;STORM SHOT
[StateDef 2218]
Type=A
MoveType=A
Physics=N
Anim=2200
SprPriority=1
PowerAdd=0
VelSet=0,0
Ctrl=0
[State 0, PowerAdd]
type = PowerAdd
triggerall = PrevStateNo != 9000
trigger1 = !Time
value = 0
[State 0]
Type=PosAdd
Trigger1=!Time&&PrevStateNo=250
Y=-40
[State 200, a]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = time = 0
value =2218
[State 0];SUPER FX
Type=Explod
Trigger1=!Time
Anim=30100
Id=30100
PauseMoveTime=9999
SuperMoveTime=9999
BindTime=-1
RemoveTime=-2
Pos=44,-43
PosType=P1
OwnPal=1
SprPriority=5
OnTop=1
;--/Lvl 1 Super Defaults/---
[State 0]
Type=NotHitBy
Trigger1=AnimElemTime(7)<0&&Anim=2218
Value=SCA
[State 0]
Type=BGPalFX
Trigger1=!Time
Time=45
Color=0
Mul=0,0,0
[State 0]
Type=AssertSpecial
Trigger1=Time<45
Flag=NoBG
Flag2=NoFG
Flag3=TimerFreeze
[State 0];Fire startup
Type=PlaySND
Trigger1=!Time
Value=s2025,0
Channel=-1
VolumeScale=100
[State 200, 1];Woosh
type = PlaySnd
trigger1 = animelem = 5
value = 2025,2
channel = 1
VolumeScale=200
[State 0];FireTrail 1
Type=Explod
Trigger1=!Time
Anim=2201
Id=2201
PauseMoveTime=9999
SuperMoveTime=9999
BindTime=-1
RemoveTime=-2
Pos=44,-43
OwnPal=1
PosType=P1
SprPriority=2
OnTop=0
[State 0, Helper];FireTrail Loop
type = Helper
trigger1 =AnimElemTime(7)=0&&NumHelper(2200)=0
helpertype = normal ;player
name = "FireTrail Loop"
ID = 2200
stateno = 2200
pos = 44,-43
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0]
Type=ChangeState
Trigger1=Time >= 85
Value=2219
Ctrl=0
;==================================
;STORM SHOT END
[StateDef 2219]
Type=A
MoveType=A
Physics=N
SprPriority=1
Anim=2204
VelSet=0,0
Ctrl=0
[State 200, a]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = time = 0
value =2204
[State 0]
Type=VelAdd
Trigger1=1
Y=.35
[State 0]
Type=ChangeAnim
Trigger1=Anim=2204&&!AnimTime
Value=44
[State 0]
Type=ChangeState
Trigger1=Pos Y>=0&&Vel Y>0
Value=1261
Ctrl=0
; FIRE TRAIL LOOP
[Statedef 2200]
Type=A
Physics=N
MoveType=I
Anim = 2201
VelSet=0,0
SprPriority=2
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=null;PosAdd
Trigger1=Time>20
X= .002 * P2Dist X
[State 0, Helper];Buildup A
type = Helper
trigger1 =!Time
TriggerAll=Anim!=2202
helpertype = normal ;player
name = "Shots"
ID = 2201
stateno = 2201
pos = 44,-43
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0];BALL FX
Type=Explod
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=0
;Trigger2=Enemy,MoveType=H&& (Enemy,StateNo!=[120,155])
Anim=2205
Id=2205
PauseMoveTime=9999
SuperMoveTime=9999
BindTime=-1
RemoveTime=-2
pos = 44,-43
PosType=P1
SprPriority=3
ownpal = 1
[State 0, Helper];Storm Shot A
type = Helper
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=0
;Trigger2=Enemy,MoveType=H && (Enemy,StateNo!=[120,155])
helpertype = normal ;player
name = "Shots"
ID = 2202
stateno = 2202
pos = 44,-43
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0, Helper];Buildup B
type = Helper
TriggerAll=Anim!=2203
trigger1 =Time = 5
helpertype = normal ;player
name = "Shots"
ID = 2201
stateno = 2201
pos = 30,-49
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0];BALL FX
Type=Explod
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=5
;Trigger2=Enemy,MoveType=H&& (Enemy,StateNo!=[120,155])
Anim=2205
Id=2205
PauseMoveTime=9999
SuperMoveTime=9999
BindTime=-1
RemoveTime=-2
pos = 30,-49
PosType=P1
SprPriority=3
ownpal = 1
[State 0, Helper];Storm Shot B
type =Helper
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=5
;Trigger2=Enemy,MoveType=H&& (Enemy,StateNo!=[120,155])
helpertype = normal ;player
name = "Shots"
ID = 2203
stateno = 2203
pos =40,-49
