OK, I was planing to use some code from POTS's Ryu for a private edit.
I was going to use the "spinning hurricane kick" but I was baffled about the amount of code that POTS put into the code.
Can you guys help me interpret the code and tell me which ones are not needed?
;======================<TATSUMAKI SENPUU KYAKU>=============================
[Statedef 1200]
type=A
physics=N
movetype=A
anim=1200
ctrl=0
velset=0,0
poweradd=72*!var(20)
juggle=8
sprpriority=1
facep2=1
[State 1200, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse((command="qcbc"),3,ifelse(command="qcbb",2,1))
[State 1200, strengthvarAI]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<333), 1, ifelse(random<500, 2, 3))
[State 1200, Snd]
type=playsnd
trigger1= anim=1200 && animelem=1
value=4+(var(1)=2)*10,2
channel=0
[State 1200, Snd]
type=playsnd
trigger1= anim=1200 && animelem=1
value=0,40
[State 1200, Dust]
type=helper
trigger1= anim=1200 && animelem=1
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1
[State 1200, Anim]
type=changeanim
trigger1= anim=1200 && !animtime
value=1201
[State 1200, statetype]
type=statetypeset
trigger1= anim=1200 || anim=1205
statetype=A
physics=A
[State 1200, statetype]
type=statetypeset
trigger1= anim=1201
statetype=A
physics=N
[State 1200, Vel]
type=velset
trigger1= anim=1200 && animelem=1
x=3.5
y=-4
[State 1200, Vel]
type=velset
trigger1= anim=1201
x=3.5
y=0
[State 1200, spin]
type=playsnd
trigger1= anim=1201 && !(animelemtime(1)%9)
value=1,6
channel=1
[State 1200, Anim]
type=changeanim
trigger1= var(1)!=2
trigger1= anim=1201 && ifelse(var(10)=3,animelemtime(18)>=0,ifelse(var(10)=2,animelemtime(12)>=0,animelemtime(6)>=0))
value=1205
persistent=0
[State 1200, Anim]
type=changeanim
trigger1= var(1)!=1
trigger1= anim=1201 && ifelse(var(10)=3,!animtime,ifelse(var(10)=2,animelemtime(12)>=0,animelemtime(6)>=0))
value=1205
persistent=0
[State 1200, missed]
type=movehitreset
triggerall= var(1)=1
trigger1= movehit=1 && !numtarget
trigger2= movehit=1 && numtarget
trigger2= target,hitshakeover
[State 1200, Hit]
type=hitdef
trigger1= var(1)=1 && (!movehit || var(20))
trigger1= anim=1201 && (animelem=2 || animelem=8 || animelem=14)
attr=A,SA
damage= ifelse(movehit, 21, 98), 7
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime= ifelse(var(20),7,14), ifelse(var(20),7,14)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-70
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-4,-7.5
air.type=Low
air.velocity=-4,-7.5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.velocity= -10.52
guard.cornerpush.veloff = 0;-12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=16
envshake.freq=120
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=37
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff = 0
[State 1200, hitb]
type=hitdef
trigger1= var(1)=1 && (!movehit || var(20))
trigger1= anim=1201 && (animelem=5 || animelem=11 || animelem=17)
attr=A,SA
damage= ifelse(movehit, 21, 98), 7
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime= ifelse(var(20),7,14), ifelse(var(20),7,14)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-70
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=4,-7.5
air.type=Low
air.velocity=4,-7.5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.velocity= -10.52
guard.cornerpush.veloff = 0;-12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=16
envshake.freq=120
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=37
yaccel=.5
p2facing=-1
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff = 0
[State 1200, Hit]
type=hitdef
trigger1= var(1)!=1 && hitcount<3
trigger1= anim=1201 && (animelem=2 || animelem=8 || animelem=14 || animelem=20)
attr=A,SA
damage=35,7
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime= ifelse(var(20),7,14), ifelse(var(20),7,14)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-70
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-2.5,-8
air.type=Low
air.velocity=-2.5,-6.5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.velocity= -10.52
guard.cornerpush.veloff = 0;-12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=16
envshake.freq=120
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=ifelse(var(10)=1, 37, 41)
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff = 0
[State 1200, hitb]
type=hitdef
trigger1= var(1)!=1 && hitcount<3
trigger1= anim=1201 && (animelem=5 || animelem=11 || animelem=17 || animelem=23)
attr=A,SA
damage=35,7
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime= ifelse(var(20),7,14), ifelse(var(20),7,14)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-70
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=2.5,-8
air.type=Low
air.velocity=2.5,-6.5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.velocity= -10.52
guard.cornerpush.veloff = 0;-12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=16
envshake.freq=120
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=ifelse(var(10)=1, 37, 41)
yaccel=.5
p2facing=-1
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff = 0
[State Idle]
type=statetypeset
trigger1= anim=1205
movetype=I