 1]
type = VelSet
trigger1 = var(5) = 5
trigger1 = time = 0
x = -9.5
y = -9.5

[State 100, 1]
type = VelSet
trigger1 = var(5) = 6
trigger1 = time = 0
x = -9.5
y = 9.5

[State 100, 1]
type = VelSet
trigger1 = var(5) = 7
trigger1 = time = 0
x = 9.5
y = 9.5

[State 100, 1]
type = Velmul
trigger1 = var(5) != 0
x = 0.92
y = 0.92

[State 100, 1]
type = Velmul
trigger1 = var(5) = 0
x = 0.96

[state a]
type = posset
trigger1 = pos y >= -5
y = -5

[state 222, 5]
type = changestate
trigger1 = animtime = 0
value = 460

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

I am not sure what it may be, but what do I have to add to these things in order to get the 8-Way Airdash to work in every direction? I greatly appreciate any help in this topic.

I have a video link showing what I am talking about too. I can do Dormammu's airdash in all directions except down+left.

https://drive.google.com/file/d/1-AObj7eHZdowI2XS3agqFZAQWnS9fabJ/view?usp=sharing
    

I Need Help, Trying to Adjust the Positioning of These Helpers!

 May 05, 2021, 07:40:02 PM View in topic context

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. 


    

I Am Trying to Get My Venom to Have an 8-Way Air Dash, One Direction Won't Work!

 April 09, 2021, 06:06:11 PM View in topic context

Hi, everyone! I have done some custom moves on my Storm and I wanted to do the same for Jjkoolaid's Venom. However, I am trying to add Storm's airdash to this Venom. I finished the animations, coding, and the command list, and I am able to get most of the airdash directions to work except one. With Venom facing the right, I can get the airdash to work for the forward, back, up, down, upback, upforward, and downforward directions, but I cannot get the airdash to work in the downback direction. I am thinking it is his command list with his directional inputs conflicting somewhere to prevent the airdash from coming out in all directions. I want to keep his regular moves untouched too, so I am unsure of what to change to get the airdash to work without messing up his full functions. What should I change to fully use all 8 directions of the airdash? I appreciate any help that you all can give and I look forward to your insight. Take care everyone!

[Command]
name = "highjump"
command = $D, $U

[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "recovery"
command = x+y
time = 1

[Command]
name = "FF"
command = F, F
time = 10

[Command]
name = "BB"
command = B, B
time = 10

[Command]
name = "a"
command = a
time = 1
buffer.time = 1

[Command]
name = "b"
command = b
time = 1
buffer.time = 1

[Command]
name = "c"
command = c
time = 1
buffer.time = 1

[Command]
name = "x"
command = x
time = 1
buffer.time = 1

[Command]
name = "y"
command = y
time = 1
buffer.time = 1

[Command]
name = "z"
command = z
time = 1
buffer.time = 1

[Command]
name = "start"
command = s+x+y+z
time = 1
buffer.time = 1

[Command]
name = "start"
command = s+x+y+z
time = 1
buffer.time = 1

[Command]
name = "holddownfwd"
command = /DF
time = 1
buffer.time = 1

[Command]
name = "holdfwd"
command = /$F
time = 1
buffer.time = 1

[Command]
name = "holdback"
command = /$B
time = 1
buffer.time = 1

[Command]
name = "holdback2"
command = /B
time = 1

[Command]
name = "holdup"
command = /$U
time = 1
buffer.time = 1

[Command]
name = "holddown"
command = /$D
time = 1
buffer.time = 1

[Command]
name = "hold_a"
command = /a
time = 1
buffer.time = 1

[Command]
name = "hold_b"
command = /b
time = 1
buffer.time = 1

[Command]
name = "hold_c"
command = /c
time = 1
buffer.time = 1

[Command]
name = "hold_x"
command = /x
time = 1
buffer.time = 1

[Command]
name = "hold_y"
command = /y
time = 1
buffer.time = 1

[Command]
name = "hold_z"
command = /z
time = 1
buffer.time = 1

[Command]
name = "hold_start"
command = /s
time = 1
buffer.time = 1

[Command]
name = "dash"
command = x+y
time = 1
buffer.time = 1
[Command]
name = "dash"
command = x+y
time = 1
buffer.time = 1
[Command]
name = "dash"
command = x+y
time = 1
buffer.time = 1

; Air Dash Back Down
[State -1, Air Run Back Up]
type = ChangeState
value = 119
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdback"&&command = "holddown" && command = "lineardash"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

[Command]
name = "lineardash"
command = z+s
time = 5

[Command]
name = "lineardash"
command = z+s
time = 5

[Command]
name = "lineardash"
command = z+s
time = 5

I also wanted to include the definitions for this part of the move I can't get right.

