;==================================================================; ; To change the ; ; settings in EX-Groove, ; ; edit this file. ; ;==================================================================; [Statedef -2] ;===================================================; ; GROOVE EDIT ; ; グルヴの編集しなさい ; ;===================================================; [State -2, VarSet] type = Null triggerall = Var(20) = 0 trigger1 = (var(5) := 2) ; 1 = Dash, 2 = Run trigger1 = (var(6) := 2) ; Small Jump trigger1 = (var(7) := 2) ; Just Defend trigger1 = (var(8) := 2) ; Parry trigger1 = (var(9) := 2) ; 1 = Roll, 2 = Dodge, 3 = Neither trigger1 = (var(10) := 5) ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge trigger1 = (var(11) := 2) ; Super Combo Cancel trigger1 = (var(12) := 2) ; Cancel any move trigger1 = (var(13) := 2) ; Counter Attack trigger1 = (var(14) := 2) ; Counter Movement trigger1 = (fvar(23) := 2) ; Air Guard persistent = 1 ;===================================================; ; To disable the ; ; announcer voice, ; ; set this Var to 0. ; ;===================================================; [State -2, Announcer] type = VarSet trigger1 = !Time fvar(7) = 1 ;==============================================================; ; To enable/disable Groove Point display, set FVar(20) ; ; accordingly. ; ; グルーヴポイントの表示設定(FVar(20)の数値を弄ってください) ; ;=============================================================-; [State -2, GROOVE POINT] type = VarSet trigger1 = 1 fvar(20) = 1 ;0...GROOVE POINT ON /グルーヴポイントの表示あり ;1...GROOVE POINT OFF/グルーヴポイントの表示なし ;***************************DO NOT MODIFY**************************; ;***************************DO NOT MODIFY**************************; ;==================================================================; ; DO NOT ; ; MODIFY ANYTHING ; ; BELOW! ; ;==================================================================; ;***************************DO NOT MODIFY**************************; ;***************************DO NOT MODIFY**************************; ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Message Icon Display [State -2, Message Icon Y axis] type = VarSet trigger1 = 1 fvar(24) = -10 ;+...Up ;-...Down ;--------------------------------------------------------------------------- ; DTC [State -2, Display to Clipboard] type = DisplaytoClipboard trigger1 = (GameTime%100) = 0 ignorehitpause = 1 text = "cvszero by Jesuszilla" [State -2, Display to Clipboard] type = DisplaytoClipboard trigger1 = (GameTime%200) = 0 ignorehitpause = 1 text = "Do ANYTHING to this, and you die." [State -2, Display to Clipboard] type = DisplaytoClipboard trigger1 = (GameTime%300) = 0 ignorehitpause = 1 text = "Host this, and you die." [State -2, Display to Clipboard] type = DisplaytoClipboard trigger1 = (GameTime%400) = 0 ignorehitpause = 1 text = "http://www.trinitymugen.net/" [State -2, Display to Clipboard] type = DisplaytoClipboard trigger1 = (GameTime%500) = 0 text = "I stole this DisplayToClipboard from Neon and Vans >)" [State -2, DisplaytoClipboard] type = NULL;DisplaytoClipboard trigger1 = 1;NumHelper(8305);FVar(11) >= 4;Command = "DF_mk";1;(GameTime%100) = 0 ignorehitpause = 1 text = "VAR(22) = %d" params = Var(22) [State - 2, DTC] type = Null;DisplaytoClipboard trigger1 = (GameTime%200) = 0 ignorehitpause = 1 text = "Var(9) = %d, Var(10) = %d, Var(11) = %d, Var(12) = %d, Var(13) = %d" params = Var(9), Var(10), Var(11), Var(12), Var(13) [State -2, DTC] type = NULL;DisplaytoClipboard trigger1 = 1;(GameTime%300) = 0 ignorehitpause = 1 text = "Var(50) = %d" params = Var(50) ;--------------------------------------------------------------------------- ; Cyber Elf Codes ;--------------------------------------------------------------------------- [State -2, LifeAdd] type = LifeAdd triggerall = NumHelper(4100) > 0 trigger1 = Helper(4100), Anim = 4101 trigger1 = Helper(4100), AnimTime = 0 value = 200 [State -2, PowerAdd] type = PowerAdd triggerall = NumHelper(4120) > 0 triggerall = StateNo = 1620 triggerall = StateNo != [3000,3999] trigger1 = Helper(4120), Anim = 4121 trigger1 = Helper(4120), AnimElem = 2 value = 500 [State -2, TargetState] type = TargetState triggerall = NumHelper(4135) > 0 triggerall = MoveHit || ProjHit = 1 triggerall = Helper(4135), StateNo != 4040 trigger1 = Helper(4135), StateNo = 4139 trigger1 = P2StateNo != 4137 trigger1 = StateNo != 3100 && !NumTarget(3100) && !NumTarget(3101) trigger1 = StateNo != 3110 && !NumTarget(3100) && !NumTarget(3101) trigger1 = StateNo != 3111 && !NumTarget(3100) && !NumTarget(3101) ignorehitpause = 1 value = 4137;ifElse(StateNo=3100,ifElse(Anim=2100,3101,3102),4137) ;--------------------------------------------------------------------------- ; Cyber Elf Force - Status Change ;--------------------------------------------------------------------------- [State -2, PalFX] type = PalFX triggerall = NumHelper(80) trigger1 = Helper(80), Var(6) > 0 trigger1 = Helper(80), Var(6) < 900 ignorehitpause = 1 time = 1 add = 40,-20,60 color = 150 [State -2, PalFX] type = PalFX triggerall = NumHelper(80) trigger1 = Helper(80), Var(6) > 900 trigger1 = Helper(80), Var(6) < 1000 trigger1 = TimeMod = 2,0 ignorehitpause = 1 time = 1 add = 40,-20,60 color = 150 [State -2, PosAdd] type = PosAdd triggerall = NumHelper(80) triggerall = Helper(80), Var(6) > 0 triggerall = Helper(80), Var(6) < 1000 triggerall = MoveType != H trigger1 = StateNo < 800 trigger2 = StateNo >= 900 trigger2 = StateNo < 5000 x = Vel X y = Vel Y [State -2, VelAdd] type = VelAdd triggerall = NumHelper(80) triggerall = Helper(80), Var(6) > 0 triggerall = Helper(80), Var(6) < 1000 triggerall = MoveType != H triggerall = Vel Y != 0 trigger1 = StateNo < 800 trigger2 = StateNo >= 900 trigger2 = StateNo < 5000 y = .2 [State -2, Speed] type = ChangeAnim triggerall = NumHelper(80) triggerall = Helper(80), Var(6) > 0 triggerall = Helper(80), Var(6) < 1000 triggerall = MoveType != H triggerall = Anim != 195 triggerall = Anim != 1600 triggerall = Anim != 1610 triggerall = Anim != 1620 triggerall = Anim != 1630 triggerall = StateNo != [3000,3199] trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 trigger1 = AnimElemTime(AnimElemNo(0)) > floor ((AnimElemTime(AnimElemNo(0)) -AnimElemTime(AnimElemNo(0) + 1))/2) value = anim elem = AnimElemNo(0) + 1 [State -2, LifeAdd] type = LifeAdd triggerall = NumHelper(80) triggerall = Helper(80), Var(6) > 0 triggerall = Helper(80), Var(6) < 1000 trigger1 = Life > 100 trigger1 = GetHitVar(Damage) > 0 value = Ceil(GetHitVar(Damage) * .5) ignorehitpause = 1 kill = 0 [State -2, TargetLifeAdd] type = TargetLifeAdd triggerall = NumHelper(80) triggerall = Helper(80), Var(6) > 0 triggerall = Helper(80), Var(6) < 1000 triggerall = NumTarget > 0 trigger1 = Target, Life > 100 trigger1 = Target, GetHitVar(Damage) > 0 value = Ceil(GetHitVar(Damage) - 20) ignorehitpause = 1 kill = 0 [State -2, AssertSpecial] type = AssertSpecial triggerall = NumHelper(80) triggerall = Helper(80), Var(6) > 0 triggerall = Helper(80), Var(6) < 1000 trigger1 = GameTime%2 flag = TimerFreeze ;--------------------------------------------------------------------------- ; Grab Shield Boomerang Code ;--------------------------------------------------------------------------- [State -2, State] type = ChangeState trigger1 = ctrl = 1 trigger1 = FVar(38) = 5 trigger1 = StateType != A trigger1 = NumHelper(1310) = 0 value = 1306 [State -2, VarSet] type = VarSet trigger1 = FVar(38) = 5 trigger1 = StateType = A trigger1 = NumHelper(1310) = 0 trigger2 = ctrl = 0 trigger2 = FVar(38) = 5 trigger2 = StateType != A trigger2 = NumHelper(1310) = 0 fvar(38) = 0 ;--------------------------------------------------------------------------- ; Z-Charge Release ;--------------------------------------------------------------------------- ; Charged Z-Buster [State -2, State] type = ChangeState triggerall = NumHelper(1050) > 0 triggerall = Helper(1050), Anim = 1051 triggerall = command != "hold_z" triggerall = command != "holddown" trigger1 = StateType != A trigger1 = ctrl trigger2 = StateNo = 52 value = 1001 [State -2, State] type = ChangeState triggerall = NumHelper(1050) > 0 triggerall = Helper(1050), Anim = 1051 triggerall = command != "hold_z" trigger1 = StateType = A trigger1 = ctrl trigger2 = StateNo = 50 value = 1011 [State -2, State] type = ChangeState triggerall = NumHelper(1050) > 0 triggerall = Helper(1050), Anim = 1051 triggerall = command != "hold_z" triggerall = command = "holddown" trigger1 = StateType != A trigger1 = ctrl trigger2 = StateNo = 52 value = 1021 ; Z-Sabre Slash [State -2, State] type = ChangeState triggerall = NumHelper(1051) > 0 triggerall = Helper(1051), Anim = 1051 triggerall = command != "hold_c" trigger1 = StateType != A trigger1 = ctrl trigger2 = StateNo = 52 value = 1109 [State -2, State] type = ChangeState triggerall = NumHelper(1051) > 0 triggerall = Helper(1051), Anim = 1051 triggerall = command != "hold_c" trigger1 = StateType = A trigger1 = ctrl trigger2 = StateNo = 50 value = 1116 ; Triple-Rod [State -2, State] type = ChangeState triggerall = NumHelper(1052) > 0 triggerall = Helper(1052), Anim = 1051 triggerall = command != "hold_b" triggerall = command != "hold_a" trigger1 = StateType != A trigger1 = ctrl trigger2 = StateNo = 52 value = 1201 [State -2, State] type = ChangeState triggerall = NumHelper(1052) > 0 triggerall = Helper(1052), Anim = 1051 triggerall = command != "hold_b" triggerall = command != "hold_a" trigger1 = StateType = A trigger1 = ctrl trigger2 = StateNo = 50 