If you could fix it that would be great but if you cant just remove the air shoryukken
;---------------------------------------------------------------------------
; Dragon Punch_X - (Normal Dragon Punch)
[Statedef 720]
type = S
movetype = A
physics = N
anim = Ifelse(Pos Y = 0, 750, 754)
poweradd = 70
velset = 0
ctrl = 0
juggle = 4
[State 720, Dust]
type = Explod
trigger1 = (Time = 0) && (Pos Y >= 0)
anim = 919
pos = -10,0
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0
[State 720, VelSTOP]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0
[State 720, Sho-ryuken!]
type = PlaySnd
trigger1 = Time = 1
value = S2,0
[State 720, 1]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = AnimElem = 3
attr = C, SA
damage = 122,4
animtype = Back
getpower = 10
givepower = 8
hitflag = MAF
guardflag = MA
pausetime = 11,11
sparkno = S9992
sparkxy = -15,-59
hitsound = S1,3
guardsound = S1,0
air.juggle = 2
ground.type = Low
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -15,-12
air.velocity = -15,-12
ground.cornerpush.veloff = -14
yaccel = .32
p2facing = 1
p2stateno = 725
fall.yvelocity = -.2
fall.recovertime = 38
fall = 1
[State 720, Whoosh!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S20,3
[State 720, Rise!]
type = ChangeState
trigger1 = AnimTime = 0 && movecontact
value = 721
[State 720, No movecontact?]
type = ChangeState
trigger1 = AnimTime = 0 && !movecontact
value = 724
;---------------------------------------------------------------------------
; Normal Dragon Punch (Rising) [movehit]
[Statedef 721]
type = A
movetype = A
physics = A
ctrl = 0
anim = 751
velset = 4,-6
[State 721, 0]
type = VelAdd
trigger1 = Time != 1
x = -.2
[State 721, Fall!]
type = ChangeState
trigger1 = Vel Y >= 0
value = 722
;---------------------------------------------------------------------------
; Normal Dragon Punch (Falling)
[Statedef 722]
type = A
movetype = I
physics = N
anim = 752
ctrl = 0
velset = 0
[State 722, Gravity]
type = VelAdd
trigger1 = Time != 1000
y = .39
[State 722, Land now!]
type = ChangeState
trigger1 = pos y >= 0
value = 723
;---------------------------------------------------------------------------
; Normal Dragon Punch (Landing)
[Statedef 723]
type = S
movetype = I
physics = S
anim = 753
ctrl = 0
velset = 0,0
[State 52, Landing Sound]
type = PlaySnd
trigger1 = Time = 0
value = S8,1
[State 723, Landing Dust]
type = Explod
trigger1 = Time = 1
persistent = 0
anim = 733
ID = 733
pos = -75,-10
postype = p1
sprpriority = -1
bindtime = 1
[State 723, Don't Sink!]
type = PosSet
trigger1 = Time = 0
y = 0
[State 723, To Standing]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Normal Dragon Punch (Rising) [No Movehit]
[Statedef 724]
type = A
movetype = A
physics = A
ctrl = 0
anim = 751
velset = 4,-6
juggle = 5
[State 721, 0]
type = VelAdd
trigger1 = Time != 1
x = -.2
[State 721, 1]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = AnimElem = 1
attr = A, SA
damage = 122,4
animtype = Back
getpower = 10
givepower = 8
hitflag = MAf
guardflag = MA
pausetime = 11,11
sparkno = S9992
sparkxy = -15,-59
hitsound = S1,3
guardsound = S1,0
air.juggle = 4
ground.type = Low
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -14,-14.5
air.velocity = -14,-14.5
yaccel = .5
p2facing = 1
p2stateno = 725
fall.yvelocity = -.2
fall.recovertime = 32
fall = 1
[State 721, Fall!]
