copy this in the end of the Cns of your char, you must fix the red color, you will choose the statedef you like: value=ifelse(var(59)>=200,var(59),1000) credits for this bejeeta thanks bejeeta amazing your help
OVERRIDE STATES PASTE ON CHARACTER'S CNS:
Spoiler, click to toggle visibilty
;==========================
;==========================
; striker
; ƒXƒgƒ‰ƒCƒJ[—
;==========================
; out screen
; ‰ζ–ΚO‚Φ
[statedef 190190]
type=a
movetype=i
physics=n
anim=40
sprpriority=-2
velset=0,0
ctrl=0
[state 0]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=screenbound
trigger1=1
value=0
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=assertspecial
trigger1=pos y<0
flag=noshadow
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
;---
[state 0]
type=afterimagetime
trigger1=!time
time=0
;---
; take off
; —£—¤
[state 0]
type=changeanim
trigger1=anim=40 && animtime=0
value=41 ;; ifelse(vel x=0,41,ifelse(vel x>0,42,43))
[state 0]
type=changeanim
trigger1=(anim=[41,43]) && animtime=0
trigger1=selfanimexist(anim+3)
value=anim+3
[state 0]
type=velset
trigger1=(anim!=40)
x=-28*const(movement.yaccel)
y=-10*const(movement.yaccel)
;---
[state 0]
type=varset
trigger1=1
sysfvar(4)=0
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
;---
[state 0]
type=changestate
triggerall=time>38 && sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
triggerall=(playerid(floor(sysfvar(0))),var(0)=90900)
;old; trigger1=(screenpos x!=[-60,(playerid(floor(sysfvar(0))),var(3))+60]) || (screenpos y!=[-60,(playerid(floor(sysfvar(0))),var(4))+60])
trigger1=(backedgebodydist<-60) || (frontedgebodydist<-60)
trigger2=time>218 ;; for_safety
value=190191
ctrl=0
;--------------------------
; stand-by (change ok)
; ‘‹@’†
;--------------------------
[statedef 190191]
type=u
movetype=u
;;(a),(i) to be KOed
;;(a),(i) KOƒ|[ƒY‚πζ‚ι
physics=n
velset=0,0
ctrl=0
;---
[state 0]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=screenbound
trigger1=1
value=0
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=assertspecial
trigger1=1
flag=invisible
flag2=noshadow
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=afterimagetime
trigger1=!time
time=0
;---
;;[state 0]
;; type=changeanim
;; trigger1=1
;; value=anim
[state 0]
type=posset
trigger1=numpartner
x=(partner,pos x)-3*(partner,facing)
y=(partner,pos y)-3
[state 0]
type=turn
trigger1=numpartner
trigger1=facing!=(partner,facing)
;---
[state 0]
type=lifeadd
trigger1=time>1 && roundstate=2 && numpartner && (time%30=0)
trigger1=life<(partner,life)
value=ifelse(lifemax/1000<1,1,lifemax/1000)
;---
; change
; π‘Φ
[state 0]
type=varset
trigger1=roundstate=2 && numpartner
trigger1=(partner,alive=0 && partner,stateno=5150) || (partner,sysfvar(4)<1)
trigger2=roundstate>2
sysfvar(4)=2
[state 0]
type=changestate
trigger1=time>0 && (sysfvar(4)>0)
value=190193
;---
[state 0]
type=changestate
trigger1=time>158
value=190192
;--------------------------
; stand-by (change / partner assist ok)
; ‘‹@’†
;--------------------------
[statedef 190192]
type=u
movetype=u
physics=n
velset=0,0
ctrl=0
;---
[state 0]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=screenbound
trigger1=1
value=0
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=assertspecial
trigger1=1
flag=invisible
flag2=noshadow
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
;---
;;[state 0]
;; type=changeanim
;; trigger1=1
;; value=anim
[state 0]
type=posset
trigger1=numpartner
x=(partner,pos x)-3*(partner,facing)
y=(partner,pos y)-3
[state 0]
type=turn
trigger1=numpartner
trigger1=facing!=(partner,facing)
;---
[state 0]
type=lifeadd
trigger1=roundstate=2 && (time%20=0)
value=ifelse(lifemax/1000<1,1,lifemax/1000)
;---
[state 0] ; 2msg
type=explod
trigger1=!time
anim=0
id=1856861 ;;(##009)
scale=0,0
removetime=0 ;;<- or 1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
persistent=0
;---
; go-out