value = 1211 ;--------------------------------------------------------------------------- ; Z-Charge ;--------------------------------------------------------------------------- [State -2, Reset] type = VarSet triggerall = roundstate = 2 trigger1 = command = "DF_lk" trigger2 = command = "DF_mk" fvar(11) = 1 [State -2, Reset] type = VarSet triggerall = roundstate = 2 trigger1 = command != "hold_z" trigger1 = command != "hold_c" trigger1 = command != "hold_a" trigger1 = command != "hold_b" trigger2 = NumHelper(1050) > 0 trigger3 = NumHelper(1051) > 0 trigger4 = NumHelper(1052) > 0 trigger5 = StateNo >= 2000 fvar(11) = 0 [State -2, Charge Z] type = VarAdd triggerall = roundstate = 2 triggerall = TimeMod = 12,10 triggerall = StateNo < 2000 triggerall = NumHelper(1050) = 0 triggerall = NumHelper(1051) = 0 triggerall = NumHelper(1052) = 0 triggerall = NumHelper(1300) = 0 trigger1 = command = "hold_z" trigger2 = command = "hold_c" trigger3 = command = "hold_b" && FVar(11) >= 1 trigger4 = command = "hold_a" && FVar(11) >= 1 fvar(11) = 1 [State -2, VarSet] type = VarSet triggerall = NumHelper(1050) > 0 triggerall = Helper(1050), Anim = 1051 trigger1 = command != "hold_z" fvar(11) = 10 [State -2, VarSet] type = VarSet triggerall = NumHelper(1051) > 0 triggerall = Helper(1051), Anim = 1051 trigger1 = command != "hold_c" fvar(11) = 11 [State -2, VarSet] type = VarSet triggerall = NumHelper(1052) > 0 triggerall = Helper(1052), Anim = 1051 trigger1 = command != "hold_b" trigger1 = command != "hold_a" fvar(11) = 12 ; -----| Z-Charge |---------- [State -2, Helper] type = Helper triggerall = roundstate = 2 triggerall = NumHelper(1050) = 0 triggerall = NumHelper(1051) = 0 triggerall = NumHelper(1052) = 0 triggerall = command != "hold_c" triggerall = command != "hold_b" triggerall = command != "hold_a" trigger1 = command = "hold_z" trigger1 = FVar(11) = 4 helpertype = normal name = "Z-Charge" id = 1050 facing = 1 pos = 0,-50 postype = p1 stateno = 1050 keyctrl = 0 ownpal = 1 [State -2, Helper] type = Helper triggerall = roundstate = 2 triggerall = NumHelper(1050) = 0 triggerall = NumHelper(1051) = 0 triggerall = NumHelper(1052) = 0 triggerall = command != "hold_z" triggerall = command != "hold_b" triggerall = command != "hold_a" trigger1 = Command = "hold_c" trigger1 = FVar(11) = 3 helpertype = normal name = "Z-Charge" id = 1051 facing = 1 pos = 0,-50 postype = p1 stateno = 1050 keyctrl = 0 ownpal = 1 [State -2, Helper] type = Helper triggerall = roundstate = 2 triggerall = NumHelper(1050) = 0 triggerall = NumHelper(1051) = 0 triggerall = NumHelper(1052) = 0 trigger1 = FVar(11) = 4 trigger1 = Command = "hold_a" helpertype = normal name = "Z-Charge" id = 1052 facing = 1 pos = 0,-50 postype = p1 stateno = 1050 keyctrl = 0 ownpal = 1 [State -2, Helper] type = Helper triggerall = roundstate = 2 triggerall = NumHelper(1050) = 0 triggerall = NumHelper(1051) = 0 triggerall = NumHelper(1052) = 0 trigger1 = FVar(11) = 4 trigger1 = Command = "hold_b" helpertype = normal name = "Z-Charge" id = 1052 facing = 1 pos = 0,-50 postype = p1 stateno = 1050 keyctrl = 0 ownpal = 1 [State -2, 1st Flash] type = PalFX triggerall = TimeMod = 4,0 trigger1 = NumHelper(1050) > 0 trigger1 = Helper(1050), Anim = 1050 trigger2 = NumHelper(1051) > 0 trigger2 = Helper(1051), Anim = 1050 trigger3 = NumHelper(1052) > 0 trigger3 = Helper(1052), Anim = 1050 trigger4 = NumHelper(2050) > 0 trigger4 = Helper(2050), Anim = 1050 time = 2 add = 0,100,0 [State -2, 2nd Flash] type = PalFX triggerall = TimeMod = 4,0 trigger1 = NumHelper(1050) > 0 trigger1 = Helper(1050), Anim = 1051 trigger2 = NumHelper(1051) > 0 trigger2 = Helper(1051), Anim = 1051 trigger3 = NumHelper(1052) > 0 trigger3 = Helper(1052), Anim = 1051 trigger4 = NumHelper(2050) > 0 trigger4 = Helper(2050), Anim = 1051 time = 2 add = 200,150,100 ;---------------------------------------------------------------------------------- ; Var Helper [State -2, 0] type = Helper triggerall = !NumHelper(80) trigger1 = !Time helpertype = normal name = "Var" ID = 80 pos = 0,0 postype = p1 stateno = 80 keyctrl = 0 ;---------------------------------------------------------------------------------- ; Normal Mode [State -2, VarSet] type = NULL;VarSet trigger1 = PalNo = [1,6] fvar(39) = 0 ;---------------------------------------------------------------------------------- ; EX Mode [State -2, VarSet] type = NULL;VarSet trigger1 = PalNo = [7,12] fvar(39) = 10 ;---------------------------------------------------------------------------------- ; Groove Point [State -2, Helper] type = Helper triggerall = numenemy triggerall = !FVar(20) triggerall = !NumHelper(6500) && !NumHelper(6000) trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner ID = 6500 name = "groove point" pos = 0,300 postype = Left stateno = 6500 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 ;---------------------------------------------------------------------------------- ; Groove Select [State -2, Groove] type = Helper triggerall = Time = 0 triggerall = roundstate = 0 triggerall = roundsexisted <= 0 trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner ID = 6000 stateno = 6000+(random%7) postype = p1 pos = 0,-15 name = "groove" ontop = 1 bindtime = -1 [State -2, Arrow] type = Helper triggerall = Time = 0 triggerall = roundstate = 0 triggerall = roundsexisted <= 0 trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner ID = 6050 stateno = 6050 postype = p1 scale = .5,.5 pos = 0,0 name = "Up-Arrow" ontop = 1 bindtime = -1 keyctrl = 1 ownpal = 1 [State -2, Arrow] type = Helper triggerall = Time = 0 triggerall = roundstate = 0 triggerall = roundsexisted <= 0 trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner ID = 6050 stateno = 6055 postype = p1 scale = .5,.5 pos = 0,0 name = "Down-Arrow" ontop = 1 bindtime = -1 keyctrl = 1 ownpal = 1 ;--------------------------------------------------------------------------- ; GROOVES ;--------------------------------------------------------------------------- ;--------------------- ; C-Groove [State -2, VarSet] type = Null triggerall = Var(20) = 1 trigger1 = (var(5) := 1) ; 1 = Dash, 2 = Run trigger1 = (var(6) := 1) ; Small Jump trigger1 = (var(7) := 1) ; Just Defend trigger1 = (var(8) := 1) ; Parry trigger1 = (var(9) := 1) ; 1 = Roll, 2 = Dodge, 3 = Neither trigger1 = (var(10) := 1) ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge trigger1 = (var(11) := 2) ; Super Combo Cancel trigger1 = (var(12) := 2) ; Cancel any move trigger1 = (var(13) := 2) ; Counter Attack trigger1 = (var(14) := 1) ; Counter Movement ;trigger1 = (var(15) := 2) ; Tactical Movement ;trigger1 = (var(16) := 1) ; Safe Fall trigger1 = (fvar(23) := 2) ; Air Guard persistent = 1 ;--------------------- ; A-Groove [State -2, VarSet] type = Null triggerall = Var(20) = 2 trigger1 = (var(5) := 1) ; 1 = Dash, 2 = Run trigger1 = (var(6) := 1) ; Small Jump trigger1 = (var(7) := 1) ; Just Defend trigger1 = (var(8) := 1) ; Parry trigger1 = (var(9) := 1) ; 1 = Roll, 2 = Dodge, 3 = Neither trigger1 = (var(10) := 2) ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge trigger1 = (var(11) := 1) ; Super Combo Cancel trigger1 = (var(12) := 1) ; Cancel any move trigger1 = (var(13) := 2) ; Counter Attack trigger1 = (var(14) := 1) ; Counter Movement ;trigger1 = (var(15) := 1) ; Tactical Movement ;trigger1 = (var(16) := 2) ; Safe Fall trigger1 = (fvar(23) := 1) ; Air Guard persistent = 1 ;--------------------- ; P-Groove [State -2, VarSet] type = Null triggerall = Var(20) = 3 trigger1 = (var(5) := 1) ; 1 = Dash, 2 = Run trigger1 = (var(6) := 2) ; Small Jump trigger1 = (var(7) := 1) ; Just Defend trigger1 = (var(8) := 2) ; Parry trigger1 = (var(9) := 3) ; 1 = Roll, 2 = Dodge, 3 = Neither trigger1 = (var(10) := 3) ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge trigger1 = (var(11) := 1) ; Super Combo Cancel trigger1 = (var(12) := 1) ; Cancel any move trigger1 = (var(13) := 1) ; Counter Attack trigger1 = (var(14) := 1) ; Counter Movement ;trigger1 = (var(15) := 2) ; Tactical Movement ;trigger1 = (var(16) := 1) ; Safe Fall trigger1 = (fvar(23) := 1) ; Air Guard persistent = 1 ;--------------------- ; S-Groove [State -2, VarSet] type = Null triggerall = Var(20) = 4 trigger1 = (var(5) := 2) ; 1 = Dash, 2 = Run trigger1 = (var(6) := 2) ; Small Jump trigger1 = (var(7) := 1) ; Just Defend trigger1 = (var(8) := 1) ; Parry trigger1 = (var(9) := 2) ; 1 = Roll, 2 = Dodge, 3 = Neither trigger1 = (var(10) := 4) ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge trigger1 = (var(11) := 1) ; Super Combo Cancel trigger1 = (var(12) := 1) ; Cancel any move trigger1 = (var(13) := 2) ; Counter Attack trigger1 = (var(14) := 1) ; Counter Movement ;trigger1 = (var(15) := 2) ; Tactical Movement ;trigger1 = (var(16) := 1) ; Safe Fall trigger1 = (fvar(23) := 1) ; Air Guard persistent = 1 ;--------------------- ; N-Groove [State -2, VarSet] type = Null triggerall = Var(20) = 5 trigger1 = (var(5) := 2) ; 1 = Dash, 2 = Run trigger1 = (var(6) := 2) ; Small Jump trigger1 = (var(7) := 1) ; Just Defend trigger1 = (var(8) := 1) ; Parry trigger1 = (var(9) := 1) ; 1 = Roll, 2 = Dodge, 3 = Neither trigger1 = (var(10) := 5) ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge trigger1 = (var(11) := 1) ; Super Combo Cancel trigger1 = (var(12) := 1) ; Cancel any move trigger1 = (var(13) := 2) ; Counter Attack trigger1 = (var(14) := 2) ; Counter Movement ;trigger1 = (var(15) := 1) ; Tactical Movement ;trigger1 = (var(16) := 2) ; Safe Fall trigger1 = (fvar(23) := 