type = ChangeState
trigger1 = Vel Y >= 0
value = 722
;---------------------------------------------------------------------------
; Dragon Punch HITA_SHAKE
[Statedef 725]
type = A
movetype= H
physics = N
velset = 0,0
[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 726
[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; Dragon Punch HITA_UP (initial going up)
[Statedef 726]
type = A
movetype= H
physics = N
ctrl = 0
[State 5035, 1]
type = ChangeAnim
triggerall = (Vel X = 0) && (PrevStateno != 5080)
trigger1 = Time = 7
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035
[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)
[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5030, 3]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 ;Hit ground
trigger2 = Pos Y >= 10 ;.
value = 5040 ;HITA_RECOV
[State 5030, 4]
type = ChangeState
triggerall = Hitfall
trigger1 = HitOver
trigger2 = Vel Y > 0 ;Hit ground
trigger2 = Pos Y >= 10 ;.
value = 728 ;HITA_FALL
[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 727 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; Dragon Punch HITA_UP_T (transition)
[Statedef 727]
type = A
movetype= H
physics = N
[State 1231, Wall hit spark!]
type = Explod
trigger1 = BackEdgeDist <= 18 && !Time
anim = F72
ontop = 1
postype = p1
pos = (BackEdgeDist - 10),-60
pausemovetime = 9999999999999999999999
supermovetime = 9999999999999999999999
[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0 && (Var(5) = 0)
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035
[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5035, 3]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0 ;Hit ground
trigger3 = Pos Y >= 10 ;.
trigger4 = Time = 0 ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV
[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0 ;Hit ground
trigger3 = Pos Y >= 10 ;.
trigger4 = Time = 0 ;No transition anim
trigger4 = Anim != 5035 ;.
value = 728 ;HITA_FALL
;---------------------------------------------------------------------------
; Dragon Punch HITA_FALL (knocked up, falling)
[Statedef 728]
type = A
movetype= H
physics = N
[State 1231, Wall hit spark!]
type = Explod
trigger1 = !Time && BackEdgeDist <= 18
anim = F72
ontop = 1
postype = p1
pos = (BackEdgeDist - 10),-60
pausemovetime = 9999999999999999999999
supermovetime = 9999999999999999999999
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0 ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -4.5)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, Sunboy's Auto Recover...]
type = SelfState
triggerall = alive
triggerall = Pos Y < 0
trigger1 = CanRecover
value = 5040
[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE
;---------------------------------------------------------------------------
; Dragon Punch_Y - (Red Dragon Punch)
[Statedef 730]
type = S
physics = N
movetype = A
anim = Ifelse(Pos Y = 0, 755, 754)
poweradd = 70
velset = 0
ctrl = 0
juggle = 4
[State 730, Dust]
type = Explod
trigger1 = (Time = 0) && (Pos Y >= 0)
anim = 919
pos = -10,0
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0
[State 730, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0
[State 730, Sho-ryuken!]
type = PlaySnd
trigger1 = Time = 1
value = S2,0
[State 1000, FEEL THE BURN!]
type = Varset
triggerall = Var(18) = 0 && Movehit
trigger1 = Hitpausetime != 0
var(18) = 1
ignorehitpause = 1
[State 730, The small flames]
type = Explod
trigger1 = Animelem = 6 && NumExplod(760) = 0
anim = 760
id = 760
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 730, 3]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = AnimElem = 3
attr = A, SA
damage = 155,5
animtype = Hard
getpower = 10
givepower = 8
hitflag = MAf
guardflag = MA
pausetime = 11,11
sparkno = S9992
sparkxy = -15,-59
hitsound = S1,3
guardsound = S1,0
ground.type = Low
air.juggle = 2
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -4,-6
air.velocity = -4,-6
palfx.time = 50
palfx.add = 205,60,0
palfx.sinadd = 205,60,0,5
ground.cornerpush.veloff = -14
[State 720, Whoosh!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S20,3
[State 620, Aerial RAVE!]
type = Varset
trigger1 = movehit && prevstateno = [600,641]
var(10) = 1
[State 730, Rise!]
type = ChangeState
trigger1 = AnimTime = 0
value = 731
;---------------------------------------------------------------------------
; Red Dragon Punch (Rising)
[Statedef 731]
type = A
movetype = A
physics = A
anim = 765
ctrl = 0
velset = 6,-8.5
[State 620, Bye Flames!]
