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Attack coding issue

Started by Lord Mike, May 25, 2010, 08:50:02 PM

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Lord Mike

Good evening Mugen Fighters Guild.
As the title says, i have a problem coding an attack. I think the issue is with the red clsn boxes, tho i'm not sure.
Here is the code i used:
;---------------------------------------------------------------------------
;–k"l,,¶"g
[Statedef 99000]
type = S
movetype = A
physics = S
ctrl = 0
sprpriority = 2

[State 99000, -1]
type = NotHitBy
trigger1 = AnimElem = 8, < 90
value = SCA

[State 99000, 0]
type = ChangeAnim
trigger1 = time = 0
value = 99000

[State 99000, 1]
type = PlaySnd
trigger1 = Anim = 99000
trigger1 = Animelem = 1
value = S0,83
channel = 9

[State 99000, 2]
type = PowerAdd
trigger1 = time = 0
value = -1000

[State 99000, 0]
type = EnvShake
trigger1 = AnimElem = 5
time = 300
ampl = 6

[State 99000, 0]
type = EnvShake
trigger1 = AnimElem = 8
time = 90
ampl = 10

[State 99000, 4]
type = SuperPause
trigger1 = Anim = 99000
trigger1 = Animelem = 5
time = 270
anim = -1
sound = -1
pos = 0,0
movetime = 270
darken = 0

[State a]
Type     = Helper
Trigger1 = !NumHelper(100020)
Trigger1 = AnimElem=3
HelperType = normal
Name     = ""
ID       = 100020
StateNo  = 100020
Pos      = -8, -140
PosType  = p1
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
OnTop    = 1
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];
Type     = Explod
Trigger1 = !NumExplod(10000)
Trigger1 = AnimElem=3
Trigger1 = Facing=1
ID       = 10000
Anim     = 10000

Pos      = 0, 240
PosType  = Left

BindTime   = -1
RemoveTime = -2
SprPriority = -5

Scale    = .5,.5
OnTop    = 0
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];
Type     = Explod
Trigger1 = !NumExplod(10001)
Trigger1 = AnimElem=3
Trigger1 = Facing=-1
ID       = 10001
Anim     = 10001

Pos      = 0, 240
PosType  = Right

BindTime   = -1
RemoveTime = -2
SprPriority = -5

Scale    = .5,.5
OnTop    = 0
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;==========================================================================================================
;"wŒi
;==========================================================================================================
[state a];
Type     = Explod
Trigger1 = !NumExplod(11001)
Trigger1 = Time=0
ID       = 11000
Anim     = 11000+IfElse(Facing>0,1,0)

Pos      = 0, 0
PosType  = left

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = -1
RemoveTime = -1
SprPriority = -6

Scale    = .5,.5
OnTop    = 0
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 99000, 6]
type = Explod
trigger1 = Anim = 99000
trigger1 = Animelem = 5
anim = 99050
ID = 99050
sprpriority = 4
postype = p1
pos = 0,0
ownpal = 1
facing = 1
bindtime = -1
scale = 0.5,0.5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99000, 1]
type = PlaySnd
trigger1 = Anim = 99000
trigger1 = Animelem = 6
value = S0,38
channel = 9

[State 99000, 7]
type = PlaySnd
trigger1 = Anim = 99000
trigger1 = Animelem = 7
value = S90,0
volume = 30
channel = 3

[State 99000, 8]
type = Helper
trigger1 = Anim = 99000
trigger1 = Animelemtime(8) = -1
helpertype = normal
name = "Beam"
ID = 99060
stateno = 99060
pos = 60,-100
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 99000, 9]
type = Helper
triggerall = NumHelper(99060)
trigger1 = Anim = 99000
trigger1 = AnimElem = 8, >= 0 && AnimElem = 8, <= 80
trigger1 = timemod = 10,4
helpertype = normal
name = "Go-Sho-Ha"
ID = 99070
stateno = 99070
pos = 80,-100
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 99000, 9]
type = Helper
triggerall = NumHelper(99060)
trigger1 = Anim = 99000
trigger1 = AnimElem = 8, = 81
helpertype = normal
name = "Go-Sho-Ha"
ID = 99071
stateno = 99071
pos = 80,-100
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

;[State 9000, 10]
;type = BGPalFX
;trigger1 = RoundState = 2
;trigger1 = Animelemtime(4) >= 0
;time = 2
;add = 0,-128,-128
;mul = 256,256,256
;sinadd = 0,0,0,0
;ignorehitpause = 1

[State 99000, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。

Lord Mike

#1
Aside the statedef in the *.cns file i've used an additional helper file:
;---------------------------------------------------------------------------
;ŠÄŽ‹—p
[Statedef 999]
type = A
physics = N
ctrl = 0
anim = 999

[State 999, 0]
type = Null;AssertSpecial
trigger1 = 1
flag = nokoslow

[State 999, 1]
type = BindToRoot
trigger1 = 1
pos = 0,0
time = -1

;---------------------------------------------------------------------------
;ƒtƒFƒCƒ^ƒ‹KO
[State 999, KO]
type = VarSet
triggerall = RoundState >= 3
triggerall = Var(3) = 0
triggerall = WinKo
trigger1 = Root,Var(23) != -1
var(3) = -1

[State 999, KO]
type = VarSet
triggerall = RoundState >= 3
triggerall = Var(3) = 0
triggerall = WinKo
trigger1 = Root,Var(23) = -1
var(3) = 1

[State 999, KO]
type = VarAdd
trigger1 = Var(3) > 0
var(3) = 1

[State 999, KO]
type = Pause
triggerall = Var(3) > 0
trigger1 = Var(3) <= 130
trigger1 = Var(3)%3 = 0
time = 2
movetime = 2

[State 999, KO]
type = Pause
trigger1 = Var(3) > 130
trigger1 = Var(3) <= 250
trigger1 = Var(3)%4 = 0
time = 3
movetime = 3

[State 999, KO]
type = BGPalFX
trigger1 = Var(3) > 0
trigger1 = Var(3) <= 250
time = 2
add = 256,0,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 999, ex]
type = PlaySnd
trigger1 = Var(3) = 2
value = S6,3
channel = 4
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, ex]
type = PlaySnd
trigger1 = Var(3) = 2
value = S6,2
channel = 5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, ex]
type = PlaySnd
trigger1 = Var(3) = 100
value = S100,3
channel = 6
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, ex]
type = AssertSpecial
trigger1 = Var(3) > 0
trigger1 = Var(3) <= 250
flag = noFG