1) ; Air Guard persistent = 1 ;--------------------- ; K-Groove [State -2, VarSet] type = Null triggerall = Var(20) = 6 trigger1 = (var(5) := 2) ; 1 = Dash, 2 = Run trigger1 = (var(6) := 2) ; Small Jump trigger1 = (var(7) := 2) ; Just Defend trigger1 = (var(8) := 1) ; Parry trigger1 = (var(9) := 3) ; 1 = Roll, 2 = Dodge, 3 = None trigger1 = (var(10) := 6) ; 1 = C-Gauge, 2 = A-Gauge, 3 = P-Gauge ; 4 = S-Gauge, 5 = N-Gauge, 6 = K-Gauge trigger1 = (var(11) := 1) ; Super Combo Cancel trigger1 = (var(12) := 1) ; Cancel any move trigger1 = (var(13) := 1) ; Counter Attack trigger1 = (var(14) := 1) ; Counter Movement ;trigger1 = (var(15) := 1) ; Tactical Movement ;trigger1 = (var(16) := 2) ; Safe Fall trigger1 = (fvar(23) := 1) ; Air Guard persistent = 1 ;---------------------------------------------------------------------------- ;----------------------------------------------------------------------------------- ; No Music [State -2, AssertSpecial] type = AssertSpecial triggerall = roundno = 1 trigger1 = roundstate < 2 flag = NoMusic ; PERFECT [State -2, Combo] type = VarSet triggerall = roundstate = 2 trigger1 = FVar(8) - Life > 0 fvar(15) = 1 ignorehitpause = 1 ;---------------------------------------------------------------------------------- ; Vars set upon victory/loss. [State -2, 1] type = VarSet trigger1 = Win var(27) = 1 [State -2, 1] type = VarSet trigger1 = Lose var(27) = 2 [State -2, 1] type = VarSet trigger1 = Lose || DrawGame var(36) = 1 [State -2,KO] type = VarAdd trigger1 = MatchOver ignorehitpause = 1 var(39) = 1 [State -2,KO] type = VarSet trigger1 = !MatchOver ignorehitpause = 1 var(39) = 0 [State 180, 1] type = VarAdd triggerall = Var(39) = 1 trigger1 = !Var(36) var(38)= 1 ignorehitpause = 1 persistent = 0 [State 180, 1] type = VarSet trigger1 = Var(25) var(38)= 0 ignorehitpause = 1 ;---------------------------------------------------------------------------------- ; STATE DECISION [State -2, 1] type = VarSet triggerall = movetype != H && roundstate = 2 && Time = 1 trigger1 = (StateNo = [0,199]) && !Var(31) var(28) = 0 [State -2, 1] type = VarSet triggerall = movetype != H && roundstate = 2 && Time = 1 trigger1 = (StateNo = [200,999]) && !Var(31) var(28) = 1 [State -2, 1] type = VarSet triggerall = movetype != H && roundstate = 2 && Time = 1 trigger1 = (StateNo = [1000,2999]) && !Var(31) var(28) = 2 [State -2, 1] type = VarSet triggerall = movetype != H && roundstate = 2 && Time = 1 trigger1 = ((StateNo = [3000,3999]) && Var(22)!=2) || Var(31) var(28) = 3 [State -2, 1] type = VarSet triggerall = movetype != H && roundstate = 2 && Time = 1 trigger1 = (StateNo = [3000,3999]) && Var(22) = 2 var(28) = 4 [State -2, 1] type = VarSet triggerall = P2movetype != H && roundstate = 2 && Time = 1 trigger1 = P2StateNo = [0,199] var(59) = 0 [State -2, 1] type = VarSet triggerall = P2movetype != H && roundstate = 2 && Time = 1 trigger1 = StateNo = [200,999] var(59) = 1 [State -2, 1] type = VarSet triggerall = P2movetype != H && roundstate = 2 && Time = 1 trigger1 = P2StateNo = [1000,2999] var(59) = 2 [State -2, 1] type = VarSet triggerall = P2movetype != H && roundstate = 2 && Time = 1 trigger1 = P2StateNo = [3000,3999] var(59) = 3 ;---------------------------------------------------------------------------------- ; Resets Var(3) so it may be reused [State -2, VarSet] type = VarSet triggerall = Time = 0 trigger1 = StateNo = [159,199] trigger2 = StateNo = [181,189] var(3) = 0 ;--------------------- ; Remove Ciel Com [State 195, RemoveExplod] type = RemoveExplod triggerall = NumExplod(196) trigger1 = StateNo != 195 ID = 196 [State 195, 3] type = Explod triggerall = Helper(80), Var(4) = 1 triggerall = PrevStateNo = 195 && !NumExplod(197) trigger1 = StateNo != 195 && Time = 1 anim = 197 id = 197 pos = 40,-100 bindtime = -1 ownpal = 1 ontop = 1 persistent = 0 ;---------------------------------------------------------------------------------- ; Turns Mode Intro [State -3, Turns Mode Intro] type = ChangeState trigger1 = roundsexisted <= 0 trigger1 = roundstate = 0 trigger1 = !Time value = 190 ;---------------------------------------------------------------------------------- ; Turns Mode Special Intro [State -3, Turns Mode Intro] type = ChangeState triggerall = roundstate = 0 triggerall = numenemy triggerall = enemynear,roundsexisted <= 0 triggerall = !Time trigger1 = Enemy, Name = "Zero" ;&& Enemy, AuthorName = "N64Mario" trigger2 = Enemy, Name = "dan" && Enemy, AuthorName = "Don Nadie" trigger3 = Enemy, Name = "dan" && Enemy, AuthorName = "hirohiro" trigger4 = Enemy, Name = "Demitri" && Enemy, AuthorName = "bad darkness" trigger5 = Enemy, Name = "svcryu" && Enemy, AuthorName = "Warusaki3" && Enemy, PalNo > 6 trigger6 = Enemy, Name = "SVCKEN" && Enemy, AuthorName = "H”" && Enemy, PalNo > 6 trigger7 = Enemy, Name = "Violent Ken" && Enemy, AuthorName = "Chloe" trigger8 = Enemy, Name = "Violent Ken" && Enemy, AuthorName = "Dark Roken" trigger9 = Enemy, Name = "geese" || Enemy, Name = "Geese Howard" ;&& Enemy, AuthorName = "minmeisyobou" trigger10 = Enemy, Name = "SVC for Goenitz" && Enemy, AuthorName = "Y_matsui" trigger11 = Enemy, Name = "Orochi Iori" trigger12 = Enemy, Name = "Mars People" trigger13 = Enemy, Name = "SVCAkuma" && Enemy, AuthorName = "minseo1911" && Enemy, PalNo > 6 trigger14 = Enemy, Name = "SVCGouki" && Enemy, AuthorName = "minseo1911" && Enemy, PalNo > 6 trigger15 = Enemy, Name = "Shin Akuma" trigger16 = Enemy, Name = "Shin Gouki" trigger17 = Enemy, Name = "Mr. Karate" && Enemy, AuthorName = "Diego Sanches" && Enemy, PalNo > 6 trigger18 = Enemy, Name = "svckarate" && Enemy, AuthorName = "Warusaki3" && Enemy, PalNo > 6 trigger19 = Enemy, Name = "Red Arremer" && Enemy, AuthorName = "H”" trigger20 = Enemy, Name = "svcathena" && Enemy, AuthorName = "Warusaki3" trigger21 = Enemy, Name = "Vega" && Enemy, AuthorName = "Phantom.of.the.Server" trigger22 = Enemy, Name = "cvsgeese" trigger23 = Enemy, Name = "cvsforte" && Enemy, AuthorName = "Jesuszilla" trigger24 = Enemy, AuthorName = "Neon Tiger" trigger25 = Enemy, Name = "cvsrugal" trigger26 = Enemy, Name = "cvsg_rugal" trigger27 = Enemy, Name = "cvsiori" && Enemy, PalNo > 6 trigger28 = Enemy, Name = "cvsryu" && Enemy, PalNo > 6 trigger29 = Enemy, Name = "cvsgouki" trigger30 = Enemy, Name = "Omega Tom Hanks" trigger31 = Enemy, Name = "What the fuck" trigger32 = Enemy, Name = "Original Zero" trigger33 = Enemy, Name = "Jedah" && Enemy, AuthorName = "Deuce" trigger34 = Enemy, Name = "DIO" trigger35 = Enemy, Name = "vanillaice" trigger36 = Enemy, Name = "SKen_WLS" && Enemy, AuthorName = "Vans" trigger37 = Enemy, Name = "Orochi Shermie" trigger38 = Enemy, Name = "Orochi Chris" trigger39 = Enemy, Name = "Orochi Yashiro" trigger40 = Enemy, Name = "SDio" trigger41 = Enemy, Name = "cvsroll" trigger42 = Enemy, Name = "Kain" || Enemy, Name = "Kain R. Heinlein" trigger43 = Enemy, Name = "cvskyo" && Enemy, PalNo > 6 trigger44 = Enemy, Name = "cvsken" && Enemy, PalNo > 6 trigger45 = Enemy, Name = "Ken Masters" && Enemy, PalNo > 6 && Enemy, Authorname = "Phantom.of.the.Server" trigger46 = Enemy, Name = "Morrigan" || Enemy, Name = "Morrigan Aensland" || Enemy, Name = "mvcmorrigan" || Enemy, Name = "morriganmvc" trigger47 = Enemy, Name = "cvsmorrigan" trigger48 = Enemy, Name = "cvsvega" trigger49 = Enemy, Name = "Grant" trigger50 = Enemy, Name = "Mukai" trigger51 = Enemy, Name = "Adelheid" || Enemy, Name = "Adelheid Bernstein" || Enemy, Name = "Redl" || Enemy, Name = "Redlheid" || Enemy, Name = "Redlheid Bernstein" trigger52 = Enemy, Name = "Wolfgang Krauser" trigger53 = Enemy, Name = "Laurence Blood" trigger54 = Enemy, Name = "Igniz" trigger55 = Enemy, Name = "cvsgouki_ex" trigger56 = Enemy, Name = "cvsryu_ex" trigger57 = Enemy, Name = "cvsken_ex" trigger58 = Enemy, Name = "cvshaohmaru_ex" trigger59 = Enemy, Name = "cvshaohmaru" && Enemy, AuthorName = "Warusaki3" && Enemy, PalNo > 6 trigger60 = Enemy, Name = "cvskyo_ex" trigger61 = Enemy, Name = "cvsvega_ex" value = 190 ;--------------------- ;C-Gauge [State -2, Helper] type = Helper triggerall = !NumHelper(6100) && !NumHelper(6000) triggerall = Var(10) = 1 triggerall = numenemy trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner ID = 6100 name = "c_gauge" pos = 0,300 postype = P1 stateno = 6100 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 facing = facing*ifelse(teamside=1,1,-1) ;--------------------- ;A-Gauge [State -2, Helper] type = Helper triggerall = !NumHelper(6110) && !NumHelper(6000) triggerall = Var(10) = 2 triggerall = numenemy trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner ID = 6110 name = "a_gauge" pos = 0,300 postype = P1 stateno = 6110 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 facing = facing*ifelse(teamside=1,1,-1) ;--------------------- ;P-Gauge [State -2, Helper] type = Helper triggerall = !NumHelper(6120) && !NumHelper(6000) triggerall = Var(10) = 3 triggerall = numenemy trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner id = 6120 name = "p_gauge" pos = 0,300 postype = P1 stateno = 6120 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 facing = facing*ifelse(teamside=1,1,-1) ;--------------------- ;S-Gauge [State -2, Helper] type = Helper triggerall = !NumHelper(6130) && !NumHelper(6000) triggerall = Var(10) = 4 triggerall = numenemy trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner id = 6130 name = "s_gauge" pos =0,0 postype = P1 stateno = 6130 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 facing = facing*ifelse(teamside=1,1,-1) [State -2, 1] type = VarSet triggerall = Var(10) = 4 trigger1 = !Var(17) trigger1 = roundstate >= 2 trigger1 = Power >= 1000 var(17) = 750 [State -2, 1] type = PowerSet trigger1 = Var(17) = 750 value = 0 ignorehitpause = 1 [State -2, 1] type = PowerSet trigger1 = Var(17) = 1 value = 0 ignorehitpause = 1 [State 200, 3] type = PlaySnd trigger1 = Var(17) = 750 value = S6000,2 [State -2, 1] type = VarAdd trigger1 = Var(17) var(17) = -1 ignorehitpause = 1 [State -2, 1] type = VarSet trigger1 = Var(17) var(44) = 1 [State -2, 1] type = VarSet trigger1 = !Var(17) && ctrl var(44) = 0 ;--------------------- ;N-Gauge [State -2, Helper] type = Helper triggerall = !NumHelper(6140) && !NumHelper(6000) triggerall = Var(10) = 5 triggerall = numenemy trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner id = 6140 name = "n_gauge" pos = 0,300 postype = P1 stateno = 6140 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 facing = facing*ifelse(teamside=1,1,-1) ;N Groove Power MAX [State -2, 1] type = VarAdd trigger1 = Var(29) var(29) = -1 ignorehitpause = 1 [State -2, 1] type = PalFX triggerall = Var(10) = 5 trigger1 = (GameTime%2)=0 trigger1 = Var(29) time = 1 add = 128,128,0 ignorehitpause = 1 [State -2, 1] type = VarSet trigger1 = !Var(29) && ctrl var(18) = 0 ;--------------------- ;K-Gauge [State 3001, Super] type = Helper triggerall = !NumHelper(6150) && !NumHelper(6000) triggerall = Var(10) = 6 triggerall = numenemy trigger1 = numpartner trigger1 = !(ID-partner,ID>0 && partner,authorname="warusaki3") trigger1 = !(ID-partner,ID>0 && partner,authorname="Jesuszilla") trigger1 = !(ID-partner,ID>0 && partner,authorname=".\/.") trigger1 = !(ID-partner,ID>0 && partner,authorname="N64Mario") trigger2 = !numpartner ID = 6150 name = "k_gauge" pos =0,0 postype = P1 stateno = 6150 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 facing = facing*ifelse(teamside=1,1,-1) [State -2, Combo] type = VarAdd triggerall = Var(10) = 6 triggerall = !Var(19) triggerall = roundstate = 2 triggerall = FVar(14) < 7200 trigger1 = FVar(8) - Life > 0 fvar(14) = ceil((FVar(8)-Life)*14*(10+Var(41))/10) ignorehitpause = 1 [State -2, 1] type = VarSet trigger1 = FVar(14) > 7200 fvar(14) = 7200 [State -2, 1] type = VarSet trigger1 = FVar(14) = 7200 var(19) = 1 [State -2, 1] type = VarSet trigger1 = FVar(14) <= 1 && ((StateNo != [3000,3999]) || roundstate != 2) var(19) = 0 [State 860, 1] type = Explod trigger1 = FVar(14) = 7200 && !NumExplod(8420) anim = 8420 pos = 0,-70 postype = p1 ontop = 0 ownpal = 1 ID = 8420 persistent = 0 pausemovetime = -1 scale = .5,.5 [State 200, 3] type = PlaySnd trigger1 = FVar(14) = 7200 value = S6000,5 [State -2, 1] type = PowerAdd trigger1 = FVar(14) = 7200 value = -3000 ignorehitpause = 1 [State -2, 1] type = VarAdd triggerall = Var(10) = 6 triggerall = Var(19) trigger1 = FVar(14) > 0 fvar(14) = -7.2 ignorehitpause = 1 [State -2, 1] type = PalFX triggerall = Var(10) = 6 trigger1 = FVar(14) && Var(19) time = 1 mul = 230,ceil(152-abs(76*sin(gametime*.05))),ceil(128-abs(64*sin(gametime*.05))) ignorehitpause = 1 persistent = 0 [State -2, 1] type = DefenceMulSet triggerall = Var(10) = 6 trigger1 = FVar(14) && Var(19) value = 0.775 [State -2, 1] type = DefenceMulSet trigger1 = !Var(19) value = 1 ;---------------------------------------------------------------------------------- ; Level Up! Sound [State -2, PlaySnd] type = PlaySnd triggerall = roundstate = 2 trigger1 = (floor(power*.001) - floor(FVar(37)*.001) > 0) && (Var(10) = 1 || Var(10) = 5) trigger2 = (floor(power/1500) - floor(FVar(37)/1500) > 0) && Var(10) = 3 trigger3 = (floor(power/3000) - floor(FVar(37)/3000) > 0) && Var(10) = 4 value = 6000,IfElse(Var(10)=5,3,4) ignorehitpause = 1 [State -2, 1] type = VarSet trigger1 = 1 fvar(37) = power ignorehitpause = 1 ;---------------------------------------------------------------------------------- ; Power Charge [State -2, 1] type = VarAdd triggerall = roundstate = 2 trigger1 = Var(30) var(30) = -1 ignorehitpause = 1 [State -2, 1] type = VarSet trigger1 = MoveType = H var(30) = 0 [State -2, 1] type = VarSet trigger1 = !Var(30) && ctrl trigger2 = LoseKO var(31) = 0 [State -2, 1] type = VarAdd trigger1 = Var(30) var(43) = -9 ignorehitpause = 1 [State -2, 1] type = PowerSet triggerall = Var(31) trigger1 = MoveType = H value = Var(43)/2 [State -3, Kill Juggle Checking] type = AssertSpecial trigger1 = Var(31) trigger1 = P2MoveType = H && P2stateType = A flag = NoJuggleCheck [State -3, No Blocking] type = AssertSpecial trigger1 = Var(30) flag = NoStandGuard flag2 = NoCrouchGuard flag3 = NoAirGuard ;--------------------- ; NoAirGuard [State -2, AssertSpecial] type = AssertSpecial trigger1 = FVar(23) != 2 flag = NoAirGuard ;--------------------- ; Combo Damage [State -2, PowerReset] type = VarSet trigger1 = P2movetype != H var(45) = P2life [State 3001, Super] type = Helper triggerall = FVar(7) triggerall = numenemy triggerall = roundstate = 2 triggerall = (Var(45)-P2life)>250 trigger1 = !NumHelper(6800)&&!NumHelper(6801)&&!NumHelper(6802)&&!NumHelper(6803)&&!Var(35) trigger2 = !NumHelper(6800)&&!NumHelper(6801)&&!NumHelper(6802)&&!NumHelper(6803)&&Var(35)=1&&!enemynear,NumHelper(6800)&&!enemynear,NumHelper(6801)&&!enemynear,NumHelper(6802)&&!enemynear,NumHelper(6803) ID = 6803 name = "narration_1" pos = 0,300 postype = Left stateno = 6803 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 ;Decrease Groove Points by Time [State -2, PowerReset] type = VarSet triggerall = MatchNo = 1 triggerall = RoundNo = 1 trigger1 = roundstate = 0 var(47) = 100000 [State -2, PowerReset] type = VarSet trigger1 = Var(47) > 9999999 var(47) = 9999999 persistent = 1 [State -2, PowerReset] type = VarSet trigger1 = Var(47) < -9999999 var(47) = -9999999 persistent = 1 [State -2, PowerReset] type = VarAdd trigger1 = roundstate = 2 var(34) = 1 persistent = 1 [State -2, PowerReset] type = VarAdd triggerall = roundstate = 2 triggerall = Var(47) = [-9999999,9999999] trigger1 = Var(34) >= 600 trigger1 = gametime%60 = 0 var(47) = -500 persistent = 1 [State 3001, Super] type = Helper triggerall = FVar(7) triggerall = !Var(37) triggerall = numenemy triggerall = roundstate = 2 triggerall = Var(34) = 400 trigger1 = !NumHelper(6800)&&!NumHelper(6801)&&!NumHelper(6802)&&!NumHelper(6803)&&!Var(35) trigger2 = !NumHelper(6800)&&!NumHelper(6801)&&!NumHelper(6802)&&!NumHelper(6803)&&Var(35)=1&&!enemynear,NumHelper(6800)&&!enemynear,NumHelper(6801)&&!enemynear,NumHelper(6802)&&!enemynear,NumHelper(6803) ID = 6800 name = "narration_1" pos = 0,300 postype = Left stateno = 6800 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 ;--------------------- ; Super Combo Cancel [State -2, PowerReset] type = VarSet triggerall = P2MoveType = H && P2stateType = A triggerall = Var(11) = 2 triggerall = ((PrevStateNo=[1000,2999]) && !FVar(16)) || ((PrevStateNo=[1000,2999]) && FVar(16) = -1 && Time = 1) trigger1 = StateNo=3000 trigger2 = StateNo=3100 trigger3 = StateNo=3200 trigger4 = StateNo=3300 fvar(16) = 1 ignorehitpause = 1 [State -2, PowerReset] type = VarAdd trigger1 = FVar(16) > 0 fvar(16) = 1 [State -3, Kill Juggle Checking] type = AssertSpecial trigger1 = FVar(16) > 0 flag = nojugglecheck [State -2, PowerReset] type = VarSet triggerall = FVar(16) > 1 trigger1 = movehit trigger2 = projhit = 1 fvar(17) = -1 ignorehitpause = 1 [State -2, PowerReset] type = VarSet trigger1 = FVar(16) > 120 trigger2 = NumEnemy trigger2 = Enemy,MoveType != H fvar(17) = 0 ignorehitpause = 1 ;--------------------------------------------- ; Wuddafuckisdisshit? ; Air Combo Restriction [State -2, PowerReset] type = VarSet trigger1 = FVar(13) = 1 trigger2 = P2MoveType != H fvar(18) = 0 ignorehitpause = 1 [State -2, PowerReset] type = VarAdd triggerall = !Var(25) triggerall = !FVar(13) triggerall = P2MoveType = H && P2stateType = A trigger1 = movehit fvar(18) = 1 ignorehitpause = 1 [State -2, PowerReset] type = VarAdd triggerall = !FVar(13) triggerall = P2MoveType = H && P2stateType = A triggerall = FVar(19) >= 0 trigger1 = projhit = 1 fvar(19) = 1 ignorehitpause = 1 [State -2, PowerReset] type = VarSet triggerall = FVar(19) >= 0 trigger1 = !NumProj fvar(19) = 0 ignorehitpause = 1 [State -2, PowerReset] type = VarAdd triggerall = !Var(25) triggerall = !FVar(13) triggerall = P2MoveType = H && P2stateType = A triggerall = !FVar(19) trigger1 = projhit = 1 fvar(18) = 1 ignorehitpause = 1 [State -2, PowerReset] type = VarSet triggerall = FVar(19) < 0 trigger1 = !NumProj fvar(19) = 0 ignorehitpause = 1 [State -3, Kill Juggle Checking] type = AssertSpecial triggerall = P2MoveType = H && P2stateType = A trigger1 = (StateNo = 1300 || StateNo = 1310 || StateNo = 1320) && AnimElemTime(3) > 0 && (FVar(18)+FVar(19)) < 2 flag = nojugglecheck ;Lv. 2 Cancel Lead-ups [State -2, PowerReset] type = VarAdd trigger1 = FVar(13) fvar(13) = 1 [State -2, PowerReset] type = VarSet triggerall = PrevStateNo=[3000,3999] triggerall = time = 1 triggerall = P2MoveType = H && P2stateType = A trigger1 = StateNo=195 trigger2 = StateNo=1000 trigger3 = StateNo=1100 trigger4 = StateNo=1200 trigger5 = StateNo = 1300 || StateNo = 1310 || StateNo = 1320 trigger6 = StateNo=1400 trigger7 = StateNo=1500 trigger8 = StateNo=1600 trigger9 = StateNo=1700 trigger10 = StateNo=3000 trigger11 = StateNo=3100 trigger12 = StateNo=3200 fvar(13) = 1 ignorehitpause = 1 [State -3, Kill Juggle Checking] type = assertspecial trigger1 = FVar(13) flag = nojugglecheck [State -2, PowerReset] type = VarSet triggerall = FVar(13) > 1 trigger1 = movehit trigger2 = projhit = 1 trigger3 = FVar(13) > 120 trigger4 = numenemy trigger4 = enemy,MoveType != H fvar(13) = 0 ignorehitpause = 1 ;Lead-up attacks [State -2, Combo] type = VarSet trigger1 = movehit trigger2 = Projhit = 1 trigger3 = p2movetype != H trigger4 = FVar(13) = 1 var(25) = 0 ignorehitpause = 1 [State -2, Combo] type = NULL;VarSet trigger1 = movehit trigger1 = StateNo = 1210 || StateNo = 1211 var(25) = 1 ignorehitpause = 1 [State -3, Kill Juggle Checking] type = AssertSpecial trigger1 = Var(25) flag = nojugglecheck [State -2, Test] type = Null;PlaySnd trigger1 = NumHelper(77) value = S7013,0 ;ignorehitpause = 1 ;---------------------------------------------------------------------------------- ; Aerial Return Leads [State -2, PowerReset] type = VarSet trigger1 = !NumTarget trigger2 = P2MoveType != H trigger3 = movehit trigger4 = projhit = 1 fvar(34) = 0 ignorehitpause = 1 [State -2, PowerReset] type = VarSet triggerall = P2MoveType = H && P2stateType = A triggerall = !Var(30) triggerall = movehit triggerall = (StateNo = [200,799]) trigger1 = StateNo != 450 trigger1 = !