Miyako's Air attacks Statedef:
Spoiler, click to toggle visibilty
[Statedef 600]
type=A
movetype=A
physics=A
ctrl=0
anim=600
poweradd=20*!var(25)
sprpriority=1
[state 200,maar]
type=hitdef
trigger1=var(0)<(1+(3*var(25)))
trigger1=!var(1)
trigger1=!animelemtime(3)
attr=A,NA
damage=42
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=8,8
sparkno=-1+(0*(var(21):=8700))
guard.sparkno=-1+(0*(var(22):=8725))
sparkxy=-10,-50+(0*(var(23):=35&&var(24):=-50))
hitsound=S200,0
guardsound=s120,0
animtype=Light
ground.type=High
air.animtype=Back
air.type=High
ground.slidetime=12+2*var(16)
ground.hittime=12+2*var(16)
air.hittime=100
ground.velocity=-4.5
guard.velocity=-4.5
air.velocity=-3.5,-7.5
airguard.velocity=-3.5,-1
ground.cornerpush.veloff=0
guard.cornerpush.veloff=0
yaccel=.5
getpower=40*!var(25),20*!var(25)
givepower=20,20
fall=0
fall.recover=!var(25)
fall.recovertime=100
[state 200,bekaar]
type=statetypeset
trigger1=animelemtime(7)=0
movetype=I
[state 600,Tolanaa]
type=ctrlset
trigger1=time>=35
value=1
;---------------------------------------------------------------------------
[Statedef 610]
type=A
movetype=A
physics=A
ctrl=0
anim=610
poweradd=40*!var(25)
sprpriority=1
[state 200,maar]
type=hitdef
trigger1=var(0)<(1+(3*var(25)))
trigger1=!var(1)
trigger1=!animelemtime(4)
attr=A,NA
damage=56
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=-1+(0*(var(21):=8705))
guard.sparkno=-1+(0*(var(22):=8725))
sparkxy=-10,-75+(0*(var(23):=40&&var(24):=-75))
hitsound=S200,10
guardsound=s120,0
animtype=medium
ground.type=High
air.animtype=Back
air.type=High
ground.slidetime=15+3*var(16)
ground.hittime=15+3*var(16)
air.hittime=100
ground.velocity=-4.5
guard.velocity=-8.0
air.velocity=-3.5,-7.5
airguard.velocity=-3.5,-1
ground.cornerpush.veloff=0
guard.cornerpush.veloff=0
yaccel=.5
getpower=60*!var(25),30*!var(25)
givepower=30,30
fall=0
fall.recover=!var(25)
fall.recovertime=100
[state 200,bekaar]
type=statetypeset
trigger1=animelemtime(6)=0
movetype=I
[state 600,Tolanaa]
type=ctrlset
trigger1=time>=45
value=1
;---------------------------------------------------------------------------
[Statedef 620]
type=A
movetype=A
physics=A
ctrl=0
anim=620
poweradd=60*!var(25)
sprpriority=1
[state 200,maar]
type=hitdef
trigger1=var(0)<(1+(3*var(25)))
trigger1=!var(1)
trigger1=!animelemtime(5)
attr=A,NA
damage=84
guardflag=HA
hitflag=MAF
priority=6,Hit
pausetime=12,12
sparkno=-1+(0*(var(21):=8710))
guard.sparkno=-1+(0*(var(22):=8725))
sparkxy=-10,-40+(0*(var(23):=25&&var(24):=-40))
hitsound=S200,20
guardsound=s120,0
animtype=hard
ground.type=high
air.animtype=Back
air.type=low
ground.slidetime=18+4*var(16)
ground.hittime=18+4*var(16)
air.hittime=100
ground.velocity=-4.5
guard.velocity=-12.0
air.velocity=-6,-6
airguard.velocity=-3.5,-1
ground.cornerpush.veloff=0
guard.cornerpush.veloff=0
yaccel=.5
getpower=80*!var(25),40*!var(25)
givepower=40,40
envshake.time=10
envshake.ampl=4
fall=0
fall.recover=!var(25)
fall.recovertime=100
[state 200,bekaar]
type=statetypeset
trigger1=animelemtime(7)=0
movetype=I
[state 600,Tolanaa]
type=ctrlset
trigger1=time>=55
value=1
;---------------------------------------------------------------------------
[Statedef 630]
type=A
movetype=A
physics=A
ctrl=0
anim=630
poweradd=20*!var(25)
sprpriority=1
[state 200,maar]
type=hitdef
trigger1=var(0)<(1+(3*var(25)))
trigger1=!var(1)
trigger1=!animelemtime(3)
attr=A,NA
damage=28
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=8,8
sparkno=-1+(0*(var(21):=8700))
guard.sparkno=-1+(0*(var(22):=8725))
sparkxy=-10,-77+(0*(var(23):=32&&var(24):=-77))
hitsound=S300,0
guardsound=s120,0
animtype=Light