;---------------------------------------------------------------------------
;–k"l,,¶"g('nãEƒr[ƒ€)
[Statedef 21100]
type = A
physics = N
ctrl = 0
anim = 999

[State 21100, 0]
type = Explod
trigger1 = !NumExplod(21100)
anim = 21100
ID = 21100
sprpriority = 7
postype = p1
pos = 0,0
ownpal = 1
removetime = -1
scale = 1,1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 0]
type = Explod
trigger1 = !NumExplod(21110)
anim = 21110
ID = 21110
sprpriority = 6
postype = p1
pos = 40,0
ownpal = 1
removetime = 10
scale = 1,1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 0]
type = Explod
trigger1 = !NumExplod(21150)
anim = 21150
ID = 21150
sprpriority = 2
postype = p1
pos = 0,0
ownpal = 1
removetime = -1
scale = Fvar(0),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 0]
type = Explod
trigger1 = !NumExplod(21151)
trigger1 = Fvar(0) = 0.5
anim = 21150
ID = 21151
sprpriority = 2
postype = p1
pos = 64,0
ownpal = 1
removetime = -1
scale = Fvar(1),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 0]
type = Explod
trigger1 = !NumExplod(21152)
trigger1 = Fvar(1) = 0.5
anim = 21150
ID = 21152
sprpriority = 2
postype = p1
pos = 128,0
ownpal = 1
removetime = -1
scale = Fvar(2),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 0]
type = Explod
trigger1 = !NumExplod(21153)
trigger1 = Fvar(2) = 0.5
anim = 21150
ID = 21153
sprpriority = 2
postype = p1
pos = 192,0
ownpal = 1
removetime = -1
scale = Fvar(3),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 0]
type = Explod
trigger1 = !NumExplod(21154)
trigger1 = Fvar(3) = 0.5
anim = 21150
ID = 21154
sprpriority = 2
postype = p1
pos = 256,0
ownpal = 1
removetime = -1
scale = Fvar(4),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 1]
type = ModifyExplod
trigger1 = NumExplod(21100)
ID = 21100
scale = 1,(Fvar(10)*2)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 1100, 1]
type = ModifyExplod
trigger1 = NumExplod(21110)
ID = 21110
scale = Fvar(11),Fvar(11)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 1]
type = ModifyExplod
trigger1 = NumExplod(21150)
ID = 21150
scale = Fvar(0),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 1]
type = ModifyExplod
trigger1 = NumExplod(21151)
ID = 21151
scale = Fvar(1),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 1]
type = ModifyExplod
trigger1 = NumExplod(21152)
ID = 21152
scale = Fvar(2),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 1]
type = ModifyExplod
trigger1 = NumExplod(21153)
ID = 21153
scale = Fvar(3),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 1]
type = ModifyExplod
trigger1 = NumExplod(21154)
ID = 21154
scale = Fvar(4),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21100, 2]
type = RemoveExplod
triggerall = NumExplod(21100)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21100

[State 21100, 2]
type = RemoveExplod
triggerall = NumExplod(21150)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21150

[State 21100, 2]
type = RemoveExplod
triggerall = NumExplod(21151)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21151

[State 21100, 2]
type = RemoveExplod
triggerall = NumExplod(21152)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21152

[State 21100, 2]
type = RemoveExplod
triggerall = NumExplod(21153)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21153

[State 21100, 2]
type = RemoveExplod
triggerall = NumExplod(21154)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21154

[State 21100, 3]
type = VarAdd
trigger1 = Fvar(0) < 0.5
fvar(0) = 0.125

[State 21100, 3]
type = VarAdd
trigger1 = Fvar(0) >= 0.375
trigger1 = Fvar(1) < 0.5
fvar(1) = 0.125

[State 21100, 3]
type = VarAdd
trigger1 = Fvar(1) >= 0.375
trigger1 = Fvar(2) < 0.5
fvar(2) = 0.125

[State 21100, 3]
type = VarAdd
trigger1 = Fvar(2) >= 0.375
trigger1 = Fvar(3) < 0.5
fvar(3) = 0.125

[State 21100, 3]
type = VarAdd
trigger1 = Fvar(3) >= 0.375
trigger1 = Fvar(4) < 0.5
fvar(4) = 0.125

[State 21100, 4]
type = VarSet
trigger1 = time = 0
fvar(10) = 0.5

[State 21100, 5]
type = VarAdd
trigger1 = time > 15
fvar(10) = -0.05
persistent = 5

[State 21100, 5]
type = VarSet
trigger1 = timemod = 10,0
fvar(11) = 0.5

[State 21100, 5]
type = VarAdd
trigger1 = Fvar(11) > 0
fvar(11) = 0.1

[State 21100, 6]
type = DestroySelf
trigger1 = time > 0
trigger1 = Fvar(10) < 0.25
trigger1 = !NumExplod(21100)
trigger1 = !NumExplod(21150)
trigger1 = !NumExplod(21151)
trigger1 = !NumExplod(21152)
trigger1 = !NumExplod(21153)
trigger1 = !NumExplod(21154)
trigger2 = Parent,Movetype = H

;---------------------------------------------------------------------------
;–k"l,,¶"g('nãE"g"®)
[Statedef 21110]
type = A
movetype = A
physics = N
ctrl = 0
anim = 21100
sprpriority = 5

[State 21110, -1]
type = HitOverRide
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
stateno = 5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21110, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 21110, 0]
type = Explod
trigger1 = timemod = 4,0
anim = 21110
ID = 21110
sprpriority = 6
postype = p1
pos = 20,0
ownpal = 1
removetime = 8
ignorehitpause = 1

[State 21110, 0]
type = Explod
trigger1 = timemod = 4,1
anim = 21110
ID = 21111
sprpriority = 6
postype = p1
pos = 30,0
ownpal = 1
removetime = 8
ignorehitpause = 1

[State 21110, 0]
type = Explod
trigger1 = timemod = 4,2
anim = 21110
ID = 21112
sprpriority = 6
postype = p1
pos = 40,0
ownpal = 1
removetime = 8
ignorehitpause = 1

[State 21110, 1]
type = ModifyExplod
trigger1 = NumExplod(21110)
ID = 21110
scale = Fvar(10),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21110, 1]
type = ModifyExplod
trigger1 = NumExplod(21111)
ID = 21111
scale = Fvar(11),Fvar(11)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21110, 1]
type = ModifyExplod
trigger1 = NumExplod(21112)
ID = 21112
scale = Fvar(12),Fvar(12)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21110, 2]
type = VarSet
trigger1 = timemod = 12,0
fvar(10) = 0.5