(StateNo = 240 && PrevStateNo = 310) fvar(34) = 1 ignorehitpause = 1 [State 901, Throw] type = TargetState triggerall = NumTarget triggerall = FVar(34) trigger1 = target,StateNo = 5050 value = 840 ;---------------------------------------------------------------------------------- ;Groove points increase/decrease when damage is taken [State -2, 1] type = VarAdd triggerall = roundstate = 2 triggerall = StateNo = 5000 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080 trigger1 = Time = 1 var(47)=ifElse((enemynear,hitdefattr=SCA,NA,NP,NT),-500,ifElse((enemynear,hitdefattr=SCA,SA,SP,ST),-300,-200)) ignorehitpause = 1 [State -2, 1] type = VarAdd triggerall = roundstate = 2 triggerall = movetype = H triggerall = (StateNo != 5000 && StateNo != 5020 && StateNo != 5070 && StateNo != 5080) trigger1 = FVar(8) - Life > 0 var(47)=ifElse((enemynear,StateNo=[195,999]),-500,ifElse((enemynear,StateNo=[1000,2999]),-300,-200)) ignorehitpause = 1 [State -2, Combo] type = VarSet trigger1 = 1 fvar(8) = life ignorehitpause = 1 ;---------------------------------------------------------------------------------- ; Messages ;Reversal Condition 1 [State 180, 1] type = VarSet trigger1 = movetype = H fvar(30) = 2 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = ctrl trigger1 = FVar(30) = 2 fvar(30) = 1 ignorehitpause = 1 [State 180, 1] type = VarAdd trigger1 = FVar(30) = 1 fvar(31) = 1 ignorehitpause = 1 ;Bonus Message [State 180, 1] type = VarSet triggerall = Time = 1 trigger1 = stateno = 700 trigger2 = stateno = 710 trigger3 = stateno = 720 fvar(32) = 0 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = Var(21) triggerall = p2movetype = H triggerall = roundstate = 2 trigger1 = (stateno != [800,899]) && (stateno != [3300,3399]) trigger1 = movehit trigger2 = projhit = 1 fvar(32) = 1 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = !Var(37) triggerall = p2movetype = H triggerall = roundstate = 2 trigger1 = movehit trigger2 = projhit = 1 fvar(32) = 2 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = Time = 1 trigger1 = stateno = 320 fvar(32) = 3 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = Time = 1 trigger1 = stateno = 2800 fvar(32) = 4 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = Time = 1 trigger1 = stateno = 330 fvar(32) = 5 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = Time = 1 trigger1 = stateno = 500 trigger2 = stateno = 510 trigger3 = stateno = 520 fvar(32) = 6 ignorehitpause = 1 [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = FVar(6) triggerall = movetype != H triggerall = !NumHelper(6600) triggerall = Time = 1 trigger1 = stateno = 320 trigger2 = stateno = 330 trigger3 = stateno = 500 trigger4 = stateno = 510 trigger5 = stateno = 520 trigger6 = stateno = 700 trigger7 = stateno = 710 trigger8 = stateno = 720 trigger9 = stateno = 2800 id = 6600 name = "Guard" pos =0,0 postype = P1 stateno = 6630 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = FVar(6) triggerall = movetype != H triggerall = !NumHelper(6600) triggerall = Time = 1 trigger1 = stateno = 320 trigger2 = stateno = 330 trigger3 = stateno = 500 trigger4 = stateno = 510 trigger5 = stateno = 520 trigger6 = stateno = 700 trigger7 = stateno = 710 trigger8 = stateno = 720 trigger9 = stateno = 2800 id = 6600 name = "Guard" pos =0,0 postype = P1 stateno = 6620 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = !FVar(5) triggerall = movetype != H triggerall = !NumHelper(6600) triggerall = Time = 1 trigger1 = stateno = 320 trigger2 = stateno = 330 trigger3 = stateno = 500 trigger4 = stateno = 510 trigger5 = stateno = 520 trigger6 = stateno = 700 trigger7 = stateno = 710 trigger8 = stateno = 720 trigger9 = stateno = 2800 id = 6600 name = "Guard" pos =0,0 postype = P1 stateno = 6610 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(4) triggerall = movetype != H triggerall = !NumHelper(6600) triggerall = Time = 1 trigger1 = stateno = 320 trigger2 = stateno = 330 trigger3 = stateno = 500 trigger4 = stateno = 510 trigger5 = stateno = 520 trigger6 = stateno = 700 trigger7 = stateno = 710 trigger8 = stateno = 720 trigger9 = stateno = 2800 id = 6600 name = "Guard" pos =0,0 postype = P1 stateno = 6600 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = FVar(6) triggerall = !NumHelper(6601) triggerall = p2movetype = H trigger1 = Var(21) trigger1 = (stateno != [800,899]) && (stateno != [3300,3399]) trigger1 = movehit trigger2 = Var(21) trigger2 = projhit = 1 trigger3 = NumHelper(77) id = 6601 name = "Counter Hit" pos =0,0 postype = P1 stateno = 6631 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = !FVar(6) triggerall = !NumHelper(6601) triggerall = p2movetype = H trigger1 = Var(21) trigger1 = (stateno != [800,899]) && (stateno != [3300,3399]) trigger1 = movehit trigger2 = Var(21) trigger2 = projhit = 1 trigger3 = NumHelper(77) id = 6601 name = "Counter Hit" pos =0,0 postype = P1 stateno = ifelse(Var(37)=0,6631,6621) helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = !FVar(5) triggerall = !NumHelper(6601) triggerall = p2movetype = H trigger1 = Var(21) trigger1 = (stateno != [800,899]) && (stateno != [3300,3399]) trigger1 = movehit trigger2 = Var(21) trigger2 = projhit = 1 trigger3 = NumHelper(77) id = 6601 name = "Counter Hit" pos =0,0 postype = P1 stateno = ifelse(Var(37)=0,6621,6611) helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(4) triggerall = !NumHelper(6601) triggerall = p2movetype = H trigger1 = Var(21) trigger1 = (stateno != [800,899]) && (stateno != [3300,3399]) trigger1 = movehit trigger2 = Var(21) trigger2 = projhit = 1 trigger3 = NumHelper(77) id = 6601 name = "Counter Hit" pos =0,0 postype = P1 stateno = ifelse(Var(37)=0,6611,6601) helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = FVar(6) triggerall = !NumHelper(6602) triggerall = p2movetype = H triggerall = roundstate = 2 trigger1 = movehit trigger1 = !Var(37) trigger2 = projhit = 1 trigger2 = !Var(37) trigger3 = NumHelper(78) id = 6602 name = "First Attack" pos =0,0 postype = P1 stateno = 6632 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = !FVar(6) triggerall = !NumHelper(6602) triggerall = p2movetype = H triggerall = roundstate = 2 trigger1 = movehit trigger1 = !Var(37) trigger2 = projhit = 1 trigger2 = !Var(37) trigger3 = NumHelper(78) id = 6602 name = "First Attack" pos =0,0 postype = P1 stateno = 6622 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = !FVar(5) triggerall = !NumHelper(6602) triggerall = p2movetype = H triggerall = roundstate = 2 trigger1 = movehit trigger1 = !Var(37) trigger2 = projhit = 1 trigger2 = !Var(37) trigger3 = NumHelper(78) id = 6602 name = "First Attack" pos =0,0 postype = P1 stateno = 6612 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(4) triggerall = !NumHelper(6602) triggerall = p2movetype = H triggerall = roundstate = 2 trigger1 = movehit trigger1 = !Var(37) trigger2 = projhit = 1 trigger2 = !Var(37) trigger3 = NumHelper(78) id = 6602 name = "First Attack" pos =0,0 postype = P1 stateno = 6602 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = FVar(6) triggerall = !NumHelper(6603) triggerall = Time = 1 trigger1 = stateno = 1800 id = 6603 name = "Tech Hit" pos =0,0 postype = P1 stateno = 6633 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = !FVar(6) triggerall = !NumHelper(6603) triggerall = Time = 1 trigger1 = stateno = 1800 id = 6603 name = "Tech Hit" pos =0,0 postype = P1 stateno = 6623 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = !FVar(5) triggerall = !NumHelper(6603) triggerall = Time = 1 trigger1 = stateno = 1800 id = 6603 name = "Tech Hit" pos =0,0 postype = P1 stateno = 6613 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(4) triggerall = !NumHelper(6603) triggerall = Time = 1 trigger1 = stateno = 1800 id = 6603 name = "Tech Hit" pos =0,0 postype = P1 stateno = 6603 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = FVar(6) triggerall = !NumHelper(6604) triggerall = Time = 1 triggerall = FVar(31) triggerall = movetype != H trigger1 = stateno = [1000,3999] id = 6604 name = "Reversal" pos =0,0 postype = P1 stateno = 6634 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = !FVar(6) triggerall = !NumHelper(6604) triggerall = Time = 1 triggerall = FVar(31) triggerall = movetype != H trigger1 = stateno = [1000,3999] id = 6604 name = "Reversal" pos =0,0 postype = P1 stateno = 6624 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = !FVar(5) triggerall = !NumHelper(6604) triggerall = Time = 1 triggerall = FVar(31) triggerall = movetype != H trigger1 = stateno = [1000,3999] id = 6604 name = "Reversal" pos =0,0 postype = P1 stateno = 6614 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(4) triggerall = !NumHelper(6604) triggerall = Time = 1 triggerall = FVar(31) triggerall = movetype != H trigger1 = stateno = [1000,3999] id = 6604 name = "Reversal" pos =0,0 postype = P1 stateno = 6604 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 180, 1] type = VarAdd triggerall = Time = 1 triggerall = FVar(31) triggerall = movetype != H trigger1 = stateno = [1000,3999] var(47) = 2000 ignorehitpause = 1 [State 180, 1] type = VarSet trigger1 = FVar(31) = 3 trigger2 = (stateno = [1000,3999]) && time = 1 fvar(30) = 0 ignorehitpause = 1 [State 180, 1] type = VarSet trigger1 = FVar(31) = 3 trigger2 = (stateno = [1000,3999]) && time = 1 fvar(31) = 0 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = alive triggerall = Var(28) = [0,1] trigger1 = FVar(21) = 1 fvar(33) = 1 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = alive triggerall = Var(28) = 2 trigger1 = FVar(21) = 1 fvar(33) = 5 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = alive triggerall = Var(28) = 3 || Var(28) = 4 trigger1 = FVar(21) = 1 fvar(33) = 6 ignorehitpause = 1 [State 180, 1] type = VarSet triggerall = alive triggerall = Var(31) trigger1 = FVar(21) = 1 fvar(33) = 3 ignorehitpause = 1 [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = FVar(6) triggerall = !NumHelper(6700) triggerall = winKO triggerall = alive trigger1 = FVar(21) = 2 id = 6700 name = "Finish Hit" pos =0,0 postype = P1 stateno = 6730 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = !FVar(6) triggerall = !NumHelper(6700) triggerall = winKO triggerall = alive trigger1 = Var(21) = 2 id = 6700 name = "Finish Hit" pos =0,0 postype = P1 stateno = 6720 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = !FVar(5) triggerall = !NumHelper(6700) triggerall = winKO triggerall = alive trigger1 = FVar(21) = 2 id = 6700 name = "Finish Hit" pos =0,0 postype = P1 stateno = 6710 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(4) triggerall = !NumHelper(6700) triggerall = winKO triggerall = alive trigger1 = FVar(21) = 2 id = 6700 name = "Finish Hit" pos =0,0 postype = P1 stateno = 6700 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = FVar(6) triggerall = !NumHelper(6704) triggerall = win triggerall = alive trigger1 = Var(39) = 5 trigger1 = FVar(15) = 1 trigger1 = !Var(36) id = 6704 name = "Complete" pos =0,0 postype = P1 stateno = 6734 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = FVar(5) triggerall = !FVar(6) triggerall = !NumHelper(6704) triggerall = win triggerall = alive trigger1 = Var(39) = 5 trigger1 = FVar(15) = 1 trigger1 = !Var(36) id = 6704 name = "Complete" pos =0,0 postype = P1 stateno = 6724 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = FVar(4) triggerall = !FVar(5) triggerall = !NumHelper(6704) triggerall = win triggerall = alive trigger1 = Var(39) = 5 trigger1 = FVar(15) = 1 trigger1 = !Var(36) id = 6704 name = "Complete" pos =0,0 postype = P1 stateno = 6714 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(4) triggerall = !NumHelper(6704) triggerall = win triggerall = alive trigger1 = Var(39) = 5 trigger1 = FVar(15) = 1 trigger1 = !Var(36) id = 6704 name = "Complete" pos =0,0 postype = P1 stateno = 6704 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(4) triggerall = !FVar(20) triggerall = win triggerall = alive trigger1 = FVar(22) = 1 id = 6701 name = "Vital" pos =0,0 postype = P1 stateno = 6701 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(5) triggerall = !FVar(20) triggerall = win triggerall = alive trigger1 = fvar(22) = 1 trigger1 = !FVar(15) id = 6702 name = "Perfect" pos =0,0 postype = P1 stateno = 6712 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(5) triggerall = !FVar(20) triggerall = win triggerall = alive trigger1 = FVar(22) = 1 trigger1 = FVar(15) = 1 id = 6703 name = "Max Combo" pos =0,0 postype = P1 stateno = 6713 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) [State 3001, Super] type = Helper triggerall = !FVar(6) triggerall = !FVar(20) triggerall = win triggerall = alive trigger1 = FVar(22) = 1 trigger1 = !FVar(15) id = 6703 name = "Max Combo" pos =0,0 postype = P1 stateno = 6723 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999 supermovetime = 999999 facing = facing*ifelse(teamside=1,1,-1) ;---------------------------------------------------------------------------------- ; Burn/Shock Sparks [State -2, Combo] type = VarSet trigger1 = FVar(3) fvar(3) = 0 ignorehitpause = 1 [State -2, Combo] type = VarSet triggerall = p2movetype = H trigger1 = projhittime(80085) = 1 fvar(3) = 1 ignorehitpause = 1 [State -2, Combo] type = VarSet triggerall = p2movetype = H trigger1 = NumTarget(4140) fvar(3) = 2 ignorehitpause = 1 [State -2, Combo] type = VarSet triggerall = p2movetype = H trigger1 = NumTarget(43);Helper(4001),NumTarget(43) trigger1 = target,statetype = A;projhittime(4005) = 1 fvar(3) = 3 ignorehitpause = 1 [State -2, Combo] type = VarSet triggerall = p2movetype = H trigger1 = NumTarget(43);Helper(4001),NumTarget(43) trigger1 = target,statetype != A;projhittime(4005) = 1 fvar(3) = 4 ignorehitpause = 1 [State 3001, Super] type = Helper triggerall = !NumHelper(8300) trigger1 = FVar(3) = 1 id = 8300 name = "FireEffect_Down" pos = 0,0 postype = P2 stateno = 8300 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 3001, Super] type = Helper triggerall = !NumHelper(8300) trigger1 = FVar(3) = 2 id = 8300 name = "FireEffect_KnockBack" pos =0,0 postype = P2 stateno = 8301 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 3001, Super] type = Helper triggerall = !NumHelper(8305) trigger1 = FVar(3) = 3 id = 8305 name = "SparkEffect_KnockBack" pos =0,0 postype = P2 stateno = 8305 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 3001, Super] type = Helper triggerall = !NumHelper(8305) trigger1 = FVar(3) = 4 id = 8305 name = "SparkEffect_Down" pos =0,0 postype = P2 stateno = 8306 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 ;---------------------------------------------------------------------------------- ; Counter Hit Effect [State -2, Combo] type = VarSet trigger1 = FVar(25) = 1 fvar(25) = 0 ignorehitpause = 1 [State -2, Combo] type = VarSet triggerall = p2movetype = H triggerall = (stateno != [800,899]) && (stateno != [3300,3399]) triggerall = movehit || ProjHit = 1 trigger1 = Var(21) fvar(25) = 1 ignorehitpause = 1 [State -3, Blocking5] type = Helper triggerall = p2movetype = H triggerall = (stateno != [800,899]) && (stateno != [3300,3399]) triggerall = movehit trigger1 = Var(21) ID = 8130 name = "COUNTER HIT EFFECT" pos = Ceil(enemy,Const(size.ground.front)+FVar(26)),Ceil(Pos Y-enemy,Pos Y+FVar(27)) postype = P2 stateno = 8130 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 99999 ;---------------------------------------------------------------------------------- ; Announcer Voice [State -2, Combo] type = VarSet trigger1 = NumEnemy trigger1 = Enemy,MoveType != H var(51) = 0 ignorehitpause = 1 [State -2, Combo] type = VarAdd trigger1 = MoveHit trigger2 = ProjHit = 1 var(51) = 1 ignorehitpause = 1 [State 3001, Super] type = Helper triggerall = FVar(7) triggerall = NumEnemy triggerall = roundstate = 2 triggerall = (Var(51) = 5 && !Var(31)) || (Var(51) = 10 && Var(31)) triggerall = StateNo != 810 triggerall = StateNo != 3100 trigger1 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&Var(35)=0 trigger2 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&Var(35)=1&&enemynear,NumHelper(6800)=0&&enemynear,NumHelper(6801)=0&&enemynear,NumHelper(6802)=0&&enemynear,NumHelper(6803)=0 ID = 6802 name = "narration_3" pos =0,0 postype = P1 stateno = 6802 helpertype = Normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 [State 180, 1];First Attack type = VarAdd triggerall = !Var(37) triggerall = roundstate = 2 triggerall = p2movetype = H trigger1 = movehit trigger2 = projHit = 1 var(47) = 5000 ignorehitpause = 1 [State 3001, Super] type = Helper triggerall = FVar(7) triggerall = roundstate = 2 triggerall = p2movetype = H triggerall = Var(34) < 400 triggerall = (movehit && !Var(37))||(projHit = 1 && !Var(37))||NumHelper(78) trigger1 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&Var(35)=0 trigger2 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&Var(35)=1&&enemynear,NumHelper(6800)=0&&enemynear,NumHelper(6801)=0&&enemynear,NumHelper(6802)=0&&enemynear,NumHelper(6803)=0 ID = 6801 name = "narration_2" pos = 0,300 postype = Left stateno = 6801 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 persistent = 0 pausemovetime = 99999999999999 [State -2, Combo] type = VarSet triggerall = !Var(37) triggerall = roundstate = 2 trigger1 = MoveHit && p2movetype = H trigger2 = ProjHit = 1 && p2movetype = H trigger3 = MoveType = H && (StateNo != [150,159]) && (StateNo != [500,599]) var(37) = 1 ignorehitpause = 1 persistent = 0 [State 180, 1];Hit bonus type = VarAdd triggerall = roundstate = 2 triggerall = Var(51) < 2 trigger1 = moveguarded trigger2 = projGuarded = 1 var(47)=IfElse((hitdefattr=SCA,NA,NP,NT),-50,IfElse((hitdefattr=SCA,SA,SP,ST),-30,-20)) ignorehitpause = 1 persistent = 1 [State 180, 1] type = VarAdd triggerall = roundstate = 2 triggerall = Var(51) < 2 triggerall = Var(21) = 0 triggerall = p2movetype = H trigger1 = movehit trigger2 = projhit = 1 var(47)=500 ignorehitpause = 1 persistent = 1 [State 180, 1] type = VarAdd triggerall = roundstate = 2 triggerall = Var(51) < 2 triggerall = Var(21) triggerall = p2movetype = H trigger1 = movehit trigger2 = projhit = 1 var(47)=IfElse((hitdefattr=SCA,NA,NP,NT),1001,IfElse((hitdefattr=SCA,SA,SP,ST),3001,5001)) ignorehitpause = 1 persistent = 1 [State 180, 1] type = VarAdd triggerall = roundstate = 2 triggerall = Var(21) triggerall = p2movetype = H trigger1 = movehit trigger2 = projhit = 1 var(47)=1000 ignorehitpause = 1 persistent = 1 [State -2, Combo];MAX Power Combo Bonus type = VarSet trigger1 = P2MoveType = H trigger1 = Var(33) < Var(51) var(33) = Var(51) ignorehitpause = 1 persistent = 1 [State 180, 1];Combo bonus type = VarAdd triggerall = roundstate = 2 triggerall = Var(51) >= 2 trigger1 = movehit trigger2 = projhit = 1 var(47) = IfElse(Var(51)<6,2000,500) ignorehitpause = 1 persistent = 1 [State -2, Combo] type = VarSet trigger1 = movehit trigger2 = projHit = 1 var(50) = ifElse(MoveHit,1,3) ignorehitpause = 1 [State -2, Combo] type = VarSet trigger1 = MoveGuarded trigger2 = ProjGuarded = 1 var(50) = ifElse(MoveGuarded,2,4) ignorehitpause = 1 [State -2, Combo] type = VarSet trigger1 = Time = 1 var(50) = 0 ignorehitpause = 1 [State -2, Combo] type = VarSet trigger1 = 1 fvar(12) = 0 ignorehitpause = 1 [State -2, Combo] type = VarSet trigger1 = movehit trigger2 = projHit = 1 fvar(12) = ifElse(MoveHit,1,3) ignorehitpause = 1 [State -2, Combo] type = VarSet trigger1 = moveguarded trigger2 = projGuarded = 1 fvar(12) = ifElse(MoveGuarded,2,4) ignorehitpause = 1 [State -2, MoveHitReset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;---------------------------------------------------------------------------------- ; Power Increase [State -2, Power] type = VarSet trigger1 = Var(10) = 1 var(40) = 0 [State -2, Power] type = VarSet trigger1 = Var(10) = 2 var(40) = 167 [State -2, Power] type = VarSet trigger1 = Var(10) = 3 var(40) = -125 [State -2, Power] type = VarSet trigger1 = Var(10) = 5 var(40) = -222 [State -2, Power] type = VarSet trigger1 = Var(10) = 4 || Var(10) = 6 var(40) = -1000 [State -2, Power2] type = VarSet triggerall = RoundState = 2 trigger1 = (100*life/const(data.life))<=100 trigger1 = (100*life/const(data.life))>30 var(41) = 0 [State -2, Power3] type = VarSet triggerall = RoundState = 2 trigger1 = (100*life/const(data.life))<=30 trigger1 = (100*life/const(data.life))>15 var(41) = 2 [State -2, Power4] type = VarSet triggerall = RoundState = 2 trigger1 = (100*life/const(data.life))<=15 trigger1 = (100*life/const(data.life))>0 var(41) = 4 [State -2, Power] type = VarSet triggerall = RoundState = 2 trigger1 = 1 var(42) = GetHitVar(damage) ;---------------------------------------------------------------------------------- ; Combo Dampener [State -2, PowerReset] type = VarSet triggerall = Var(10) = 1 triggerall = !Var(31) triggerall = roundstate = 2 trigger1 = power = [0,999] var(52) = 0 [State -2, PowerReset] type = VarSet triggerall = Var(10) != 1 trigger1 = roundstate = 2 var(52) = 0 [State -2, PowerReset] type = VarSet triggerall = Var(10) = 1 triggerall = !Var(31) triggerall = roundstate = 2 trigger1 = power = [1000,1999] var(52) = 1 [State -2, PowerReset] type = VarSet triggerall = Var(10) = 1 triggerall = !Var(31) triggerall = roundstate = 2 trigger1 = power = [2000,2999] var(52) = 2 [State -2, PowerReset] type = VarSet triggerall = Var(10) = 1 triggerall = !Var(31) triggerall = roundstate = 2 trigger1 = power >= 3000 var(52) = 5 [State -2, PowerReset] type = VarSet triggerall = roundstate = 2 trigger1 = (100*life/const(data.life))<=100 trigger1 = (100*life/const(data.life))>30 var(53) = 0 [State -2, PowerReset2] type = VarSet triggerall = roundstate = 2 trigger1 = (100*life/const(data.life))<=30 trigger1 = (100*life/const(data.life))>15 var(53) = 5 [State -2, PowerReset3] type = VarSet triggerall = roundstate = 2 trigger1 = (100*life/const(data.life))<=15 trigger1 = (100*life/const(data.life))>0 var(53) = 10 [State -2, PowerReset4] type = VarSet triggerall = roundstate = 2 trigger1 = (100*enemy,life/enemy,const(data.life))<=100 trigger1 = (100*enemy,life/enemy,const(data.life))>30 var(54) = 0 [State -2, PowerReset5] type = VarSet triggerall = roundstate = 2 trigger1 = (100*enemy,life/enemy,const(data.life))<=30 trigger1 = (100*enemy,life/enemy,const(data.life))>15 var(54) = -10 [State -2, PowerReset6] type = VarSet triggerall = roundstate = 2 trigger1 = (100*enemy,life/enemy,const(data.life))<=15 trigger1 = (100*enemy,life/enemy,const(data.life))>0 var(54) = -25 [State -2, PowerReset] type = VarSet triggerall = Var(10) = 6 triggerall = roundstate = 2 trigger1 = Var(19) var(58) = ifElse((Stateno = [195,999]),35,ifElse((Stateno = [1000,2999]),30,10)) [State -2, PowerReset] type = VarSet triggerall = Var(10) = 6 triggerall = roundstate = 2 trigger1 = !Var(19) var(58) = 0 [State -2, PowerReset] type = VarSet triggerall = Var(10) != 6 triggerall = roundstate = 2 trigger1 = 1 var(58) = 0 [State -2, PowerReset] type = VarSet triggerall = Var(10) = 4 triggerall = roundstate = 2 trigger1 = Var(44) var(55) = 15 [State -2, PowerReset] type = VarSet triggerall = Var(10) = 4 triggerall = roundstate = 2 trigger1 = !Var(44) var(55) = 0 [State -2, PowerReset] type = VarSet triggerall = Var(10) != 4 triggerall = roundstate = 2 trigger1 = 1 var(55) = 0 [State -2, PowerReset] type = VarSet triggerall = Var(10) = 5 triggerall = roundstate = 2 trigger1 = Var(18) var(56) = 20 [State -2, PowerReset] type = VarSet triggerall = Var(10) = 5 triggerall = roundstate = 2 trigger1 = !Var(18) var(56) = 0 [State -2, PowerReset] type = VarSet triggerall = Var(10) != 5 triggerall = roundstate = 2 trigger1 = 1 var(56) = 0 [State -2, 1] type = VarSet trigger1 = P2movetype != H var(51) = 0 [State -2] type = VarSet trigger1 = (Var(51)-Var(57)) < 10 trigger1 = Var(31) trigger1 = StateNo = [0, 2999] fvar(9) = (10-(Var(51)-Var(57)))*.1*.72 ignorehitpause = 1 [State -2] type = VarSet trigger1 = (Var(51)-Var(57)) >= 10 trigger1 = Var(31) trigger1 = StateNo = [0, 2999] fvar(9) = .072 ignorehitpause = 1 [State -2] type = VarSet trigger1 = Var(31) trigger1 = StateNo = [3000, 3999] fvar(9) = .8 ignorehitpause = 1 [State -2] type = VarSet trigger1 = !Var(31) trigger1 = Var(51) = [6,29] trigger1 = StateNo = [0, 2999] fvar(9) = (25-(Var(51)-5))*.02 ignorehitpause = 1 [State -2] type = VarSet trigger1 = !Var(31) trigger1 = Var(51) > 30 trigger1 = StateNo = [0, 2999] fvar(9) = .02 ignorehitpause = 1 [State -2] type = VarSet triggerall = !Var(31) trigger1 = Var(51) <= 5 trigger2 = StateNo = [3000, 3999] fvar(9) = 1 ignorehitpause = 1 [State -2] type = VarSet trigger1 = 1 fvar(10) = (100+Var(52))*.01*(100+Var(53))*.01*(100+Var(54))*.01*(100+Var(58))*.01*(100+Var(55))*.01*(100+Var(56))*.01*(10+(Var(21)*2))*.1*FVar(9) ignorehitpause = 1 ;--------------------- ; Counter Hit [State -2, PowerReset] type = VarSet trigger1 = P2MoveType = A var(21) = 1 [State -2, PowerReset] type = VarSet trigger1 = P2MoveType != A var(21) = 0 ;--------------------- ; Cheap KO Anim [State -2, 3] type = ChangeState trigger1 = !Alive trigger1 = PrevStateNo = 130 || PrevStateNo = 131 || PrevStateNo = [150,153] trigger1 = Stateno = [5000,5050] value = 5950 [State -2,KO] type = Varset triggerall = StateNo = [120,159] trigger1 = StateType = S ignorehitpause = 1 fvar(1) = 0 [State -2,KO] type = Varset triggerall = StateNo = [120,159] trigger1 = StateType = C ignorehitpause = 1 fvar(1) = 1 [State -2,KO] type = Varset triggerall = StateNo = [120,159] trigger1 = StateType = A ignorehitpause = 1 fvar(1) = 2 ;----------------Parry------------------------------------------------------- ;---------------------------------------------------------------------------- ;Parry Input [State -2, Parry] type = VarSet trigger1 = Var(1) >= 20 trigger2 = (StateNo = [700,720]) && Time = 1 var(23) = 0 [State -2, Parry] type = VarSet trigger1 = Var(1) >= 20 trigger2 = (StateNo = [700,720]) && Time = 1 var(1) = 0 [State -2, Parry] type = VarAdd trigger1 = Var(1) var(1) = 1 ignorehitpause = 1 [State -2, Parry] type = VarSet triggerall = !Var(1) triggerall = Var(8) = 2 trigger1 = command = "parry" && command != "holddown"&& Command != "holdup" var(1) = 1 [State -2, Blocking-1] type = VarSet trigger1 = Var(1) = [1,4] trigger1 = command != "holdfwd" && command != "holdback" && command != "holdup" && command != "holddown" var(23) = 1 [State -2, Blocking-1] type = VarSet trigger1 = Var(48) >= 20 trigger2 = (StateNo = [700,720]) && Time = 1 var(49) = 0 [State -2, Blocking-2] type = VarSet trigger1 = Var(48) >= 20 trigger2 = (StateNo = [700,720]) && Time = 1 var(48) = 0 [State -2, Blocking-2] type = VarAdd trigger1 = Var(48) var(48) = 1 ignorehitpause = 1 [State -2, Blocking-2] type = VarSet triggerall = !Var(48) triggerall = Var(8) = 2 trigger1 = command = "parry2" && command != "holdfwd"&& Command != "holdback" var(48) = 1 [State -2, Parry] type = VarSet trigger1 = Var(48) = [1,4] trigger1 = command != "holdfwd" && Command != "holdback" && command != "holdup" && Command != "holddown" var(49) = 1 ;Upper Parrying [State -2, Parry] type = HitOverride triggerall = Var(8) = 2 triggerall = statetype != A && ctrl trigger1 = (Var(1) = [1,4]) trigger2 = (Var(1) = [5,8]) && Var(23) slot = 0 stateno = 700 attr = SA, AA, AP time = 1 ;Crouching Parrying [State -2, Parry] type = HitOverride triggerall = Var(8) = 2 triggerall = statetype != A && ctrl trigger1 = (Var(48) = [1,4]) trigger2 = (Var(48) = [5,8]) && Var(49) slot = 0 stateno = 710 attr = C, AA, AP time = 1 ;Aerial Parrying [State -2, Parry] type = HitOverride triggerall = Var(8) = 2 triggerall = statetype = A && ctrl trigger1 = (Var(1) = [1,4]) trigger2 = (Var(1) = [5,8]) && Var(23) slot = 0 stateno = 720 attr = SCA, AA, AP time = 1 ;------------Just Defense---------------------------------------------------- ;---------------------------------------------------------------------------- ; Again, thank you Warusaki. ;Just Defense Input [State -2, VarAdd] type = VarAdd trigger1 = 1 var(0) = 1 ignorehitpause = 1 [State -2, VarSet] type = VarSet triggerall = Var(7) = 2 triggerall = Var(0) > 14 trigger1 = Command = "back" trigger2 = Command = "downback" var(0) = 0 ;---------------------------------------------------------------------------------- ;Returns ShakeTime for Just Defense [State -2, WTF] type = VarAdd trigger1 = Var(2) var(2) = -1 ignorehitpause = 1 [State -2, WTF2] type = VarSet trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154 trigger1 = Time = 0 var(2) = GetHitVar(hitshaketime) ignorehitpause = 1 ;Standing Just Defense [State -2, 3] type = ChangeState triggerall = Var(7) = 2 triggerall = StateNo = 150 triggerall = !Time trigger1 = Var(0) <= 5 value = 500 ;Crouching Just Defense [State -2, 3] type = ChangeState triggerall = Var(7) = 2 triggerall = StateNo = 152 triggerall = !Time trigger1 = Var(0) <= 5 value = 510 ;Aerial Just Defense [State -2, 3] type = ChangeState triggerall = Var(7) = 2 triggerall = StateNo = 154 triggerall = !Time trigger1 = Var(0) <= 5 value = 520 ;---------------------------------------------------------------------------------- ; KO Voice [State -2,AI] type = VarSet trigger1 = 1 ignorehitpause = 1 fvar(2) = 0 [State -2,AI] type = VarSet trigger1 = Anim = 5950 || StateNo = 5950 ignorehitpause = 1 fvar(2) = 1 [State -2,AI] type = VarSet trigger1 = movetype != H trigger1 = roundstate = 2 ignorehitpause = 1 fvar(35) = 0 [State -2,AI] type = VarSet trigger1 = StateNo = 5000 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080 trigger1 = roundstate = 2 trigger1 = Time = 0 ignorehitpause = 1 fvar(35) = GetHitVar(hitshaketime) [State -2, KO] type = PlaySnd triggerall = roundstate = 3 trigger1 = !FVar(2) && !FVar(0) trigger1 = FVar(36) = ifElse(!FVar(35),1,ifelse(FVar(35)>20,20,FVar(35))) trigger2 = !FVar(19) && FVar(0) trigger2 = FVar(36) = 12 ignorehitpause = 1 value = S111, 0 [State -2, KO] type = PlaySnd triggerall = roundstate = 3 triggerall = FVar(2) trigger1 = Anim = 5950 && AnimElemTime(1) = 2 ignorehitpause = 1 value = S5950, 0 [State -2, KO] type = PlaySnd triggerall = NumEnemy trigger1 = (Enemy, Name = "cvsgouki_ex" || Enemy, Name = "cvsgouki" && Enemy, Var(12)) trigger1 = StateNo = 3305 && MoveType = H trigger1 = Time = 35 ignorehitpause = 1 value = S5950, 0 [State -2,KO] type = Varadd trigger1 = !Alive ignorehitpause = 1 fvar(36) = 1 [State -2,KO] type = Varset trigger1 = Alive ignorehitpause = 1 fvar(36) = 0 ;---------------------------------------------------------------------------------- ; Do this crap when KO'd [State -2,KO] type = VarAdd trigger1 = roundstate = 3 ignorehitpause = 1 fvar(21) = 1 [State -2,KO] type = Varset trigger1 = roundstate != 3 ignorehitpause = 1 fvar(21) = 0 [State -2,KO] type = VarAdd trigger1 = roundstate = 4 ignorehitpause = 1 fvar(22) = 1 [State -2,KO] type = Varset trigger1 = roundstate != 4 ignorehitpause = 1 fvar(22) = 0 [State -2, HyperComboFinish] type = Helper triggerall = WinKo && FVar(21) = 1 trigger1 = StateNo = [3000, 3999] trigger2 = Var(31) trigger3 = projhittime(3005) = 1 || projhittime(3405) = 1 ID = 9000 stateno = ifElse((Var(10)=[4,6]),9010,9000) postype = left pos = -50,0 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 persistent = 0 ownpal = 1 [State -2, HyperComboFinish] type = PlaySnd trigger1 = WinKo && FVar(21) = 1 value = S9000,0 ignorehitpause = 1 ;---------------------------------------------------------------------------------- ; Remove Effects [State -2, Power Charge] type = RemoveExplod trigger1 = movetype = H trigger2 = stateno != 3000 ID = 7111 ;------- ; AfterImage Remover [State -2, AfterImageTime] type = AfterImageTime triggerall = !Var(31) trigger1 = MoveType = H trigger2 = StateNo = [0,49] trigger3 = StateNo = [52,199] trigger4 = StateNo = [200,299] trigger5 = StateNo = [400,499] trigger6 = StateNo = [600,699] trigger7 = StateNo = [800,1699] time = 0 [State -2, VarSet] type = VarSet triggerall = !Var(30) trigger1 = MoveType = H trigger2 = StateNo != [40,50] var(4) = 0 ;---------------------------------------------------------------------------------- ; Reset Power at the start of the round [State -2, 1] type = PowerSet triggerall = roundstate = 0 trigger1 = FVar(14) || Var(24) trigger2 = Var(20) = 4 value = 0 [State -2, 1] type = PowerSet triggerall = RoundState = 0 triggerall = Var(20) = 6 trigger1 = Var(36) = 2 value = 0 [State -2, 1] type = VarSet trigger1 = Roundstate = 0 && (Var(19) || Var(27) = 2) && RoundNo != 1 trigger2 = Roundstate = 0 && roundno = 1 fvar(14) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 var(17) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 var(29) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 var(30) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 var(31) = 0 [State -2, 1] type = VarSet trigger1 = matchover var(32) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 && roundno = 1 var(19) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 var(33) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 var(34) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 var(35) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 && roundno = 1 var(36) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 var(37) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 fvar(4) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 fvar(5) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 fvar(6) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 && roundno = 1 fvar(14) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 fvar(15) = 0 [State -2, 1] type = VarSet trigger1 = roundstate = 0 fvar(16) = 0 [State -2, 1] type = PalFX trigger1 = roundstate = 0 Time = 1 add = 0,0,0 ignorehitpause = 1 ;CvS2 Character [State -2, 1] type = VarSet trigger1 = 1 fvar(17) = 1;CAPCOM VS SNK 2 ;---------------------------------------------------------------------------------- ; Descale Groove Bar [State -2, 1] type = VarSet triggerall = numenemy triggerall = roundstate = 2 trigger1 = enemy,authorname = "warusaki3" && enemy,fvar(39) = 1 trigger2 = enemy,authorname = "mouser" && (P2Name = "Hibiki Takane" || P4Name = "Hibiki Takane") trigger3 = enemy,authorname = "Jesuszilla" && enemy,fvar(17) = 1 trigger4 = enemy,authorname = "N64Mario" && enemy, Name = "Zero" && enemy,fvar(17) = 1 var(35) = 1 [State -2, 1] type = VarSet triggerall = numenemy trigger1 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgouki"&&enemynear,var(13)) trigger2 = (enemynear,authorname="SUMI"&&enemynear,name="Destrudo Ryu"&&enemynear,var(16)=1) trigger3 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsrugal"&&enemynear,var(13)) trigger4 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsryu"&&enemynear,var(13)) trigger5 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsg_rugal"&&enemynear,var(13)) trigger6 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgeese"&&enemynear,var(13)) trigger7 = (enemynear,authorname="warusaki3"&&enemynear,name="cvssakura"&&enemynear,var(13)) fvar(0) = 1 [State -2, 1] type = VarSet triggerall = numenemy trigger1 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgouki"&&enemynear,var(13)=0) trigger2 = (enemynear,authorname="SUMI"&&enemynear,name="Destrudo Ryu"&&enemynear,var(16)=0) trigger3 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsrugal"&&enemynear,var(13)=0) trigger4 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsryu"&&enemynear,var(13)=0) trigger5 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsg_rugal"&&enemynear,var(13)=0) trigger6 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgeese"&&enemynear,var(13)=0) trigger7 = (enemynear,authorname="warusaki3"&&enemynear,name="cvssakura"&&enemynear,var(13)=0) fvar(0) = 0 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- [Statedef 69] [State -2, 69] type = ChangeState trigger1 = 1 value = 69;@# [State -2, OH SHI-] type = ChangeState triggerall = numenemy trigger1 = enemy, AuthorName = "RyouWin" trigger2 = enemy, AuthorName = "Ex-Inferis" trigger3 = enemy, AuthorName = "Tetchi" trigger4 = enemy, AuthorName = "bomb" trigger5 = enemy, AuthorName = "beppu" trigger6 = enemy, AuthorName = "Overmind" trigger7 = enemy, AuthorName = "@ndroide" trigger8 = enemy, AuthorName = "Moldredd" trigger9 = enemy, AuthorName = "Smoke" trigger10 = enemy, Name = "Lord Roger" ; HONK-HONK! value = 69;@# [State -2, OH SHI-] type = ChangeState triggerall = numpartner trigger1 = Partner, AuthorName = "RyouWin" trigger2 = Partner, AuthorName = "Ex-Inferis" trigger3 = Partner, AuthorName = "Tetchi" trigger4 = Partner, AuthorName = "bomb" trigger5 = Partner, AuthorName = "beppu" trigger6 = Partner, AuthorName = "Overmind" trigger7 = Partner, AuthorName = "@ndroide" trigger8 = Partner, AuthorName = "Moldredd" trigger9 = Partner, AuthorName = "Smoke" trigger10 = Partner, Name = "Lord Roger" ; HONK-HONK! value = 69;@# ;--------------------------------------------------------------------------- ;---------------------------------------------------------------------------