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0, Helper];;Buildup C
type = Helper
TriggerAll=Anim!=2203
trigger1 =Time = 10
helpertype = normal ;player
name = "Shots"
ID = 2201
stateno = 2201
pos = 70,-63
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0];BALL FX
Type=Explod
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=10
;Trigger2=Enemy,MoveType=H&& (Enemy,StateNo!=[120,155])
Anim=2205
Id=2205
PauseMoveTime=9999
SuperMoveTime=9999
BindTime=-1
RemoveTime=-2
pos = 70,-63
PosType=P1
SprPriority=3
ownpal = 1
[State 0, Helper];Storm Shot C
type =Helper
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=10
;Trigger2=Enemy,MoveType=H&& (Enemy,StateNo!=[120,155])
helpertype = normal ;player
name = "Shots"
ID = 2203
stateno = 2203
pos = 70,-63
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0, Helper];Buildup D
type = Helper
TriggerAll=Anim!=2203
trigger1 =Time =15
helpertype = normal ;player
name = "Shots"
ID = 2201
stateno = 2201
pos = 87,-87
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0];BALL FX
Type=Explod
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=15
;Trigger2=Enemy,MoveType=H&& (Enemy,StateNo!=[120,155])
Anim=2205
Id=2205
PauseMoveTime=9999
SuperMoveTime=9999
BindTime=-1
RemoveTime=-2
pos = 87,-87
PosType=P1
SprPriority=3
ownpal = 1
[State 0, Helper];Storm Shot D
type = Helper
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=15
;Trigger2=Enemy,MoveType=H&& (Enemy,StateNo!=[120,155])
helpertype = normal ;player
name = "Shots"
ID = 2202
stateno = 2202
pos = 87,-87
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0, Helper];Buildup F
type = Helper
trigger1 =!Time
TriggerAll=Anim!=2208
helpertype = normal ;player
name = "Shots"
ID = 2201
stateno = 2201
pos = 25,-25
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 0];BALL FX
Type=Explod
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=0
;Trigger2=Enemy,MoveType=H&& (Enemy,StateNo!=[120,155])
Anim=2205
Id=2205
PauseMoveTime=9999
SuperMoveTime=9999
BindTime=-1
RemoveTime=-2
pos = 25,-25
PosType=P1
SprPriority=3
ownpal = 1
[State 0, Helper];Storm Shot F
type = Helper
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=0
;Trigger2=Enemy,MoveType=H && (Enemy,StateNo!=[120,155])
helpertype = normal ;player
name = "Shots"
ID = 2210
stateno = 2210
pos = 25,-25
postype = p1 ;p2,front,back,left,right
facing = 1
ownpal = 1
[State 1000, Projectile]
type = Explod
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=0
anim = 2205
ID = 2205
pos = 44,-43
postype = p1
vel = 0,0
sprpriority = 4
ontop=1
ownpal = 1
[State 1000, Projectile]
type = Projectile
TriggerAll=Anim!=2203&&Time<120
trigger1 =Time=30;&&Time%20=0
Trigger2=Time>=50&&Time%20=0
attr = A, HP
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFD
getpower = 30,0
givepower = 20,0
pausetime = 0,6
sparkno = S8212
guard.sparkno = S6767
sparkxy = 0, 0
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
air.hittime = 12
yaccel = .82
ground.velocity = -16,0
air.velocity = -12,-5
airguard.velocity = -6,-2
fall.xvelocity = 0
fall.yvelocity = -2
air.fall = 1
fall.recover = 0
projid = 2208
projanim = 2208
projhitanim = 2640
projremanim = 2640
projcancelanim = 2645
p2stateno = 5100
velocity = 12,8
offset = 48*const(size.xscale),-47*const(size.yscale)
projscale = const(size.xscale),const(size.yscale)
id = 2+4
[State 0, Projectile]
type = Projectile
trigger1 = 1
trigger1 = Anim != 2203
ProjID = 93999999999
projanim = 1
projremovetime = 2
offset = -400,0
postype = p1
attr = A,HP ;change this to whatever your projectile is set