[State 21110, 2]
type = VarAdd
trigger1 = Fvar(10) > 0
fvar(10) = 0.1

[State 21110, 2]
type = VarSet
trigger1 = timemod = 12,1
fvar(11) = 0.5

[State 21110, 2]
type = VarAdd
trigger1 = Fvar(11) > 0
fvar(11) = 0.1

[State 21110, 2]
type = VarSet
trigger1 = timemod = 12,2
fvar(12) = 0.5

[State 21110, 2]
type = VarAdd
trigger1 = Fvar(12) > 0
fvar(12) = 0.1

[State 21110, 3]
type = VelSet
trigger1 = 1
x = 30

[State 21110, 4]
Type     = HitDef
Trigger1  = 1

;UŒ,Ý'è
Attr      = S, SP
HitFlag   = MAF
GuardFlag = MA
Damage    = Floor(Ifelse((Parent,FVar(0)*105 >= 5),(Parent,FVar(0)*105),5))
GetPower  = Floor(Ifelse((Parent,FVar(0)*250 >= 40),(Parent,FVar(0)*250),40))
PauseTime = 0,16
Priority  =  4, Hit

;Œø‰Ê‰¹
hitsound   = s100,22
guardsound = s100,7

;ƒXƒp[ƒNÝ'è
sparkno       = -1;s7050
sparkxy       = -32, -81
guard.sparkno = -1

;
animtype    = Hard ; light,medium,hard,back,up,diagup
ground.type = High ; High,Low,Trip,non

;
ground.hittime   = 21
;down.hittime     = 10
ground.slidetime = 16
ground.velocity  = 0, 0
air.velocity     = 0,-10.4
down.velocity    = -7.2, -6.2
guard.velocity   = Ifelse(Parent,Var(11),0, -8.4)
fall             = 0
air.fall         = 1
fall.recovertime = 68
yaccel = 0.5*(0.7+Parent,Var(32)*0.3); = Ifelse(0.68/Parent,FVar(1)>=2,2,(0.68/Parent,FVar(1)))

ground.cornerpush.veloff = 0;-Abs(Ifelse(8.4/Parent,FVar(1) <= 50,8.4/Parent,FVar(1), 50))
;air.cornerpush.veloff    =
;down.cornerpush.veloff   =
;guard.cornerpush.veloff    =
;airguard.cornerpush.veloff =

;p1stateno        =
;p2stateno        =

ID              = 21110;99000
nochainID       = 9999
Persistent=0

[State 21110, 4]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = Parent,Var(8) = 0
var(6) = Parent,Var(6)+(100-(ifelse(Parent,Var(4)*10<10,Parent,Var(4)*10,10)))
ignorehitpause = 1

[State 21110, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(11)/100%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1

[State 21110, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(11)/100%10=0
var(11) = Parent,Var(11)+100
ignorehitpause = 1

[State 21110, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
var(12) = Parent,Var(12)+1
ignorehitpause = 1

[State 21110, 4]
type = ParentVarSet
trigger1 = MoveHit
var(4) = Parent,Var(4)+1
ignorehitpause = 1

[State 21110, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(15) = 0
var(15) = 1
ignorehitpause = 1

[State 21110, 4]
type = ParentVarSet
trigger1 = MoveHit
var(19) = 0
ignorehitpause = 1

[State 21110, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(5) = 0
ignorehitpause = 1

[State 21110, 5]
type = Varset
trigger1 = MoveHit
var(5) = 1
ignorehitpause = 1

[State 21110, 5]
type = Varset
trigger1 = MoveGuarded
var(5) = 2
ignorehitpause = 1

[State 21110, 5]
type = Varset
trigger1 = MoveReversed
var(5) = 3
ignorehitpause = 1

[State 21110, 6]
type = PlaySnd
trigger1 = MoveHit
value = S2,3
channel = 6
ignorehitpause = 1

[State 21110, 6]
type = PlaySnd
trigger1 = MoveGuarded
value = S3,1
channel = 7
ignorehitpause = 1

[State 21110, 6]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Var(18) = 1
value = S5,1
channel = 5
ignorehitpause = 1

[state a];
Type     = Helper
Trigger1 = (MoveHit=1)
HelperType = normal
Name     = "HitSpark-Large"
ID       = 100100
StateNo  = 100100
Pos      = 0, 0
PosType  = p1
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
Persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];Guard Spark (Large)
Type     = Explod
Trigger1 = MoveGuarded
ID       = 7200
Anim     = 7200

Pos      = 0, 0
PosType  = p1

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = 1
RemoveTime = -2
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 21110, 8]
type = TargetState
triggerall = MoveHit
triggerall = Parent,Var(15) = 1 || Var(18) = 1
trigger1 = NumTarget
value = 344
ignorehitpause = 1

[State 21110, 9]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21110, 10]
type = DestroySelf
trigger1 = time > 60
trigger2 = !NumHelper(21100)
trigger3 = Parent,Movetype = H

[State -2]
type = VarSet
trigger1 = P2Movetype = A
var(18) = 1

[State -2]
type = VarSet
trigger1 = P2Movetype != A
var(18) = 0

;---------------------------------------------------------------------------
;–k"l,,¶"g(‹ó'†E"g"®)
[Statedef 21150]
type = A
movetype = A
physics = N
ctrl = 0
anim = 21101
sprpriority = 5

[State 21150, -1]
type = HitOverRide
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
stateno = 5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21150, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 21150, -1]
type = VarSet
trigger1 = Parent,Var(13) = 1
var(13) = 1
ignorehitpause = 1

[State 21150, -1]
type = ParentVarSet
trigger1 = Var(13) = 1
var(13) = 0
ignorehitpause = 1

[State 21150, 0]
type = Helper
trigger1 = timemod = 8,0
helpertype = normal
name = "effect"
ID = 21152
stateno = 21152
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1;0.5
size.yscale = 1;0.5
ignorehitpause = 1

[State 21150, 1]
type = VelSet
trigger1 = 1
x = 3.8
y = 3.8

[State 21150, 2]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 21150, 2]
type = AngleSet
trigger1 = 1
value = 315
ignorehitpause = 1

