;---------------------------------------------------------------------------
; Standing strong punch Startup
[Statedef 210]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = -1
[state 210, anim]
type = changeanim
trigger1 = anim != 210
value = 210
[state 210, armor counter]
type = varset
triggerall = prevstateno != 210
trigger1 = animelemtime(1) = 1
V = 20
value = 80
[state 210, still take damage]
type = lifeadd
trigger1 = gethitvar(damage) != 0
trigger1 = var(20) > 0
value = -gethitvar(damage)
persistent = 1
[state 210, armor count down]
type = varadd
trigger1 = gethitvar(damage) != 0
trigger1 = var(20) > 0
V = 20
value = -floor(gethitvar(damage))
persistent = 1
ignorehitpause
;determine what frame
[state 240, remember frame]
type = varset
trigger1 = time <= 0
v = 22
value = animelemno(0)
ignorehitpause = 1
;delay effect
[state 210, Velocity Delay XVel]
type = varset
trigger1 = !gethitvar(damage)
trigger1 = var(32) >= fvar(22)
Fv = 20
value = vel x
[state 210, Velocity Delay yvel]
type = varset
trigger1 = !gethitvar(damage)
trigger1 = var(32) >= fvar(22)
FV = 21
value = vel y
[state 210, Delay ammount]
type = varset
trigger1 = gethitvar(damage)
Fv = 22
value = Floor(gethitvar(hittime) * 0.5)
persistent = 1
[state 210, Velocity Stop]
type = velset
trigger1 = var(32) < fvar(22)
x = 0
y = 0
persistent = 1
[state 210, Resume]
type = velset
trigger1 = var(32) >= fvar(22)
x = fvar(20)
y = fvar(21)
persistent = 0
[state 210, delay]
type = changeanim
trigger1 = var(32) < fvar(22)
value = anim
elem = var(22)
persistent = 1
[state 210, freeze location]
type = posfreeze
trigger1 = var(32) < fvar(22)
value = 1
persistent = 1
;--------------------------
[state 210, Unstoppable]
type = hitoverride
trigger1 = Life > 1
trigger1 = Var(20) > 0
attr = SCA, AA, AP
stateno = 210
time = 1
persistent = 1
ignorehitpause = 1
[State 210, flash red]
type = PalFX
trigger1 = Time = 0
trigger1 = gethitvar(damage) != 0
time = 7
add = 100,0,0
IgnoreHitPause = 1
[state 210, width]
type = width
trigger1 = 1
value = 50,0
[state 210, Armor add helper]
type = helper
triggerall = !numhelper(21000)
trigger1 = animtime = 0
trigger1 = command = "Holdy"
name = "Standing Fierce Add Armor"
stateno = 21000
id = 21000
postype = p1
pos = 0,0
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = command = "Holdy"
value = 212
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = command != "Holdy"
value = 211
;--------------------------------------------------------------------------
;Increase armor on charge
[Statedef 21000]
type = S
movetype = I
anim = 9999
ctrl = 0
[state 21000]
type = parentvaradd
trigger1 = time = 0
v = 20
value = 40
persistent = 0
[state 21000]
type = destroyself
trigger1 = time = 10
;--------------------------------------------------------------------------
; Standing strong punch tap
[Statedef 211]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = -1
[state 211, anim]
type = changeanim
trigger1 = anim != 211
value = 211
[state 210, still take damage]
type = lifeadd
trigger1 = gethitvar(damage) != 0
trigger1 = var(20) > 0
value = -gethitvar(damage)
persistent = 1
[state 210, armor count down]
type = varadd
trigger1 = gethitvar(damage) != 0
V = 20
value = -1
persistent = 1
ignorehitpause
;determine what frame
[state 210, remember frame]
type = varset
trigger1 = time <= 0
v = 22
value = animelemno(0)
ignorehitpause = 1
[state X, Armor off]
type = varset
trigger1 = animelemtime(5) = 0
v = 20
value = 0
;delay effect
[state 211, Velocity Delay XVel]
type = varset
trigger1 = !gethitvar(damage)
trigger1 = var(32) >= fvar(22)
Fv = 20
value = vel x
[state 211, Velocity Delay yvel]
type = varset
trigger1 = !gethitvar(damage)
trigger1 = var(32) >= fvar(22)
FV = 21
value = vel y
[state 211, Delay ammount]
type = varset
trigger1 = gethitvar(damage)
Fv = 22
value = Floor(gethitvar(hittime) * 0.5)
persistent = 1
[state 211, Velocity Stop]
type = velset
trigger1 = var(32) < fvar(22)
x = 0
y = 0
persistent = 1
[state 211, Resume]
type = velset
trigger1 = var(32) >= fvar(22)
x = fvar(20)
y = fvar(21)
persistent = 0
[state 211, delay]
type = changeanim
trigger1 = var(32) < fvar(22)
value = anim
elem = var(22)
persistent = 1
[state 211, freeze location]
type = posfreeze
trigger1 = var(32) < fvar(22)
value = 1
persistent = 1
;--------------------------
[state 210, Unstoppable]
type = hitoverride
trigger1 = Life > 1
trigger1 = Var(20) > 0