ignorehitpause = 1
guardflag = MA
guard.dist = 1999
projedgebound = 1600
projstagebound = 1600
[State 0]
Type=ChangeAnim
trigger1 = Anim != 2203
Trigger1=Time>=140;&& Enemy,MoveType=H
;Trigger2=Time=60 && (Enemy,MoveType!=H ||Enemy,StateNo=[120,1550])
Value=2203
Elem=1
IgnoreHitPause=1
[State 0]
Type=DestroySelf
Trigger1=Anim=2203&&!AnimTime
IgnoreHitPause=1
;==========================================================
; CIRCLE BUILDUP
[Statedef 2201]
Type=A
Physics=N
MoveType=I
VelSet=0,0
SprPriority=5
hitcountpersist = 1
movehitpersist = 1
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=PosAdd
Trigger1=Time>20
X= .002 * P2Dist X
[State 0];Fire startup
Type=PlaySND
Trigger1=!Time
Value=s2025,4
Channel=-1
VolumeScale=100
[State 0];Circle Startup
Type=ChangeAnim
Trigger1=!Time
Value=2205
[State 0];Circle Startup
Type=AngleDraw
Trigger1=Time<=30
Scale=1.2 * sin(Time * .1),1.2 * sin(Time * .1)
[State 0]
Type=AssertSpecial
Trigger1=Time>=30
Flag=Invisible
[State 0]
Type=DestroySelf
Trigger1=Time>=180
;==========================================================
; STORM SHOT 15
[Statedef 2202]
Type=A
Physics=N
MoveType=A
VelSet=12,3
Anim = 2206
SprPriority=2
hitcountpersist = 1
movehitpersist = 1
[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
fvar(13) = 1
[State 0, Projectile]
type = Projectile
trigger1 = (P2BodyDist X = [-90,90]) && (P2BodyDist Y = [-90,90])
ProjID = 93999999999
projanim = 1
damage = 30,10
projremovetime = 2
offset = -400,0
postype = p1
attr = A,HP ;change this to whatever your projectile is set
ignorehitpause = 1
guardflag = A
guard.dist = 1999
projedgebound = 1600
projstagebound = 1600
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=null;AngleDraw
Trigger1=1
Value=-15
[State 0]
Type=PlaySND
Trigger1=!Time
Value=s2025,5
Channel=-1
VolumeScale=100
[State 1061, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
ignorehitpause = 1
[State 1061, Hitdef]
type = HitDef
trigger1 = 1
attr = A, HP
animtype = light
damage = 30,15
priority = 4,Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,11
sparkno = s7010
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2025,3
guardsound = -1 ;S6,1
ground.type = high
air.type = low
ground.slidetime = 2;20
ground.hittime = 2 ;20
ground.velocity = -1.8,0
guard.velocity = -1.5
air.velocity = -0.8,-3
airguard.velocity = -0.5, -4
envshake.time = 5
envshake.ampl = 4
envshake.freq = 176
fall.envshake.time = 10
fall.envshake.ampl = 4
fall.envshake.freq = 176
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower =0,0
persistent = 0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 25
id=2201
[State 2300, Super BG Proj]
type = Projectile
trigger1 = RoundState = 2
trigger1 = MoveHit = 1
ProjID = 9999 ;Ki attack
projanim = 9999
projremovetime = 1
ignorehitpause=1
[State 0];Hit Ground
Type=ChangeState
Trigger1=Pos Y>=-50&&Vel Y>0
Value=2206
Ctrl=0
;==========================================================
; STORM SHOT 80
[Statedef 2203]
Type=A
Physics=N
MoveType=A
VelSet=3,12
Anim = 2209
SprPriority=2
hitcountpersist = 1
movehitpersist = 1
[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
fvar(13) = 1
[State 0, Projectile]
type = Projectile
trigger1 = (P2BodyDist X = [-90,90]) && (P2BodyDist Y = [-90,90])
ProjID = 93999999999
projanim = 1
damage = 30,10
projremovetime = 2
offset = -400,0
postype = p1
attr = A,HP ;change this to whatever your projectile is set
ignorehitpause = 1
guardflag = A
guard.dist = 1999
projedgebound = 1600
projstagebound = 1600
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=null;AngleDraw
Trigger1=1