[State 21150, 3]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 21150, 4]
Type     = HitDef
Trigger1  = 1

;UŒ,Ý'è
Attr      = S, SP
HitFlag   = MAFD
GuardFlag = MA
Damage    = Floor(Ifelse((Parent,FVar(0)*105 >= 5),(Parent,FVar(0)*105),5))
GetPower  = Floor(Ifelse((Parent,FVar(0)*250 >= 40),(Parent,FVar(0)*250),40))
PauseTime = 0,16
Priority  =  4, Hit

;Œø‰Ê‰¹
hitsound   = s100,22
guardsound = s100,7

;ƒXƒp[ƒNÝ'è
sparkno       = -1;s7050
sparkxy       = -32, -81
guard.sparkno = -1

;
animtype    = Hard ; light,medium,hard,back,up,diagup
ground.type = High ; High,Low,Trip,non

;
ground.hittime   = 21
;down.hittime     = 10
ground.slidetime = 16
ground.velocity  = 0, 0
air.velocity     = 0,-10.4
down.velocity    = -7.2, -6.2
guard.velocity   = Ifelse(Parent,Var(11),0, -8.4)
fall             = 0
air.fall         = 1
fall.recovertime = 68
yaccel = 0.5*(0.7+Parent,Var(32)*0.3); = Ifelse(0.68/Parent,FVar(1)>=2,2,(0.68/Parent,FVar(1)))

ground.cornerpush.veloff = 0;-Abs(Ifelse(8.4/Parent,FVar(1) <= 50,8.4/Parent,FVar(1), 50))
;air.cornerpush.veloff    =
;down.cornerpush.veloff   =
;guard.cornerpush.veloff    =
;airguard.cornerpush.veloff =

;p1stateno        =
;p2stateno        =

;ID              = 21150;99000
nochainID       = 9999
Persistent=0

[State 21150, 4]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = Parent,Var(8) = 0
var(6) = Parent,Var(6)+(150-(ifelse(Parent,Var(4)*10<15,Parent,Var(4)*10,15)))
ignorehitpause = 1

[State 21150, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(11)/1000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1

[State 21150, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(13) = 1
trigger1 = Parent,Var(11)/1000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1

[State 21150, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1 || Var(13) = 1
trigger1 = Parent,Var(11)/1000%10=0
var(11) = Parent,Var(11)+1000
ignorehitpause = 1

[State 21150, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
var(12) = Parent,Var(12)+1
ignorehitpause = 1

[State 21150, 4]
type = ParentVarSet
trigger1 = MoveHit
var(4) = Parent,Var(4)+1
ignorehitpause = 1

[State 21150, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(5) = 0
ignorehitpause = 1

[State 21150, 5]
type = Varset
trigger1 = MoveHit
var(5) = 1
ignorehitpause = 1

[State 21150, 5]
type = Varset
trigger1 = MoveGuarded
var(5) = 2
ignorehitpause = 1

[State 21150, 5]
type = Varset
trigger1 = MoveReversed
var(5) = 3
ignorehitpause = 1

[State 21150, 6]
type = PlaySnd
trigger1 = MoveHit
value = S2,1
channel = 6
ignorehitpause = 1

[State 21150, 6]
type = PlaySnd
trigger1 = MoveGuarded
value = S3,1
channel = 7
ignorehitpause = 1

[State 21150, 6]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Var(18) = 1
value = S5,1
channel = 5
ignorehitpause = 1

[state a];
Type     = Helper
Trigger1 = (MoveHit=1)
HelperType = normal
Name     = "HitSpark-Large"
ID       = 100100
StateNo  = 100100
Pos      = 0, 0
PosType  = p1
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
Persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];Guard Spark (Large)
Type     = Explod
Trigger1 = MoveGuarded
ID       = 7200
Anim     = 7200

Pos      = 0, 0
PosType  = p1

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = 1
RemoveTime = -2
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 21150, 8]
type = TargetState
triggerall = MoveHit
triggerall = Parent,Var(15) = 1
trigger1 = NumTarget
value = 344
ignorehitpause = 1

[State 21150, 9]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21150, 10]
type = DestroySelf
trigger1 = Pos Y >= 10
trigger2 = Var(5) > 0
ignorehitpause = 0

[State -2]
type = ParentVarSet
trigger1 = Parent,Var(13) = 1
trigger1 = Parent,Var(11)/1000%10=1
var(13) = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = P2Movetype = A
var(18) = 1

[State -2]
type = VarSet
trigger1 = P2Movetype != A
var(18) = 0

;---------------------------------------------------------------------------
;–k"l,,¶"g(‹ó'†E‹­‰»"g"®)
[Statedef 21151]
type = A
movetype = A
physics = N
ctrl = 0
anim = 21102
sprpriority = 5

[State 21151, -1]
type = HitOverRide
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
stateno = 5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21151, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 21151, -1]
type = VarSet
trigger1 = Parent,Var(13) = 1
var(13) = 1
ignorehitpause = 1

[State 21151, -1]
type = ParentVarSet
trigger1 = Var(13) = 1
var(13) = 0
ignorehitpause = 1

[State 21151, 0]
type = Helper
trigger1 = timemod = 8,0
helpertype = normal
name = "effect"
ID = 21152
stateno = 21152
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 21151, 1]
type = VelSet
trigger1 = 1
x = 3.8
y = 3.8

[State 21151, 2]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 21151, 2]
type = AngleSet
trigger1 = 1
value = 315
ignorehitpause = 1

[State 21151, 3]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 21151, 4]
Type     = HitDef
Trigger1  = 1

;UŒ,Ý'è
Attr      = S, SP
HitFlag   = MAFD
GuardFlag = M
Damage    = Floor(Ifelse((Parent,FVar(0)*105 >= 5),(Parent,FVar(0)*105),5))
GetPower  = Floor(Ifelse((Parent,FVar(0)*250 >= 40),(Parent,FVar(0)*250),40))
PauseTime = 0,16
Priority  =  4, Hit

;Œø‰Ê‰¹
hitsound   = s100,22
guardsound = s100,7

;ƒXƒp[ƒNÝ'è
sparkno       = -1;s7050
sparkxy       = -32, -81
guard.sparkno = -1

;
animtype    = Hard ; light,medium,hard,back,up,diagup
ground.type = High ; High,Low,Trip,non