;Air Dash Back Down
[Statedef 119]
type    = A
physics = N
movetype = I
anim = 3107
ctrl = 0 + (0*(var(55):=1))
velset = 0,0
sprpriority =3

[State 114, 1.1]
type = VelSet
trigger1 = Pos Y < -5
x = -9
y = 6.5

[State 114, 1.2]
type = VelSet
trigger1 = Pos Y >= -9
x = -9
y = 0

[State 111, 1]
type = VelSet
triggerall = Pos Y >= -255
trigger1 = time >= 20
x = 0
y = 0

[State 112, 3]
type = CtrlSet
trigger1 = time = 5
value = 1

[State 20]
type = Helper
triggerall = Anim = 3107
trigger1 = NumHelper(7002) = 0
stateno = 7002
id = 7002

[State 20]
type = Helper
triggerall = Anim = 3107
trigger1 = NumHelper(7003) = 0
stateno = 7003
id = 7003

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 112, 4]
type = ChangeState
triggerall = !var(15)
trigger1 = time = 21
value = 1211
ctrl = 1

[State 112, 4]
type = ChangeState
triggerall = var(15)
trigger1 = time = 21
value = 1505
ctrl = 1
    

Re: Please Help! I Cannot Get This Stage to Work!

 February 25, 2021, 07:41:55 PM View in topic context
avatar  Posted by Ki$@1st456v  in Please Help! I Cannot Get This Stage to Work! (Started by Ki$@1st456v February 24, 2021, 06:14:27 AM
 Board: M.U.G.E.N Configuration Help

Thank you all! I managed to get it to work, I just had to go into the stage.def file on Wordpad and I changed the name of the "spr" name to "HulkSNES-CityStreets_1.1Zoom.sff" to match the name of the stage file "HulkSNES-CityStreets_1.1Zoom.def". I was looking at Majin Kaine's Gambit MUGEN playthrough on YouTube and it looked longer on that stage in his playthrough though. That is it for my thread, take care everyone!
    

Re: Please Help! I Cannot Get This Stage to Work!

 February 25, 2021, 04:31:26 PM View in topic context
avatar  Posted by Ki$@1st456v  in Please Help! I Cannot Get This Stage to Work! (Started by Ki$@1st456v February 24, 2021, 06:14:27 AM
 Board: M.U.G.E.N Configuration Help

I'm sorry, this is just for clarification. Do you mean the MUGEN version or the stage version? And by clean 1.1, do you mean without zoom? I am going to look and see what the OpenGL is as I do not have all of the terms and files for MUGEN completely understood.
    

Re: Please Help! I Cannot Get This Stage to Work!

 February 25, 2021, 08:19:44 AM View in topic context
avatar  Posted by Ki$@1st456v  in Please Help! I Cannot Get This Stage to Work! (Started by Ki$@1st456v February 24, 2021, 06:14:27 AM
 Board: M.U.G.E.N Configuration Help

I attempted to bring up the version using F1 at the menu screen but it did not show the version. However I looked in the system.def and it said 1.0. It is weird because I have tried to use both 1.0 and 1.1 versions of the stage and they both did not work.
    

Re: Please Help! I Cannot Get This Stage to Work!

 February 24, 2021, 04:35:55 PM View in topic context
avatar  Posted by Ki$@1st456v  in Please Help! I Cannot Get This Stage to Work! (Started by Ki$@1st456v February 24, 2021, 06:14:27 AM
 Board: M.U.G.E.N Configuration Help

Hi, I am using the micaHD-1.1b1 (NTCore 4GB Patch) MUGEN screenpack.
    