; o‚ι
[state 0]
type=varset
trigger1=roundstate=2 && numpartner
trigger1=(partner,alive=0 && partner,stateno=5150) || (partner,sysfvar(4)<1)
;;old; trigger2=(roundstate>2)
sysfvar(4)=2
[state 0]
type=changestate
trigger1=time>0 && sysfvar(4)>0
trigger2=roundstate=2 && numpartner
trigger2=(partner,sysfvar(4)=101)
trigger3=(roundstate>2)
value=190193
ctrl=0
;--------------------------
; out (190193-190195)
; “oκ
;--------------------------
[statedef 190193]
type=u
movetype=u
physics=n
sprpriority=-2
velset=0,0
ctrl=0
;---
[state 0] ; 2msg
type=explod
trigger1=!time && sysfvar(4)<1
anim=0
id=1856862 ;;(##010)
scale=0,0
removetime=0 ;;<- or 1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
persistent=0
;---
[state 0]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=screenbound
trigger1=1
value=0
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=assertspecial
trigger1=1
flag=invisible
flag2=noshadow
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=turn
trigger1=facing!=(partner,facing)
trigger1=(!time && roundstate=2) || (roundstate>2)
; bind to partner
; ƒvƒ[ƒ„‚Ι‡‚ν‚Ή
[state 0]
type=posset
trigger1=!time && roundstate=2
x= (partner,pos x)+(partner,backedgebodydist+90)*(-facing)
y=-(partner,screenpos y)-10 ;;(-180)
[state 0]
type=posset
trigger1=roundstate>2
x= (partner,pos x)-win*facing*40
y=-(partner,screenpos y)-80 ;;(-280)
[state 0]
type=velset
trigger1=roundstate=2 && !time
trigger2=roundstate>2 && time>(!win)*100
x=abs(pos x-partner,pos x)*0.1*const(movement.yaccel)*(roundstate=2)
y=abs(pos y)*0.1*const(movement.yaccel)
[state 0]
type=changestate
trigger1=roundstate=2 && !time
trigger2=roundstate>2 && time>(!win)*100
value=ifelse(sysfvar(4)>0, 190194, 190196)
ctrl=0
;--------------------------
; empty states for override
; ƒXƒgƒ‰ƒCƒJ[o» γ‘‚«—p’†ΤƒXƒe[ƒg
;--------------------------
[statedef 190196]
type=u
movetype=u
ctrl=0
[state 0]
type=changestate
trigger1=!time
value=190194
ctrl=0
;--------------------------
; striker call / summon
; ƒXƒgƒ‰ƒCƒJ[Ά«
;--------------------------
[statedef 190194]
type=a
movetype=u
physics=n
anim=ifelse(selfanimexist(44),44,41)
sprpriority=-2
ctrl=0
; mark : "p-1" / "p-2" / "cpu"
[state 0]
type=explod
trigger1=!time && roundstate=2 && !numexplod(296000) && numpartner
id=296000
;v1.0; anim=f296000+(partner,ailevel=0)*teamside
anim=f296000+(matchno<2||ishometeam=0)*teamside
sprpriority=5
postype=p1
;old; pos=floor(const(size.head.pos.x)*const(size.xscale)),floor(const(size.head.pos.y)*const(size.yscale)*1.2)
pos=0,floor( (const(size.head.pos.y)-const(size.ground.front)/2-const(size.ground.back)/2) )
facing=ifelse(facing=1,1,-1)
scale=0.5,0.5
bindtime=-1
;op; removetime=80
supermovetime=-1
pausemovetime=-1
ignorehitpause=1
;op; removeongethit=1
persistent=0
;---
[state 0]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state 0]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1
[state 0]
type=screenbound
trigger1=1
value=0
ignorehitpause=1
[state 0]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
;---
; land
[state 0]
type=changestate
trigger1=(pos y>=0) || ((vel y>0) && (pos y+vel y>=0))
value=190195
ctrl=0
;--------------------------
; land>roundover
; ’…’n>ƒ‰ƒEƒ“ƒhI—Ή
;--------------------------
[statedef 190195]
type=s
movetype=i
physics=s
anim=47
sprpriority=-2
velset=0,0
ctrl=0
;---
[state 0]
type=nothitby
trigger1=1
value=sca
time=8 ;;<-options
[state 0]
type=screenbound
trigger1=1
value=0
[state 0]
type=playerpush
trigger1=1
value=0
[state 0]
type=posset
trigger1=!time
y=0
;---
;---
; goto striker state num *see [state195900]
; w’θstate‚Φ *[state195900]QΖ
[state 0]
type=changestate
trigger1=(animtime=0) && (roundstate=2) && (sysfvar(4)<1)
value=ifelse(var(59)>=200,var(59),1000)
;def; value=1000 ;;<-the 1st sp
ctrl=0
; for ex-change (for safety)
; π‘Φ—p
[state 0]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[/quote]