;
ground.hittime   = 21
;down.hittime     = 10
ground.slidetime = 16
ground.velocity  = 0, 0
air.velocity     = 0,-10.4
down.velocity    = -7.2, -6.2
guard.velocity   = Ifelse(Parent,Var(11),0, -8.4)
fall             = 0
air.fall         = 1
fall.recovertime = 68
yaccel = 0.5*(0.7+Parent,Var(32)*0.3); = Ifelse(0.68/Parent,FVar(1)>=2,2,(0.68/Parent,FVar(1)))

ground.cornerpush.veloff = 0;-Abs(Ifelse(8.4/Parent,FVar(1) <= 50,8.4/Parent,FVar(1), 50))
;air.cornerpush.veloff    =
;down.cornerpush.veloff   =
;guard.cornerpush.veloff    =
;airguard.cornerpush.veloff =

;p1stateno        =
;p2stateno        =

;ID              = 99000
nochainID       = 9999
Persistent=0

[State 21151, 4]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = Parent,Var(8) = 0
var(6) = Parent,Var(6)+(150-(ifelse(Parent,Var(4)*10<15,Parent,Var(4)*10,15)))
ignorehitpause = 1

[State 21151, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(11)/1000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1

[State 21151, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(13) = 1
trigger1 = Parent,Var(11)/1000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1

[State 21151, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1 || Var(13) = 1
trigger1 = Parent,Var(11)/1000%10=0
var(11) = Parent,Var(11)+1000
ignorehitpause = 1

[State 21151, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
var(12) = Parent,Var(12)+1
ignorehitpause = 1

[State 21151, 4]
type = ParentVarSet
trigger1 = MoveHit
var(4) = Parent,Var(4)+1
ignorehitpause = 1

[State 21151, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(5) = 0
ignorehitpause = 1

[State 21151, 5]
type = Varset
trigger1 = MoveHit
var(5) = 1
ignorehitpause = 1

[State 21151, 5]
type = Varset
trigger1 = MoveGuarded
var(5) = 2
ignorehitpause = 1

[State 21151, 5]
type = Varset
trigger1 = MoveReversed
var(5) = 3
ignorehitpause = 1

[State 21151, 6]
type = PlaySnd
trigger1 = MoveHit
value = S2,3
channel = 6
ignorehitpause = 1

[State 21151, 6]
type = PlaySnd
trigger1 = MoveGuarded
value = S3,1
channel = 7
ignorehitpause = 1

[State 21151, 6]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Var(18) = 1
value = S5,1
channel = 5
ignorehitpause = 1

[state a];
Type     = Helper
Trigger1 = (MoveHit=1)
HelperType = normal
Name     = "HitSpark-Large"
ID       = 100100
StateNo  = 100100
Pos      = 0, 0
PosType  = p1
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
Persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];Guard Spark (Large)
Type     = Explod
Trigger1 = MoveGuarded
ID       = 7200
Anim     = 7200

Pos      = 0, 0
PosType  = p1

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = 1
RemoveTime = -2
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 21151, 8]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
trigger1 = Parent,Var(15) = 1
trigger2 = Var(18) = 1
value = 344
ignorehitpause = 1

[State 21151, 8]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
var(15) = 1
ignorehitpause = 1

[State 21151, 9]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21151, 10]
type = DestroySelf
trigger1 = Pos Y >= 10
trigger2 = Var(5) > 0
ignorehitpause = 0

[State -2]
type = ParentVarSet
trigger1 = Parent,Var(13) = 1
trigger1 = Parent,Var(11)/1000%10=1
var(13) = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = P2Movetype = A
var(18) = 1

[State -2]
type = VarSet
trigger1 = P2Movetype != A
var(18) = 0

;---------------------------------------------------------------------------
;–k"l,,¶"g(‹ó'†EƒGƒtƒFƒNƒg)
[Statedef 21152]
type = A
movetype = A
physics = N
ctrl = 0
anim = 21111
sprpriority = 5

[State 21152, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 21152, 0]
type = AngleDraw
trigger1 = 1
scale = Fvar(11),Fvar(11)
ignorehitpause = 1

[State 21152, 1]
type = AngleSet
trigger1 = 1
value = 315
ignorehitpause = 1

[State 21152, 2]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 21152, 3]
type = VarSet
trigger1 = time = 0
fvar(11) = 1

[State 21152, 4]
type = VarAdd
trigger1 = time > 0
fvar(11) = 0.08

[State 21152, 5]
type = DestroySelf
trigger1 = Fvar(11) >= 1.8
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。

Lord Mike

#2
The fallowing code is connected to post #2:
;---------------------------------------------------------------------------
;–k"l,,¶"g('nãE'´ƒr[ƒ€)
[Statedef 99060]
type = A
physics = N
ctrl = 0
anim = 999

[State 99060, 0]
type = Explod
trigger1 = !NumExplod(21100)
anim = 21100
ID = 21100
sprpriority = 7
postype = p1
pos = -30,0
ownpal = 1
removetime = -1
scale = 2,2
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 0]
type = Explod
trigger1 = timemod = 10,0
anim = 21110
ID = 21110
sprpriority = 6
postype = p1
pos = 20,0
ownpal = 1
removetime = 10
scale = 2,2
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 0]
type = Explod
trigger1 = time < 30
trigger1 = timemod = 4,0
anim = 21140
ID = 21140
sprpriority = 7
postype = p1
pos = (time*15),-60
ownpal = 1
removetime = 70
scale = 1,1
ignorehitpause = 1

[State 99060, 0]
type = Explod
trigger1 = time < 30
trigger1 = timemod = 4,0
anim = 21140
ID = 21140
sprpriority = 7
postype = p1
pos = (time*15),60
ownpal = 1
removetime = 70
scale = 1,1
ignorehitpause = 1