Please Help! I Cannot Get This Stage to Work!

 February 24, 2021, 06:14:27 AM View in topic context
avatar  Posted by Ki$@1st456v  in Please Help! I Cannot Get This Stage to Work! (Started by Ki$@1st456v February 24, 2021, 06:14:27 AM
 Board: M.U.G.E.N Configuration Help

Hello again everyone! I was looking at the HulkSNES-CityStreets_1.1Zoom stage and I cannot get it to work. When I tried to load it, I got this message.

Error detected.

BG error reading stages/HulkSNES_CityStreets_1.1Zoom.def

Clipboard tail:
Selected char 36 on teamslot 0.0
Char Storm4.def (36) request pal 0 3F (3F) -> reserved 0 (3E)
Selected char 25 on teamslot 1.0
Char DivineKFM.def (25) request pal 0 FFF (FFF) -> reserved 0 (FFE)
End of charsel loop
Game loop deinit
Gameflow 8
Gameflow 9
Gameflow 10
Entering versus screen.
Unloading match assets
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage Hulk SNES - City Streets loading in pre-1.0 compatible mode
  Loading BG...

What do I need to do to correct this? Is it my characters or my stage being the wrong version perhaps? I appreciate any help you can give and I thank you all for your help so far!
    

Re: How to Stop Ending Flight With a Single Attack?

 February 08, 2021, 04:56:42 PM View in topic context
avatar  Posted by Ki$@1st456v  in How to Stop Ending Flight With a Single Attack?  (Started by Ki$@1st456v February 07, 2021, 04:23:17 PM
 Board: M.U.G.E.N Configuration Help

Okay. So do I have to add

[State 1335]
type = ChangeState
trigger1 = var(54) = 1
value = 5405
ctrl = 0

To the end of all of the coding for everyone of my attacks, or do I have to just change the value at the end of the code for the flight to the value right here to change the flight?
    

How to Stop Ending Flight With a Single Attack?

 February 07, 2021, 04:23:17 PM View in topic context
avatar  Posted by Ki$@1st456v  in How to Stop Ending Flight With a Single Attack?  (Started by Ki$@1st456v February 07, 2021, 04:23:17 PM
 Board: M.U.G.E.N Configuration Help

Hi again everyone! I have added another form of flight to my custom Storm and it works well. I like that I am able to fly higher without a height limit on it like in the MVC2 style flight. I wanted to improve it though, and I wanted to make sure that the flight does not stop when I perform a single attack during flight so that the flight continues its entire duration before I land or I stop it manually by using the same command to activate it. I have the code for it below:

;Sky Flight
[Statedef 5400]
type    = A
movetype= I
physics = N
juggle  = 3
poweradd= 20
ctrl = 0
velset = 0,-4
anim = 5400
sprpriority = 2

[State 1330]
type = null; PlaySnd
trigger1 = Time = 1
value = 192,1

[State 1330]
type = VarSet
trigger1 = Time = 0
var(54) = 1

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0 && var(54) >= 1
value = 5405
ctrl = 0
;---------------------------------------------------------------------------
;Flight Cancel
[Statedef 5401]
type    = A
movetype= I
physics = N
juggle  = 3
poweradd= 20
ctrl = 0
velset = 0,0
;anim = 44
sprpriority = 2


[State 1331]
type = ChangeAnim
trigger1 = Time = 0
value = 44
elem = 2


[State 1331]
type = VarSet
trigger1 = Time = 0
var(54) = 0


[State 1331]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.35



[State 1331]
type = CtrlSet
trigger1 = Time = 1
value = 1


[State 1331]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;Flight End
[Statedef 5402]
type    = A
movetype= I
physics = A
juggle  = 3
;poweradd= 40
ctrl = 1
velset = 0,0
;anim = 5402
sprpriority = 2

[State 1332]
type = ChangeAnim
trigger1 = Time = 0
value = 44
elem = 2

[State 1332]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;Flight after S Jump
[Statedef 5403]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 1333]
type = PlaySnd
trigger1 = Time = 1
value = 710,0
channel = 1