ground.type=High
air.animtype=Back
air.type=High
ground.slidetime=12+2*var(16)
ground.hittime=12+2*var(16)
air.hittime=100
ground.velocity=-4.5
guard.velocity=-7.0
air.velocity=-3.5,-8.0
airguard.velocity=-3.5,-1
ground.cornerpush.veloff=0
guard.cornerpush.veloff=0
yaccel=.5
getpower=40*!var(25),20*!var(25)
givepower=20,20
fall=0
fall.recover=!var(25)
fall.recovertime=100
[state 200,bekaar]
type=statetypeset
trigger1=animelemtime(7)=0
movetype=I
[state 600,Tolanaa]
type=ctrlset
trigger1=time>=35
value=1
;---------------------------------------------------------------------------
[Statedef 640]
type=A
movetype=A
physics=A
ctrl=0
anim=640
poweradd=40*!var(25)
sprpriority=1
[state 200,maar]
type=hitdef
trigger1=var(0)<(1+(3*var(25)))
trigger1=!var(1)
trigger1=!animelemtime(3)
attr=A,NA
damage=56
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=-1+(0*(var(21):=8705))
guard.sparkno=-1+(0*(var(22):=8725))
sparkxy=-10,-77+(0*(var(23):=32&&var(24):=-77))
hitsound=S300,10
guardsound=s120,0
animtype=medium
ground.type=High
air.animtype=Back
air.type=High
ground.slidetime=15+3*var(16)
ground.hittime=15+3*var(16)
air.hittime=100
ground.velocity=-4.5
guard.velocity=-8.0
air.velocity=-3.5,-8.0
airguard.velocity=-3.5,-1
ground.cornerpush.veloff=0
guard.cornerpush.veloff=0
yaccel=.5
getpower=60*!var(25),30*!var(25)
givepower=30,30
fall=0
fall.recover=!var(25)
fall.recovertime=100
[state 200,bekaar]
type=statetypeset
trigger1=animelemtime(5)=0
movetype=I
[state 600,Tolanaa]
type=ctrlset
trigger1=time>=45
value=1
;---------------------------------------------------------------------------
[Statedef 650]
type=A
movetype=A
physics=A
ctrl=0
anim=650
poweradd=60*!var(25)
sprpriority=1
[state 200,maar]
type=hitdef
trigger1=var(0)<(1+(3*var(25)))
trigger1=!var(1)
trigger1=!animelemtime(3)
attr=A,NA
damage=70
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=12,12
sparkno=-1+(0*(var(21):=8710))
guard.sparkno=-1+(0*(var(22):=8725))
sparkxy=-10,-77+(0*(var(23):=32&&var(24):=-77))
hitsound=S300,20
guardsound=s120,0
animtype=hard
ground.type=high
air.animtype=Back
air.type=high
ground.slidetime=18+4*var(16)
ground.hittime=18+4*var(16)
air.hittime=100
ground.velocity=-4.5
guard.velocity=-13.0
air.velocity=-6,-6
airguard.velocity=-3.5,-1
ground.cornerpush.veloff=0
guard.cornerpush.veloff=0
yaccel=.5
getpower=80*!var(25),40*!var(25)
givepower=40,40
envshake.time=10
envshake.ampl=4
fall=0
fall.recover=!var(25)
fall.recovertime=100
[state 200,bekaar]
type=statetypeset
trigger1=animelemtime(5)=0
movetype=I
[state 600,Tolanaa]
type=ctrlset
trigger1=time>=55
value=1
Athena Air Attack Statedef:
Spoiler, click to toggle visibilty
;=========< Air Light Punch >==========
[Statedef 600]
type = A
movetype = A
physics = A
juggle = 1
anim = 600
poweradd = 0
sprpriority = 1
ctrl = 0
[State 260, Snd]
type = playsnd
trigger1 = animelem = 2 && random < 200 && var(1) != 1
value = 3, ifelse(random < 500, 3, 6)
channel = 0
[State 260, Snd]
type = playsnd
trigger1 = animelem = 2 && random < 200 && var(1) = 1
value = 13, ifelse(random < 500, 1, 3)
channel = 0
[State 260, Snd]
type = playsnd
trigger1 = animelem = 2
value = 1, 1
channel = 1
[State 260, Hit]
type = hitdef
trigger1 = animelem = 2
attr = A, NA
damage = 18, 0
animtype = Light
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -50
hitsound = s2, 1
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -2.66, -4.49)
guard.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
air.type = Low
air.hittime = 18
air.velocity = -1, -7
air.cornerpush.veloff = 0
getpower = 20
givepower = 36, 36
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl =-3