[State 99060, 0]
type = Explod
trigger1 = !NumExplod(21150)
anim = 21150
ID = 21150
sprpriority = 2
postype = p1
pos = 0,0
ownpal = 1
removetime = -1
scale = Fvar(0),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 0]
type = Explod
trigger1 = !NumExplod(21151)
trigger1 = Fvar(0) = 0.5
anim = 21150
ID = 21151
sprpriority = 2
postype = p1
pos = 64,0
ownpal = 1
removetime = -1
scale = Fvar(1),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 0]
type = Explod
trigger1 = !NumExplod(21152)
trigger1 = Fvar(1) = 0.5
anim = 21150
ID = 21152
sprpriority = 2
postype = p1
pos = 128,0
ownpal = 1
removetime = -1
scale = Fvar(2),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 0]
type = Explod
trigger1 = !NumExplod(21153)
trigger1 = Fvar(2) = 0.5
anim = 21150
ID = 21153
sprpriority = 2
postype = p1
pos = 192,0
ownpal = 1
removetime = -1
scale = Fvar(3),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 0]
type = Explod
trigger1 = !NumExplod(21154)
trigger1 = Fvar(3) = 0.5
anim = 21150
ID = 21154
sprpriority = 2
postype = p1
pos = 256,0
ownpal = 1
removetime = -1
scale = Fvar(4),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 1]
type = ModifyExplod
trigger1 = NumExplod(21100)
ID = 21100
scale = 2,(Fvar(10)*1.5)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 1]
type = ModifyExplod
trigger1 = NumExplod(21110)
ID = 21110
scale = Fvar(11),Fvar(11)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 1]
type = ModifyExplod
trigger1 = NumExplod(21150)
ID = 21150
scale = Fvar(0),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 1]
type = ModifyExplod
trigger1 = NumExplod(21151)
ID = 21151
scale = Fvar(1),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 1]
type = ModifyExplod
trigger1 = NumExplod(21152)
ID = 21152
scale = Fvar(2),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 1]
type = ModifyExplod
trigger1 = NumExplod(21153)
ID = 21153
scale = Fvar(3),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 1]
type = ModifyExplod
trigger1 = NumExplod(21154)
ID = 21154
scale = Fvar(4),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99060, 2]
type = RemoveExplod
triggerall = NumExplod(21100)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21100

[State 99060, 2]
type = RemoveExplod
triggerall = NumExplod(21150)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21150

[State 99060, 2]
type = RemoveExplod
triggerall = NumExplod(21151)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21151

[State 99060, 2]
type = RemoveExplod
triggerall = NumExplod(21152)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21152

[State 99060, 2]
type = RemoveExplod
triggerall = NumExplod(21153)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21153

[State 99060, 2]
type = RemoveExplod
triggerall = NumExplod(21154)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 21154

[State 99060, 3]
type = VarAdd
trigger1 = Fvar(0) < 0.5
fvar(0) = 0.125

[State 99060, 3]
type = VarAdd
trigger1 = Fvar(0) >= 0.375
trigger1 = Fvar(1) < 0.5
fvar(1) = 0.125

[State 99060, 3]
type = VarAdd
trigger1 = Fvar(1) >= 0.375
trigger1 = Fvar(2) < 0.5
fvar(2) = 0.125

[State 99060, 3]
type = VarAdd
trigger1 = Fvar(2) >= 0.375
trigger1 = Fvar(3) < 0.5
fvar(3) = 0.125

[State 99060, 3]
type = VarAdd
trigger1 = Fvar(3) >= 0.375
trigger1 = Fvar(4) < 0.5
fvar(4) = 0.125

[State 99060, 4]
type = VarSet
trigger1 = time = 0
fvar(10) = 1

[State 99060, 5]
type = VarAdd
trigger1 = time > 65
fvar(10) = -0.1
persistent = 3

[State 99060, 5]
type = VarSet
trigger1 = timemod = 10,0
fvar(11) = 1

[State 99060, 5]
type = VarAdd
trigger1 = Fvar(11) > 0
fvar(11) = 0.2

[State 99060, 6]
type = DestroySelf
trigger1 = time > 0
trigger1 = Fvar(10) < 0.25
trigger1 = !NumExplod(21100)
trigger1 = !NumExplod(21150)
trigger1 = !NumExplod(21151)
trigger1 = !NumExplod(21152)
trigger1 = !NumExplod(21153)
trigger1 = !NumExplod(21154)
trigger2 = Parent,Movetype = H

;---------------------------------------------------------------------------
;–k"l,,¶"g('nãE'´"g"®)
[Statedef 99070]
type = A
movetype = A
physics = N
ctrl = 0
anim = 99070
sprpriority = 5

[State 99070, -1]
type = HitOverRide
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
stateno = 5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99070, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 99070, 0]
type = Explod
trigger1 = timemod = 4,0
anim = 21110
ID = 21110
sprpriority = 6
postype = p1
pos = 20,0
ownpal = 1
removetime = 8
ignorehitpause = 1

[State 99070, 0]
type = Explod
trigger1 = timemod = 4,1
anim = 21110
ID = 21111
sprpriority = 6
postype = p1
pos = 30,0
ownpal = 1
removetime = 8
ignorehitpause = 1

[State 99070, 0]
type = Explod
trigger1 = timemod = 4,2
anim = 21110
ID = 21112
sprpriority = 6
postype = p1
pos = 40,0
ownpal = 1
removetime = 8
ignorehitpause = 1

[State 99070, 1]
type = ModifyExplod
trigger1 = NumExplod(21110)
ID = 21110
scale = Fvar(10),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99070, 1]
type = ModifyExplod
trigger1 = NumExplod(21111)
ID = 21111
scale = Fvar(11),Fvar(11)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99070, 1]
type = ModifyExplod
trigger1 = NumExplod(1112)
ID = 1112
scale = Fvar(12),Fvar(12)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99070, 2]
type = VarSet
trigger1 = timemod = 12,0
fvar(10) = 1

[State 99070, 2]
type = VarAdd
trigger1 = Fvar(10) > 0
fvar(10) = 0.1

[State 99070, 2]
type = VarSet
trigger1 = timemod = 12,1
fvar(11) = 1

[State 99070, 2]
type = VarAdd
trigger1 = Fvar(11) > 0
fvar(11) = 0.1

[State 99070, 2]
type = VarSet
trigger1 = timemod = 12,2
fvar(12) = 1

[State 99070, 2]
type = VarAdd
trigger1 = Fvar(12) > 0
fvar(12) = 0.1

[State 99070, 3]
type = VelSet
trigger1 = 1
x = 30

[State 99070, 4]
Type     = HitDef
Trigger1  = 1

;UŒ,Ý'è
Attr      = S, SP
HitFlag   = MAFD
GuardFlag = M
Damage    = Floor(Ifelse((Parent,FVar(0)*105 >= 5),(Parent,FVar(0)*105),5))
GetPower  = Floor(Ifelse((Parent,FVar(0)*250 >= 40),(Parent,FVar(0)*250),40))
PauseTime = 0,16
Priority  =  7, Hit