Value=-80
[State 0]
Type=PlaySND
Trigger1=!Time
Value=s2025,1
Channel=-1
VolumeScale=100
[State 1061, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
ignorehitpause = 1
[State 1061, Hitdef]
type = HitDef
trigger1 = 1
attr = A, HP
animtype = light
damage = 30,15
priority = 4,Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,11
sparkno = s7010
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2025,3
guardsound = -1 ;S6,1
ground.type = high
air.type = low
ground.slidetime = 2;20
ground.hittime = 2 ;20
ground.velocity = -1.8,0
guard.velocity = -1.5
air.velocity = -0.8,-3
airguard.velocity = -0.5, -4
envshake.time = 5
envshake.ampl = 4
envshake.freq = 176
fall.envshake.time = 10
fall.envshake.ampl = 4
fall.envshake.freq = 176
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
persistent = 0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 25
id=2201
[State 2300, Super BG Proj]
type = Projectile
trigger1 = RoundState = 2
trigger1 = MoveHit = 1
ProjID = 9999 ;Ki attack
projanim = 9999
projremovetime = 1
ignorehitpause=1
[State 0];Hit Ground
Type=ChangeState
Trigger1=Pos Y>=-60&&Vel Y>0
Value=2206
Ctrl=0
;==========================================================
; STORM SHOT 60
[Statedef 2204]
Type=A
Physics=N
MoveType=A
VelSet=6,12
Anim = 2209
SprPriority=2
hitcountpersist = 1
movehitpersist = 1
[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
fvar(13) = 1
[State 0, Projectile]
type = Projectile
trigger1 = (P2BodyDist X = [-90,90]) && (P2BodyDist Y = [-90,90])
ProjID = 93999999999
projanim = 1
damage = 30,10
projremovetime = 2
offset = -400,0
postype = p1
attr = A,HP ;change this to whatever your projectile is set
ignorehitpause = 1
guardflag = A
guard.dist = 1999
projedgebound = 1600
projstagebound = 1600
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=null;AngleDraw
Trigger1=1
Value=-60
[State 0]
Type=PlaySND
Trigger1=!Time
Value=s2025,1
Channel=-1
VolumeScale=100
[State 1061, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
ignorehitpause = 1
[State 1061, Hitdef]
type = HitDef
trigger1 = 1
attr = A, HP
animtype = light
damage = 30,15
priority = 4,Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,11
sparkno = s7010
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2025,3
guardsound = -1 ;S6,1
ground.type = high
air.type = low
ground.slidetime = 2;20
ground.hittime = 2 ;20
ground.velocity = -1.8,0
guard.velocity = -1.5
air.velocity = -0.8,-3
airguard.velocity = -0.5, -4
envshake.time = 5
envshake.ampl = 4
envshake.freq = 176
fall.envshake.time = 10
fall.envshake.ampl = 4
fall.envshake.freq = 176
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower =0,0
persistent = 0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 25
id=2201
[State 2300, Super BG Proj]
type = Projectile
trigger1 = RoundState = 2
trigger1 = MoveHit = 1
ProjID = 9999 ;Ki attack
projanim = 9999
projremovetime = 1
ignorehitpause=1
[State 0];Hit Ground
Type=ChangeState
Trigger1=Pos Y>=-40&&Vel Y>0
Value=2206
Ctrl=0
;==========================================================
; STORM SHOT 45
[Statedef 2205]
Type=A
Physics=N
MoveType=A
VelSet=12,12
Anim = 2208
SprPriority=2
hitcountpersist = 1
movehitpersist = 1
[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
fvar(13) = 1
[State 0, Projectile]
type = Projectile
trigger1 = (P2BodyDist X = [-90,90]) && (P2BodyDist Y = [-90,90])
ProjID = 93999999999
projanim = 1
damage = 30,10
projremovetime = 2
offset = -400,0
postype = p1
attr = A,HP ;change this to whatever your projectile is set
ignorehitpause = 1
guardflag = A