type = RemoveExplod
trigger1 = Time = 0
id = 760
[State 730, The small flames]
type = Explod
trigger1 = Time = 0 && NumExplod(761) = 0
anim = 761
id = 761
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 731, WHOOSH!]
type = Playsnd
trigger1 = AnimElem = 1
value = S100,0
[State 731, 0]
type = VelAdd
trigger1 = Time != 1
x = -.2
[State 1000, FEEL THE BURN!]
type = Varset
triggerall = Var(18) = 0 && Movehit
trigger1 = Hitpausetime != 0
var(18) = 1
ignorehitpause = 1
[State 731, 1]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = Time = 0
attr = A, SA
damage = 155,5
animtype = Back
getpower = 10
givepower = 8
hitflag = MAF
guardflag = MA
pausetime = 11,11
sparkno = S9992
sparkxy = -15,-59
hitsound = S1,3
guardsound = S1,0
air.juggle = 4
ground.type = Low
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -15,-16.5
air.velocity = -15,-16.5
ground.cornerpush.veloff = 0
yaccel = .5
p2stateno = 725
fall.recovertime = 32
fall = 1
fall.yvelocity = -.2
p2facing = 1
palfx.time = 50
palfx.add = 205,60,0
palfx.sinadd = 205,60,0,5
[State 731, FALL!]
type = ChangeState
trigger1 = Vel Y >= 0
value = 732
;---------------------------------------------------------------------------
; Red Dragon Punch (Falling)
[Statedef 732]
type = A
movetype = I
physics = N
anim = 756
ctrl = 0
velset = 0
[State 620, Bye Flames!]
type = RemoveExplod
trigger1 = Time = 0
id = 761
[State 730, The small flames]
type = Explod
trigger1 = Time = 0 && NumExplod(762) = 0
anim = 762
id = 762
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 732, Gravity]
type = VelAdd
trigger1 = time != 1000
y = .39
[State 732, Land Now!]
type = ChangeState
trigger1 = pos y >= 0
value = 733
;---------------------------------------------------------------------------
; Red Dragon Punch (Landing)
[Statedef 733]
type = S
movetype = I
physics = S
anim = 764
ctrl = 0
velset = 0,0
[State 620, Bye Flames!]
type = RemoveExplod
trigger1 = Time = 0
id = 762
[State 730, The small flames]
type = Explod
trigger1 = Time = 0 && NumExplod(763) = 0
anim = 763
id = 763
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -2
removeongethit = 1
bind = p1
[State 52, Landing Sound]
type = PlaySnd
trigger1 = Time = 0
value = S8,1
[State 733, Don't Sink!]
type = PosSet
trigger1 = Time = 0
y = 0
[State 733, Landing Dust]
type = Explod
trigger1 = Time = 1
persistent = 0
anim = 733
ID = 733
pos = -75,-10
postype = p1
sprpriority = -1
bindtime = 1
[State 733, To Standing]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Dragon Punch_Z - (Flaming Dragon Punch)
[Statedef 740]
type = S
movetype = A
Physics = N
anim = Ifelse(Pos Y = 0, 755, 754)
poweradd = 70
velset = 0
ctrl = 0
juggle = 4
[State 730, The all-consuming flames]
type = Explod
trigger1 = Time = 6 && NumExplod(770) = 0
anim = 770
id = 770
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 620, Bye Flames!]
type = RemoveExplod
trigger1 = Animtime = 0
id = 770
[State 730, The all-consuming flames]
type = Explod
trigger1 = AnimElem = 7 && NumExplod(773) = 0
anim = 773
id = 773
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 740, Sho-Ryuken!]