;Œø‰Ê‰¹
hitsound   = s100,22
guardsound = s100,7

;ƒXƒp[ƒNÝ'è
sparkno       = -1;s7050
sparkxy       = -32, -81
guard.sparkno = -1

;
animtype    = Hard ; light,medium,hard,back,up,diagup
ground.type = High ; High,Low,Trip,non

;
ground.hittime   = 21
;down.hittime     = 10
ground.slidetime = 16
ground.velocity  = 0, 0
air.velocity     = 0,-10.4
down.velocity    = -7.2, -6.2
guard.velocity   = Ifelse(Parent,Var(11),0, -8.4)
fall             = 0
air.fall         = 1
fall.recovertime = 68
yaccel = 0.5*(0.7+Parent,Var(32)*0.3); = Ifelse(0.68/Parent,FVar(1)>=2,2,(0.68/Parent,FVar(1)))

ground.cornerpush.veloff = 0;-Abs(Ifelse(8.4/Parent,FVar(1) <= 50,8.4/Parent,FVar(1), 50))
;air.cornerpush.veloff    =
;down.cornerpush.veloff   =
;guard.cornerpush.veloff    =
;airguard.cornerpush.veloff =

;p1stateno        =
;p2stateno        =

ID              = 99070
nochainID       = 9999
Persistent=0

[State 99070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Parent,Var(25)/10000000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1

[State 99070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(25)/10000000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1

[State 99070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Parent,Var(25)/10000000%10=0
var(25) = Parent,Var(25)+10000000
ignorehitpause = 1

[State 99070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(25)/10000000%10=0
var(25) = Parent,Var(25)+10000000
ignorehitpause = 1

[State 99070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
var(12) = Parent,Var(12)+1
ignorehitpause = 1

[State 99070, 4]
type = ParentVarSet
trigger1 = MoveHit
var(4) = Parent,Var(4)+1
ignorehitpause = 1

[State 99070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(15) = 0
var(15) = 1
ignorehitpause = 1

[State 99070, 4]
type = ParentVarSet
trigger1 = MoveHit
var(19) = 0
ignorehitpause = 1

[State 99070, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(5) = 0
ignorehitpause = 1

[State 99070, 5]
type = Varset
trigger1 = MoveHit
var(5) = 1
ignorehitpause = 1

[State 99070, 5]
type = Varset
trigger1 = MoveGuarded
var(5) = 2
ignorehitpause = 1

[State 99070, 5]
type = Varset
trigger1 = MoveReversed
var(5) = 3
ignorehitpause = 1

[State 99070, 6]
type = ParentVarSet
trigger1 = MoveHit
var(26) = 1
ignorehitpause = 1

[State 99070, 6]
type = ParentVarSet
trigger1 = MoveGuarded
var(26) = 2
ignorehitpause = 1

[state a];
Type     = Helper
Trigger1 = (MoveHit=1)
HelperType = normal
Name     = "HitSpark-Large"
ID       = 100100
StateNo  = 100100
Pos      = 0, 0
PosType  = p1
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
Persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];Guard Spark (Large)
Type     = Explod
Trigger1 = MoveGuarded
ID       = 7200
Anim     = 7200

Pos      = 0, 0
PosType  = p1

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = 1
RemoveTime = -2
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 99070, 8]
type = TargetState
triggerall = MoveHit
triggerall = Parent,Var(15) = 1 || Var(18) = 1
trigger1 = NumTarget
value = 344
ignorehitpause = 1

[State 99070, 9]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 99070, 10]
type = DestroySelf
trigger1 = time > 30
trigger2 = !NumHelper(9060)
trigger3 = Parent,Movetype = H

[State -2]
type = VarSet
trigger1 = P2Movetype = A
var(18) = 1

[State -2]
type = VarSet
trigger1 = P2Movetype != A
var(18) = 0

;---------------------------------------------------------------------------
;–k"l,,¶"g(ƒK[ƒh•ö,µ)
[Statedef 99071]
type = A
movetype = A
physics = N
ctrl = 0
anim = 99071
sprpriority = 5

[State 9070, -1]
type = HitOverRide
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
stateno = 5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 99070, 3]
type = VelSet
trigger1 = 1
x = 30

[State 99070, 4]
Type     = HitDef
Trigger1  = 1

;UŒ,Ý'è
Attr      = S, SP
HitFlag   = MAFD
GuardFlag = M
Damage    = Floor(Ifelse((Parent,FVar(0)*105 >= 5),(Parent,FVar(0)*105),5))
GetPower  = Floor(Ifelse((Parent,FVar(0)*250 >= 40),(Parent,FVar(0)*250),40))
PauseTime = 0,16
Priority  =  7, Hit

;Œø‰Ê‰¹
hitsound   = s100,22
guardsound = s100,7

;ƒXƒp[ƒNÝ'è
sparkno       = -1;s7050
sparkxy       = -32, -81
guard.sparkno = -1

;
animtype    = Hard ; light,medium,hard,back,up,diagup
ground.type = High ; High,Low,Trip,non

;
ground.hittime   = 21
;down.hittime     = 10
ground.slidetime = 16
ground.velocity  = 0, 0
air.velocity     = 0,-10.4
down.velocity    = -7.2, -6.2
guard.velocity   = Ifelse(Parent,Var(11),0, -8.4)
fall             = 0
air.fall         = 1
fall.recovertime = 68
yaccel = 0.5*(0.7+Parent,Var(32)*0.3); = Ifelse(0.68/Parent,FVar(1)>=2,2,(0.68/Parent,FVar(1)))

ground.cornerpush.veloff = 0;-Abs(Ifelse(8.4/Parent,FVar(1) <= 50,8.4/Parent,FVar(1), 50))
;air.cornerpush.veloff    =
;down.cornerpush.veloff   =
;guard.cornerpush.veloff    =
;airguard.cornerpush.veloff =

;p1stateno        =
;p2stateno        =

ID              = 99071
nochainID       = 9999
Persistent=0
p2stateno = 4600

[State 99070, 9]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 99070, 10]
type = DestroySelf
trigger1 = time > 30
trigger2 = !NumHelper(9060)
trigger3 = Parent,Movetype = H


Graphically the attack looks good, but it is not hitting anything.
I'm attaching below some screenshots with the clsn boxes:
Spoiler (click to show)
   

This is the code for one of the animations used:
;
[Begin Action 21101]
-1,-1, 0,0, 1,
Clsn1: 2
  Clsn1[0] = -16, -83, 65, 30
  Clsn1[1] = -53, -54, 32, 74
Loopstart
21100,0, 0,0, 2, , A
Clsn1: 2
  Clsn1[0] = -16, -83, 65, 30
  Clsn1[1] = -53, -54, 32, 74
21100,1, 0,0, 2, , A

I hope someone has an answer, cuz i sure couldn't find one in the last 7 hours. Thank you for your time.
**I'm sorry for the triple post, but there is a 30000 characters used/single reply limit.
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。

Cyanide

Just the pertinent bits would have been helpful.