trigger1 = animelemtime(5) < 0
attr = SCA, AA, AP
stateno = 211
time = 1
persistent = 1
ignorehitpause = 1
[State 210, flash red]
type = PalFX
trigger1 = Time = 0
trigger1 = gethitvar(damage) != 0
time = 7
add = 100,0,0
IgnoreHitPause = 1
[state 211, width]
type = width
trigger1 = 1
value = 50,0
[State 211, 2]
type = HitDef
trigger1 = !movecontact
persistent = 0
attr = S, NA
animtype = Heavy
damage = 80,10
Hitflag = HAF
ID = 211
guardflag = MA
ground.type = High
pausetime = 14,14
guard.pausetime = 2,12
guard.kill = 0
sparkno = 3
sparkxy = -20,-544
hitsound = F5,3
guardsound = 6,0
attr = S, NA
animtype = Medium
damage = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
[State 211, footstep]
type = PlaySnd
trigger1 = animelem = 3
value = S0,1
persistent = 0
[state x, armor over]
type = varset
trigger1 = animelem = 5
v = 20
value = 0
ignorehitpause
[state 210, Not active]
trigger1 = animelemtime(5) = 0
type = statetypeset
movetype = I
[state x, combo dampener]
type = varadd
trigger1 = movehit = 1
v = 18
value = -3
persistent = 0
ignorehitpause =1
[State 211, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
; Standing Strong Punch Hold
[Statedef 212]
type = S
movetype= A
physics = S
poweradd= 80
ctrl = 0
velset = 0,0
sprpriority = -1
[state x, armor over]
type = varset
trigger1 = animelem = 5
v = 20
value = 0
ignorehitpause
[state 212, anim]
type = changeanim
trigger1 = anim != 212
value = 212
[state 212, armor countdown]
type = varadd
trigger1 = gethitvar(damage) != 0
V = 20
value = -gethitvar(damage)
persistent = 1
ignorehitpause
[state X, Armor off]
type = varset
trigger1 = animelemtime(5) = 0
v = 20
value = 0
;determine what frame
[state 240, remember frame]
type = varset
trigger1 = time <= 0
v = 22
value = animelemno(0)
ignorehitpause = 1
;delay effect
[state 212, Velocity Delay XVel]
type = varset
trigger1 = !gethitvar(damage)
trigger1 = var(32) >= fvar(22)
Fv = 20
value = vel x
[state 212, Velocity Delay yvel]
type = varset
trigger1 = !gethitvar(damage)
trigger1 = var(32) >= fvar(22)
FV = 21
value = vel y
[state 212, Delay ammount]
type = varset
trigger1 = gethitvar(damage)
Fv = 22
value = Floor(gethitvar(hittime) * 0.5)
persistent = 1
[state 212, Velocity Stop]
type = velset
trigger1 = var(32) < fvar(22)
x = 0
y = 0
persistent = 1
[state 212, Resume]
type = velset
trigger1 = var(32) >= fvar(22)
x = fvar(20)
y = fvar(21)
persistent = 0
[state 212, delay]
type = changeanim
trigger1 = var(32) < fvar(22)
value = anim
elem = var(22)
persistent = 1
[state 212, freeze location]
type = posfreeze
trigger1 = var(32) < fvar(22)
value = 1
persistent = 1
;--------------------------
[state 212, width]
type = width
trigger1 = 1
value = 50,0
[State 212]
type = PalFX
trigger1 = gethitvar(damage) != 0
time = 6
add = 150,0,0
IgnoreHitPause = 1
[State 212, 2]
type = HitDef
trigger1 = !movecontact
persistent = 0
attr = S, NA
animtype = Back
damage = 100,30
Hitflag = HAF
guardflag =
ID = 212
pausetime = 24,24
guard.pausetime = 20,20
guard.velocity = -64
guard.hittime = 30
guard.slidetime = 30
sparkno = 3
sparkxy = -20,-544
hitsound = F5,4
guardsound = 6,0
ground.Velocity = -100, ifelse(var(11) > 1, -18, -4)
ground.slidetime = 32
ground.hittime = 32
air.Velocity = -100, ifelse(var(11) > 1, -18, 8)
air.hittime = 33
airguard.velocity = -36, -6
envshake.ampl = 16
envshake.time = 24
guard.dist = 1280
p2facing = 1
fall = 1
fall.recover = 0
down.bounce = 1
[state 212, Not active]
trigger1 = animelemtime(5) = 0
type = statetypeset
movetype = I
[state 212, targetstate]
type = targetstate
triggerall = var(11) > 0
trigger1 = movehit
trigger1 = numtarget(212)
trigger1 = hitpausetime = 23
id = 212
ignorehitpause = 1
value = 670
persistent = 0
[state 212, armor]
type = hitoverride
trigger1 = Life > 1
trigger1 = animelemtime(5) < 0
trigger1 = Var(20) > 0
attr = SCA, AA, AP
stateno = 212
time = 1
[state 212, still take damage]
type = lifeadd
trigger1 = gethitvar(damage) != 0
value = -gethitvar(damage)
kill = 0
persistent = 1
[State 211, footstep]
type = PlaySnd
trigger1 = animelem = 3
value = S0,1
persistent = 0
[State 211, whoosh]
type = PlaySnd
trigger1 = animelem = 4
value = S0,5
persistent = 0
[state 211, combo check]
type = varset
trigger1 = movehit
v = 31
value = 1
[state x, combo dampener]
type = varadd
trigger1 = movehit
v = 18
value = -9
persistent = 0
ignorehitpause =1
[State 211, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1