guard.dist = 1999
projedgebound = 1600
projstagebound = 1600
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=null;AngleDraw
Trigger1=1
Value=-45
[State 0]
Type=PlaySND
Trigger1=!Time
Value=s2025,1
Channel=-1
VolumeScale=100
[State 1061, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
ignorehitpause = 1
[State 1061, Hitdef]
type = HitDef
trigger1 = 1
attr = A, HP
animtype = light
damage = 30,15
priority = 4,Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,11
sparkno = s7010
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2025,3
guardsound = -1 ;S6,1
ground.type = high
air.type = low
ground.slidetime = 2;20
ground.hittime = 2 ;20
ground.velocity = -1.8,0
guard.velocity = -1.5
air.velocity = -0.8,-3
airguard.velocity = -0.5, -4
envshake.time = 5
envshake.ampl = 4
envshake.freq = 176
fall.envshake.time = 10
fall.envshake.ampl = 4
fall.envshake.freq = 176
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
persistent = 0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 25
id=2201
[State 2300, Super BG Proj]
type = Projectile
trigger1 = RoundState = 2
trigger1 = MoveHit = 1
ProjID = 9999 ;Ki attack
projanim = 9999
projremovetime = 1
ignorehitpause=1
[State 0];Hit Ground
Type=ChangeState
Trigger1=Pos Y>=-20&&Vel Y>0
Value=2207
Ctrl=0
;==========================================================
; STORM SHOT 25
[Statedef 2208]
Type=A
Physics=N
MoveType=A
VelSet=12,5
Anim = 2208
SprPriority=2
hitcountpersist = 1
movehitpersist = 1
[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
fvar(13) = 1
[State 0, Projectile]
type = Projectile
trigger1 = (P2BodyDist X = [-90,90]) && (P2BodyDist Y = [-90,90])
ProjID = 93999999999
projanim = 1
damage = 30,10
projremovetime = 2
offset = -400,0
postype = p1
attr = A,HP ;change this to whatever your projectile is set
ignorehitpause = 1
guardflag = A
guard.dist = 1999
projedgebound = 1600
projstagebound = 1600
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=null;AngleDraw
Trigger1=1
Value=-45
[State 0]
Type=PlaySND
Trigger1=!Time
Value=s2025,1
Channel=-1
VolumeScale=100
[State 1061, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
ignorehitpause = 1
[State 1061, Hitdef]
type = HitDef
trigger1 = 1
attr = A, HP
animtype = light
damage = 30,15
priority = 4,Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,11
sparkno = s7010
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2025,3
guardsound = -1 ;S6,1
ground.type = high
air.type = low
ground.slidetime = 2;20
ground.hittime = 2 ;20
ground.velocity = -1.8,0
guard.velocity = -1.5
air.velocity = -0.8,-3
airguard.velocity = -0.5, -4
envshake.time = 5
envshake.ampl = 4
envshake.freq = 176
fall.envshake.time = 10
fall.envshake.ampl = 4
fall.envshake.freq = 176
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
persistent = 0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 25
id=2201
[State 2300, Super BG Proj]
type = Projectile
trigger1 = RoundState = 2
trigger1 = MoveHit = 1
ProjID = 9999 ;Ki attack
projanim = 9999
projremovetime = 1
ignorehitpause=1
[State 0];Hit Ground
Type=ChangeState
Trigger1=Pos Y>=-20&&Vel Y>0
Value=2207
Ctrl=0
;==========================================================
; STORM SHOT 24
[Statedef 2209]
Type=A
Physics=N
MoveType=A
VelSet=12,7
Anim = 2208
SprPriority=2
hitcountpersist = 1
movehitpersist = 1
[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
fvar(13) = 1
[State 0, Projectile]
type = Projectile
trigger1 = (P2BodyDist X = [-90,90]) && (P2BodyDist Y = [-90,90])
ProjID = 93999999999
projanim = 1
damage = 30,10
projremovetime = 2