Leaving out things like varsets, explods (ffs) and playsnd's would make your code easier to debug.

I see one hitdef so far in a helper who's state i no longer remember because all i was doing was trying to find ONE hitdef.

Your clsn1 is on anim 22101. How is that hitting? Is there a helper using that animation? I see explods with it, no helpers. Explods cannot hit.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Lord Mike

There is a helper for 21101.
[Statedef 21150]
type = A
movetype = A
physics = N
ctrl = 0
anim = 21101
sprpriority = 5

[State 21150, -1]
type = HitOverRide
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
stateno = 5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 21150, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 21150, -1]
type = VarSet
trigger1 = Parent,Var(13) = 1
var(13) = 1
ignorehitpause = 1

[State 21150, -1]
type = ParentVarSet
trigger1 = Var(13) = 1
var(13) = 0
ignorehitpause = 1

[State 21150, 0]
type = Helper
trigger1 = timemod = 8,0
helpertype = normal
name = "effect"
ID = 21152
stateno = 21152
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1;0.5
size.yscale = 1;0.5
ignorehitpause = 1

[State 21150, 1]
type = VelSet
trigger1 = 1
x = 3.8
y = 3.8

[State 21150, 2]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 21150, 2]
type = AngleSet
trigger1 = 1
value = 315
ignorehitpause = 1

[State 21150, 3]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 21150, 4]
Type     = HitDef
Trigger1  = 1

;UŒ,Ý'è
Attr      = S, SP
HitFlag   = MAFD
GuardFlag = MA
Damage    = Floor(Ifelse((Parent,FVar(0)*105 >= 5),(Parent,FVar(0)*105),5))
GetPower  = Floor(Ifelse((Parent,FVar(0)*250 >= 40),(Parent,FVar(0)*250),40))
PauseTime = 0,16
Priority  =  4, Hit

;Œø‰Ê‰¹
hitsound   = s100,22
guardsound = s100,7

;ƒXƒp[ƒNÝ'è
sparkno       = -1;s7050
sparkxy       = -32, -81
guard.sparkno = -1

;
animtype    = Hard ; light,medium,hard,back,up,diagup
ground.type = High ; High,Low,Trip,non

;
ground.hittime   = 21
;down.hittime     = 10
ground.slidetime = 16
ground.velocity  = 0, 0
air.velocity     = 0,-10.4
down.velocity    = -7.2, -6.2
guard.velocity   = Ifelse(Parent,Var(11),0, -8.4)
fall             = 0
air.fall         = 1
fall.recovertime = 68
yaccel = 0.5*(0.7+Parent,Var(32)*0.3); = Ifelse(0.68/Parent,FVar(1)>=2,2,(0.68/Parent,FVar(1)))

ground.cornerpush.veloff = 0;-Abs(Ifelse(8.4/Parent,FVar(1) <= 50,8.4/Parent,FVar(1), 50))
;air.cornerpush.veloff    =
;down.cornerpush.veloff   =
;guard.cornerpush.veloff    =
;airguard.cornerpush.veloff =

;p1stateno        =
;p2stateno        =

;ID              = 21150;99000
nochainID       = 9999
Persistent=0

[State 21150, 4]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = Parent,Var(8) = 0
var(6) = Parent,Var(6)+(150-(ifelse(Parent,Var(4)*10<15,Parent,Var(4)*10,15)))
ignorehitpause = 1

[State 21150, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(11)/1000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。

Cyanide

remove nochainID

change trigger to time = 1

see if that makes a difference. My guess right now is that persistent = 0 is turning the hitdef off shortly after it's turned on.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Lord Mike

Quote from: Cyanide on May 26, 2010, 08:29:41 AM
remove nochainID

change trigger to time = 1

see if that makes a difference. My guess right now is that persistent = 0 is turning the hitdef off shortly after it's turned on.

It didn't had any effect. :(
I've tried a different approach using this code for that hitdef:
[State 21151, 3]
type = Hitdef
trigger1 = time = 1
attr = A,SP
damage = ifelse(ceil(85*Parent,Fvar(0))<8,8,ceil(85*Parent,Fvar(0))),11
getpower = ifelse(300+(-5*Parent,Var(4))<30,30,300+(-5*Parent,Var(4)))*(Parent,Var(22)=0),300*(Parent,Var(22)=0)
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 26
ground.hittime = 24
guard.slidetime = 23
guard.hittime = 21
ground.velocity = -4.8,-6.5
guard.velocity = -6.7
air.velocity = -4.9,-6.7
airguard.velocity = -6.9,0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 30
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.8+(Parent,Var(14)*0.12)*0.07 but still with no results.
I'll keep trying...
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。

Cyanide

There's so much guck there it's hard to tell what might be happening. Take that hitdef and put it in your light punch, see if it hits. If it does, confirm the helper in question is appearing by making it spawn some stupid explod at time = 0 (i use the standing sprite)

If that's all true, it's probably an issue with your anim/state itself. For the anim ctrl+C in mugen, confirm there's the red clsn you expect. For the state. Copy paste it, and recreate it without all the stuff. Add things back in until it breaks again.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Lord Mike

#8
Quote from: Cyanide on May 26, 2010, 11:07:33 PM
For the anim ctrl+C in mugen, confirm there's the red clsn you expect. For the state. Copy paste it, and recreate it without all the stuff. Add things back in until it breaks again.

That last statement was correct. I've checked it in mugen with CTRL+C and that specific attack does not have the expected red clsn box. And the blue clsn boxes for collision on my char turn white during that animation (i don't know if it is relevant, but i wanted to tell everything i've noticed during that attack).

To explain what is going on in that attack: it is created by state 99000 which uses the helpers 99060,99070,99071. The last 3 helpers are creating the visual effects for that attack and use the helpers/explods 21100,21110,21150,21151,21152.
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。

Cyanide

You have another anim further up the .air file with that value and no clsn's then. Mugen reads the air top to bottom and makes use of the first one found.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.