[State 1333]
type = Explod
trigger1 = Time = 1
anim = 7055

[State 1333]
type = Explod
trigger1 = Time = 1
anim = 7055
facing = -1


[State 1333]
type = Explod
trigger1 = Time = 1
anim = 8010
sprpriority = 4


[State 1333, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 1333, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 1333, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 1333, 4]
type = null;VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y) - 3

[State 1333, 4]
type = null;VelSet
trigger1 = AnimTime = 0
x = (P2Dist X)*0.07
y = (P2Dist Y)*0.07

[State 1333, 5]
type = null;VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 1333, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 5404
ctrl = 0


;---------------------------------------------------------------------------
; Super Jump Up
[Statedef 5404]
type    = A
physics = N


[State 1334, 4]
type = null;VelSet
trigger1 = 1;Time = 0
y = -11


[State 1334, 4]
type = VelSet
trigger1 = Time = 0
y = -17;-13

[State 1334, 4]
type = VelAdd
trigger1 = 1
y = 0.35;0.4



[State 1334]
type = veladd
triggerall = vel x <= 4
trigger1 = var(59)
trigger1 = p2bodydist x >= 0
persistent = 4
x = .9


[State 1334]
type = veladd
triggerall = vel x >= -4
trigger1 = var(59)
trigger1 = p2bodydist x <= 0
persistent = 4
x = -.9


[State 1334,4]
type = null;VelAdd
triggerall = command = "holdfwd"
trigger1 = sysvar(1) = 1
trigger1 = vel X <=4
trigger2 = sysvar(1) = -1
trigger2 = Vel X <= -.4
x = .2

[State 1334,5]
type = null;VelAdd
triggerall = command = "holdback"
trigger1 = sysvar(1) = -1
trigger1 = Vel X >= -4
trigger2 = sysvar(1) = 1
trigger2 = Vel X >= .4
x = -.2

[State 1334, 1]
type = null;ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1


[State 1334]
type = Explod
trigger1 = Time%4 = 0
trigger1 = Time >= 4
trigger1 = Vel Y < 0
anim = 7056
pos = 0,0
random = 50,0
ontop = 1

[State 1334]
type = Explod
trigger1 = Time%2 = 0
trigger1 = Time >= 12
trigger1 = Vel Y < 0
anim = 7057+random%3
pos = 0,0
random = 60,0
ontop = 1


[State 1334, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 1334, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 1334]
type = turn
trigger1 = p2dist x < -5


[State 1334]
type = ChangeState
trigger1 = Vel Y > -1
value = 5400

;---------------------------------------------------------------------------
;Sky Flight
[Statedef 5405]
type    = A
physics = N
anim = 5400
velset = 0,0
movetype= I
sprpriority = 2
ctrl = 1




[State 1335]
type = Turn
trigger1 = FrontEdgeDist < 15
trigger2 = enemy(0),facing = facing
trigger2 = Time%4 = 0


[State 1335]
type = PosAdd
trigger1 = Pos Y > -10
y = -4

[State 1335]
type = VarSet
trigger1 = 1
sysvar(1) = 0


[State 1335]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 1335]
type = ChangeAnim
trigger1 = Anim = [41,43]
persistent = 0
value = Anim + 3

[State 1335]
type = VarSet
trigger1 = p2bodydist x != 0
var(1) = ifelse((p2bodydist y/p2bodydist x = [0.4,0.8]),1,0)


[State 1335]
type = ChangeState
trigger1 = var(59)
trigger1 = !var(1)
trigger1 = p2bodydist x > 200
value = 113


[State 1335]
type = ChangeState
trigger1 = var(59)
trigger1 = !var(1)
trigger1 = p2bodydist x < 70
value = ifelse(BackEdgeDist > 70,113,114)

[State 1335]
type = ChangeState
trigger1 = var(59)
trigger1 = !var(1)
trigger1 = p2bodydist y < 170;240
value = 5402


[State 1335]
type = ChangeState
trigger1 = var(59)
trigger1 = !var(1)
trigger1 = p2bodydist y > 340;480
value = 5404

[State 1335]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = !var(1)
trigger2 = p2bodydist x > 200
sysvar(1) = 1


[State 1335]
type = VarSet
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = !var(1)
trigger2 = p2bodydist x < 70
sysvar(1) = -1