type = PlaySnd
trigger1 = Time = 1
value = S2,0
[State 740, Dust]
type = Explod
trigger1 = (Time = 0) && (Pos Y >= 0)
anim = 919
pos = -10,0
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0
[State 740, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0
[State 740, 2]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = AnimElem = 2
attr = S, SA
damage = 165,6
animtype = Hard
getpower = 10
givepower = 8
hitflag = MAf
guardflag = MA
pausetime = 13,11
sparkno = S9992
sparkxy = -15,-59
hitsound = S2,2
guardsound = S3,0
ground.type = Low
air.juggle = 2
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -2,-7
air.velocity = -2,-7
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5
ground.cornerpush.veloff = -10.5
air.cornerpush.veloff = -8.5
[State 740, 2]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = AnimElem = 3
attr = S, SA
damage = 185,6
animtype = Hard
getpower = 10
givepower = 8
hitflag = MAf
guardflag = MA
pausetime = 14,9
sparkno = S9992
sparkxy = -15,-59
hitsound = S2,2
guardsound = S3,0
ground.type = Low
air.juggle = 2
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -3,-10
air.velocity = -3,-10
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5
ground.cornerpush.veloff = -10.5
air.cornerpush.veloff = -8.5
[State 620, Flare Whoosh!]
type = PlaySnd
trigger1 = movehit && Hitpausetime = 2
value = S20,2
ignorehitpause = 1
[State 620, Aerial RAVE!]
type = Varset
trigger1 = movehit && prevstateno = [600,641]
var(10) = 1
[State 1000, FEEL THE BURN!]
type = Varset
triggerall = Var(18) = 0 && Movehit
trigger1 = Hitpausetime != 0
var(18) = 1
ignorehitpause = 1
[State 740, Rise!]
type = ChangeState
trigger1 = AnimTime = 0
value = 741
;---------------------------------------------------------------------------
; Flaming Dragon Punch (Rising)
[Statedef 741]
type = A
movetype = A
physics = A
anim = 765
ctrl = 0
velset = 7,-11
[State 620, Bye Flames!]
type = RemoveExplod
trigger1 = Time = 0
id = 773
[State 730, The all-consuming flames]
type = Explod
trigger1 = Time = 0 && NumExplod(771) = 0
anim = 771
id = 771
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 741, WHOOSH!]
type = Playsnd
trigger1 = Time = 0
trigger2 = AnimElem = 1
trigger3 = Time = 1
value = S100,0
[State 741, 0]
type = VelAdd
trigger1 = Time != 1 && Vel X > 0
x = -.2
[State 741, 1]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = Time = 0
attr = A, SA
damage = 168,6
animtype = Back
getpower = IfElse(PrevStateno = 830, 0, 10)
givepower = IfElse(PrevStateno = 830, 10,
hitflag = MAF
guardflag = MA
pausetime = 11,11
sparkno = S9992
sparkxy = -15,-59
hitsound = S2,2
guardsound = S3,0
ground.type = Low
air.juggle = 4
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -15,-18.5
air.velocity = -15,-18.5
ground.cornerpush.veloff = 0
yaccel = .5
p2stateno = 725
fall.recovertime = 32
fall = 1
fall.yvelocity = -.2
p2facing = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5
[State 620, Flare Whoosh!]
type = PlaySnd
trigger1 = movehit && Hitpausetime = 2
value = S20,2
ignorehitpause = 1
[State 741, Fall!]
type = ChangeState
trigger1 = Vel Y >= 0
value = 742
[State 1000, FEEL THE BURN!]
type = Varset
triggerall = Var(18) = 0 && Movehit
trigger1 = Hitpausetime != 0
var(18) = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
; Flaming Dragon Punch (Falling)
[Statedef 742]
type = A
movetype = I
physics = N
anim = 756
ctrl = 0
velset = 0
[State 620, Bye Flames!]
type = RemoveExplod
trigger1 = Time = 0
id = 771
[State 730, The all-consuming flames]
type = Explod
trigger1 = Time = 0 && NumExplod(772) = 0
anim = 772
id = 772
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -2
removeongethit = 1
bind = p1
[State 742, Gravity]
type = VelAdd
trigger1 = time != 1000
y = .39
[State 742, Land (Normal DP Land state)]
type = ChangeState
trigger1 = pos Y >= 0
value = 723
;---------------------------------------------------