[State 260, Type]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I
;=========< Air Medium Punch >==========
[Statedef 610]
type = A
movetype = A
physics = A
juggle = 1
anim = 610
poweradd = 18 * !var(20)
sprpriority = 1
ctrl = 0
[State 265, Snd]
type = playsnd
trigger1 = animelem = 3 && random < 350 && var(1) != 1
value = 3, ifelse(random < 500, 2, 3)
channel = 0
[State 265, Snd]
type = playsnd
trigger1 = animelem = 3 && random < 350 && var(1) = 1
value = 13, ifelse(random < 500, 1, 2)
channel = 0
[State 265, Snd]
type = playsnd
trigger1 = animelem = 3
value = 1, 2
channel = 1
[State 265, Hit]
type = hitdef
trigger1 = animelem = 2
attr = A, NA
damage = 35, 0
animtype = Medium
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime =10,10
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -88
hitsound = s2, 2
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -4.30, -7.51)
guard.cornerpush.veloff = 0;ifelse(var(20), -5.78, -10.47)
air.type = Low
air.hittime = 18
air.velocity = -1, -7
air.cornerpush.veloff = 0
getpower = 20
givepower = 36, 36
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl =-4
[State 265, Type]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I
;=========< Air Hard Punch >==========
[Statedef 620]
type = A
movetype = A
physics = A
juggle = 1
anim = 620
poweradd = 30
sprpriority = 1
ctrl = 0
[State 270, Snd]
type = playsnd
trigger1 = animelem = 3 && random < 500 && var(1) != 1
value = 3, ifelse(random < 500, 2, 3)
channel = 0
[State 270, Snd]
type = playsnd
trigger1 = animelem = 3 && random < 500 && var(1) = 1
value = 13, ifelse(random < 500, 1, 2)
channel = 0
[State 270, Snd]
type = playsnd
trigger1 = animelem = 3
value = 1, 3
channel = 1
[State 270, Hit]
type = hitdef
trigger1 = animelem = 3
attr = A, NA
damage = 60, 0
animtype = Hard
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 15,15
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -52
hitsound = s2, 3
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff = 0;ifelse(var(20), -6.82, -12.74)
air.type = Low
air.hittime = 18
air.velocity = -6, 7
air.cornerpush.veloff = 0
getpower = 20
givepower = 36, 36
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
air.fall=1
fall.recover=0
air.recover=0
envshake.time = 14
envshake.ampl =-5
fall.envshake.time = 20
fall.envshake.ampl = -6
[State 270, Type]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I
;=========< Air Light Kick >==========
[Statedef 630]
type = A
movetype = A
physics = A
juggle = 1
anim = ifelse((vel x || var(9) = 2), 630, 631)
poweradd =20
sprpriority = 1
ctrl = 0
[State 275, Snd]
type = playsnd
trigger1 = animelem = 2 && random < 200 && var(1) != 1
value = 3, ifelse(random < 500, 3, 6)
channel = 0
[State 275, Snd]
type = playsnd
trigger1 = animelem = 2 && random < 200 && var(1) = 1
value = 13, ifelse(random < 500, 1, 3)
channel = 0
[State 275, Snd]
type = playsnd
trigger1 = animelem = 2
value = 1, 4
channel = 1
[State 275, Hit]
type = hitdef
trigger1 = animelem = 2 && anim = 630
attr = A, NA
damage = 15, 0
animtype = Light
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -42
hitsound = s2, 4
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -2.66, -4.49)
guard.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
air.type = Low
air.hittime = 18
air.velocity = -1,-7
air.cornerpush.veloff = 0
getpower = 20
givepower = 36, 36
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl =-3
[State 275, Hit]
type = hitdef
trigger1 = animelem = 2 && anim = 631
attr = A, NA
damage = 15, 0
animtype = Light
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -108