[State 1335, 3]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = command = "holdup"
sysvar(1) = 2


[State 1335, 3]
type = VarSet
trigger1 = command = "holdback"
trigger1 = command = "holdup"
sysvar(1) = -2



[State 1335, 3]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command = "holdup"
trigger2 = var(59)
trigger2 = !var(1)
trigger2 = p2bodydist y < 170
sysvar(1) = 3

[State 1335, 3]
type = VarSet
trigger1 = command = "holddown"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = var(59)
trigger2 = !var(1)
trigger2 = p2bodydist y > 340
sysvar(1) = -3



[State 1335, 3]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = command = "holddown"
sysvar(1) = 4

[State 1335, 3]
type = VarSet
trigger1 = command = "holddown"
trigger1 = command = "holdback"
sysvar(1) = -4

[State 1335, 3]
type = null;ChangeAnim
trigger1 = anim != 103
value = 103
persistent = 0

[State 1335, 3]
type = null;ChangeAnim
triggerall = anim != 102
trigger1 = sysvar(1) = 0
value = 102
persistent = 0

[State 1335]
type = null;ChangeAnim
triggerall = anim != 101
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 2
value = 101
persistent = 0


[State 1335]
type = VarSet
trigger1 = command = "x" && command = "y"
var(1) = 4

[State 1335]
type = ChangeAnim
triggerall = anim != 100
trigger1 = sysvar(1) = 1
value = 100

[State 1335]
type = ChangeAnim
triggerall = anim != 105
trigger1 = sysvar(1) = -1
value = 105


[State 1335]
type = ChangeAnim
triggerall = anim != 20
trigger1 = sysvar(1) = 2
value = 20

[State 1335]
type = ChangeAnim
triggerall = anim != 21
trigger1 = sysvar(1) = -2
value = 21


[State 1335]
type = ChangeAnim
triggerall = anim != 41
trigger1 = sysvar(1) = 3
value = 41


[State 1335]
type = ChangeAnim
triggerall = anim != 5400
trigger1 = sysvar(1) = -3
value = 5400


[State 1335]
type = ChangeAnim
triggerall = anim != 20
trigger1 = sysvar(1) = 4
value = 20

[State 1335]
type = ChangeAnim
triggerall = anim != 21
trigger1 = sysvar(1) = -4
value = 21


[State 1335]
type = VelSet
trigger1 = sysvar(1) = 0
y = 0
x = 0

[State 1335]
type = VelSet
trigger1 = sysvar(1) = 1
x = 7
y = 0

[State 1335]
type = VelSet
trigger1 = sysvar(1) = -1
x = -7
y = 0

[State 1335]
type = VelSet
trigger1 = sysvar(1) = 2
x = 7
y = -7+7*(ScreenPos Y < 120)



[State 1335]
type = VelSet
trigger1 = sysvar(1) = -2
x = -7
y = -7+7*(ScreenPos Y < 120)




[State 1335]
type = VelSet
trigger1 = sysvar(1) = 3
y = -7+7*(ScreenPos Y < 120)
x = 0


[State 1335]
type = VelSet
trigger1 = sysvar(1) = -3
y = 7-7*(Pos Y > -20)
x = 0


[State 1335]
type = VelSet
trigger1 = sysvar(1) = 4
y = 7-7*(Pos Y > -20)
x = 7


[State 1335]
type = VelSet
trigger1 = sysvar(1) = -4
y = 7-7*(Pos Y > -20)
x = -7


[State 1335]
type = VarSet
trigger1 = Time = 0
var(6) = 0


[State 1335]
type = null;PlaySnd
trigger1 = sysvar(1) != 0
trigger1 = var(6) != sysvar(1)
value = 100,5


[State 1335]
type = null;VarSet
trigger1 = sysvar(1) != 0
trigger1 = var(6) != sysvar(1)
var(6) = sysvar(1)


[State 1335]
type = ChangeAnim
triggerall = anim != 5400
trigger1 = sysvar(1) = 0
value = 5400

[State 1335]
type = ChangeState
trigger1 = var(54) = 0
value = 5401
ctrl = 0

Thank you all for your help so far and I appreciate any help you have. Please let me know what and where in the code I should add to get the flight to not stop with one attack.
    