offset = -400,0
postype = p1
attr = A,HP ;change this to whatever your projectile is set
ignorehitpause = 1
guardflag = A
guard.dist = 1999
projedgebound = 1600
projstagebound = 1600
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=null;AngleDraw
Trigger1=1
Value=-45
[State 0]
Type=PlaySND
Trigger1=!Time
Value=s2025,1
Channel=-1
VolumeScale=100
[State 1061, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
ignorehitpause = 1
[State 1061, Hitdef]
type = HitDef
trigger1 = 1
attr = A, HP
animtype = light
damage = 30,15
priority = 4,Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,11
sparkno = s7010
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2025,3
guardsound = -1 ;S6,1
ground.type = high
air.type = low
ground.slidetime = 2;20
ground.hittime = 2 ;20
ground.velocity = -1.8,0
guard.velocity = -1.5
air.velocity = -0.8,-3
airguard.velocity = -0.5, -4
envshake.time = 5
envshake.ampl = 4
envshake.freq = 176
fall.envshake.time = 10
fall.envshake.ampl = 4
fall.envshake.freq = 176
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
persistent = 0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 25
id=2201
[State 0];Hit Ground
Type=ChangeState
Trigger1=Pos Y>=-20&&Vel Y>0
Value=2206
Ctrl=0
;==========================================================
; STORM SHOT 23
[Statedef 2210]
Type=A
Physics=N
MoveType=A
VelSet=12,8
Anim = 2208
SprPriority=2
hitcountpersist = 1
movehitpersist = 1
[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
fvar(13) = 1
[State 0, Projectile]
type = Projectile
trigger1 = (P2BodyDist X = [-90,90]) && (P2BodyDist Y = [-90,90])
ProjID = 93999999999
projanim = 1
damage = 30,10
projremovetime = 2
offset = -400,0
postype = p1
attr = A,HP ;change this to whatever your projectile is set
ignorehitpause = 1
guardflag = A
guard.dist = 1999
projedgebound = 1600
projstagebound = 1600
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=null;AngleDraw
Trigger1=1
Value=-45
[State 0]
Type=PlaySND
Trigger1=!Time
Value=s2025,1
Channel=-1
VolumeScale=100
[State 1061, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
ignorehitpause = 1
[State 1061, Hitdef]
type = HitDef
trigger1 = 1
attr = A, HP
animtype = light
damage = 30,15
priority = 4,Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,11
sparkno = s7010
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2025,3
guardsound = -1 ;S6,1
ground.type = high
air.type = low
ground.slidetime = 2;20
ground.hittime = 2 ;20
ground.velocity = -1.8,0
guard.velocity = -1.5
air.velocity = -0.8,-3
airguard.velocity = -0.5, -4
envshake.time = 5
envshake.ampl = 4
envshake.freq = 176
fall.envshake.time = 10
fall.envshake.ampl = 4
fall.envshake.freq = 176
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
persistent = 0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 25
id=2201
[State 2300, Super BG Proj]
type = Projectile
trigger1 = RoundState = 2
trigger1 = MoveHit = 1
ProjID = 9999 ;Ki attack
projanim = 9999
projremovetime = 1
ignorehitpause=1
[State 0];Hit Ground
Type=ChangeState
Trigger1=Pos Y>=-20&&Vel Y>0
Value=2206
Ctrl=0
;==========================================================
;BLAZING STORM GROUND EXPLOSION
[Statedef 2206]
Type=A
Physics=N
VelSet=0,0
Anim = 2207
SprPriority=-1+Random%4
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =
[State 0]
Type=PosSet
Trigger1=1
Y=0
[State 0]
Type=null;AngleDraw
Trigger1=1
Value=1
Scale=1.4,1.4
[State 0]
type = EnvShake
trigger1=!Time
freq = 160
time = 5
ampl = 2
[State 0]
Type=AssertSpecial
Trigger1=1
Flag=NoShadow
[State 0]
Type=DestroySelf
Trigger1=!AnimTime