hitsound = s2, 4
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -2.66, -4.49)
guard.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
air.type = High
air.hittime = 18
air.velocity =-1,-7
air.cornerpush.veloff = 0
getpower = 20
givepower = 36, 36
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl =-3
[State 275, Type]
type = statetypeset
trigger1 = animelemtime(8) >= 0
movetype = I
;=========< Air Medium Kick >==========
[Statedef 640]
type = A
movetype = A
physics = A
juggle = 1
anim = ifelse((vel x || var(9) = 2), 641, 640)
poweradd =25
sprpriority = 1
ctrl = 0
[State 280, Snd]
type = playsnd
trigger1 = animelem = 2 && random < 350 && var(1) != 1
value = 3, ifelse(random < 500, 2, 3)
channel = 0
[State 280, Snd]
type = playsnd
trigger1 = animelem = 2 && random < 350 && var(1) = 1
value = 13, ifelse(random < 500, 1, 2)
channel = 0
[State 280, Snd]
type = playsnd
trigger1 = anim = 640 && animelem = 3
trigger2 = anim = 641 && animelem = 4
value = 1, 5
channel = 1
[State 280, Hit]
type = hitdef
trigger1 = anim = 641 && animelem = 5
attr = A, NA
damage = 40, 0
animtype = Medium
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -77
hitsound = s2, 5
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -4.30, -7.51)
guard.cornerpush.veloff = 0
air.type = Low
air.hittime = 18
air.velocity = -1,-7
air.cornerpush.veloff = 0
getpower = 20
givepower = 36, 36
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl =-4
[State 280, Hit]
type = hitdef
trigger1 = anim = 640 && animelem = 2
attr = A, NA
damage = 45, 0
animtype = Medium
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -108
hitsound = s2, 5
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -4.30, -7.51)
guard.cornerpush.veloff = 0;ifelse(var(20), -5.78, -10.47)
air.type = High
air.hittime = 18
air.velocity = -1, -7
air.cornerpush.veloff = 0
getpower = 20
givepower = 36, 36
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
envshake.time = 14
envshake.ampl =-5
[State 280, Type]
type = statetypeset
trigger1 = anim = 641 && animelemtime(6) >= 0
trigger2 = anim = 640 && animelemtime(3) >= 0
movetype = I
;=========< Air Hard Kick >==========
[Statedef 650]
type = A
movetype = A
physics = A
juggle = 1
anim = 650
poweradd = 30
sprpriority = 1
ctrl = 0
[State 285, Snd]
type = playsnd
trigger1 = animelem = 1 && random < 500 && var(1) != 1
value = 3, ifelse(random < 500, 2, 3)
channel = 0
[State 285, Snd]
type = playsnd
trigger1 = animelem = 1 && random < 500 && var(1) = 1
value = 13, ifelse(random < 500, 1, 2)
channel = 0
[State 285, Snd]
type = playsnd
trigger1 = animelem = 2
value = 1, 6
channel = 1
[State 285, Hit]
type = hitdef
trigger1 = animelem = 3
attr = A, NA
damage = 65, 0
animtype = Hard
air.animtype = Back
fall.animtype = Back
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 15,15
sparkno = s7010 + (random % 8)
guard.sparkno = s7000
sparkxy = -10, -48
hitsound = s2, 6
guardsound = s2, 0
ground.type = High
ground.hittime = 12
ground.slidetime = 12
ground.velocity = ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff = 0;ifelse(var(20), -4.33, -8.17)
guard.velocity = ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff = 0;ifelse(var(20), -6.82, -12.74)
air.type = Low
air.hittime = 32
air.velocity = -15,15
air.cornerpush.veloff = 0
getpower = 20
givepower = 36, 36
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
airguard.cornerpush.veloff = 0
air.fall=1
fall.recover=0
air.recover=0
envshake.time = 14
envshake.ampl =-5
fall.envshake.time = 20
fall.envshake.ampl = -6
[State 285, Type]
type = statetypeset
trigger1 = anim = 650 && animelemtime(4) >= 0
movetype = I