Re: How To Make Projectiles That Stay On The Ground?

 January 19, 2021, 03:24:04 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Make Projectiles That Stay On The Ground?  (Started by Ki$@1st456v January 13, 2021, 06:15:05 PM
 Board: M.U.G.E.N Configuration Help

Okay, as an example, would it be like this when I code it?

[State 0, Helper]
type = Helper
triggerall = numhelper(1000)=0
trigger1 = AnimElem = 9
helpertype = normal ;player
name = "Plasma Beam"
ID = 1000
stateno = 1010
pos = floor(56*const(size.xscale)),floor(-78*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
    

Re: How To Make Projectiles That Stay On The Ground?

 January 16, 2021, 12:19:33 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Make Projectiles That Stay On The Ground?  (Started by Ki$@1st456v January 13, 2021, 06:15:05 PM
 Board: M.U.G.E.N Configuration Help

Will that keep the projectiles at ground level however while you are in the air though? I know that the offset changes where the projectile appears in accordance to my character's position, but is there a value to ascribe a permanent position at ground level for the projectile?
    

How To Make Projectiles That Stay On The Ground?

 January 13, 2021, 06:15:05 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Make Projectiles That Stay On The Ground?  (Started by Ki$@1st456v January 13, 2021, 06:15:05 PM
 Board: M.U.G.E.N Configuration Help

Hi, again everyone! I wanted to ask about another thing. Do you remember Trish's Trick Hopscotch from UMVC3/MVC3? I remembered that no matter how high she was off the ground, whenever she did the move, the trap would appear right next to her at ground level. I was wondering, how do you code a move to do that and what numbers do you put in the x and y values to do that? I still want the projectile to travel horizontally, but I am not sure how to code it where it begins at ground level right next to my character regardless of my character's height or altitude in the air. Is it a command such as postype= p1dist? Also, does it have to be from a helper state, projectile state, etc.? Thank you all for your help with my previous question and I am grateful for your assistance!
    

Re: Is There a Way To Position And Increase Hits to Projectiles in HitDef State?

 January 11, 2021, 11:37:41 PM View in topic context

Thanks everyone! I changed the section where it said

[State 901:projectile]
type = hitdef
trigger1 = time = 0  && (P2StateNo != [5070,5071])
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 75,55
getpower = 50,0
givepower = 20,0
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-21
hitsound = s5+parent,var(49),3
guardsound = s6+parent,var(49),0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
air.hittime = 19
yaccel = 1.16
ground.velocity = -19.7,-12.7
guard.velocity = -13
ground.cornerpush.veloff = -14
air.velocity = -19.7,-12.7
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

to

[State 901:projectile]
type = hitdef
trigger1 = time%5 = 4  && (P2StateNo != [5070,5071])
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 75,55
getpower = 50,0
givepower = 20,0
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-21
hitsound = s5+parent,var(49),3
guardsound = s6+parent,var(49),0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
air.hittime = 19
yaccel = 1.16
ground.velocity = -19.7,-12.7
guard.velocity = -13
ground.cornerpush.veloff = -14
air.velocity = -19.7,-12.7
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

and it increased the hits of the projectile! I did it for the air version too! This thread has answered all questions in this post! Take care everyone!

    

Re: Is There a Way To Position And Increase Hits to Projectiles in HitDef State?

 January 10, 2021, 03:51:23 PM View in topic context

Thank you again, I changed the value at

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(18*const(size.xscale)),floor(-25*const(size.yscale))

to

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(46*const(size.xscale)),floor(-64*const(size.yscale))

and it positioned the beam to come from Storm's hand in the Aerial Plasma Beam!
I am still trying to figure out where I replace the trigger in the Hitdef sctrl. Is it
trigger1 or the triggerall sections here

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(46*const(size.xscale)),floor(-64*const(size.yscale))

or here

[State 0, Helper]
type = Helper
triggerall = numhelper(1005)=0
triggerall = anim = 1005
trigger1 = AnimElem = 5
helpertype = normal ;player
name = "Plasma Beam"
ID = 1005
stateno = 1015
pos = floor(18*const(size.xscale)),floor(-45*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

?