[Statedef 3000]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset=0,0
poweradd = -1000
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 2
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3000
[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 65
[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 5
time = 50
movetime = 50
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
[State 3000, VarSet]
type = VarSet
triggerall = Time = 5
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "Hh" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "Hh" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 2 || var(20) = 6 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -1000
[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000
[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0
[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0
[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0
[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0
[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
[State 3001, Super]
type = Helper
trigger1 = Time = 3
id = 8000
name = "Super"
pos = ceil(8*const(size.xscale)),ceil(-64*const(size.yscale))
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
size.xscale = 1
size.yscale = 1
[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 0
[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(29) = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = time = 4
value = 580,0
channel = 0
[state 3000, 6]
type = playsnd
trigger1 = time = 45
value = 580,1
channel = 0
[state 3000, 7]
type = statetypeset
trigger1 = time >= 34
statetype = a
movetype = a
physics = n
[state 3000, 8]
type = velset
trigger1 = time = 34
y = -1.3
[state 3000, 8]
type = veladd
trigger1 = time >= 34
y = 0.2
[state 3000, 1]
type = hitdef
trigger1 = animelem = 7
attr = a, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-72
ground.type = high
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
[state 3000, 1]
type = hitdef
trigger1 = animelem = 8
attr = a, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-64
ground.type = high
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
[state 1100, 1]
type = hitdef
trigger1 = animelem = 10
attr = a, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-64
ground.type = high
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
[state 3000, 9]
type = changestate
trigger1 = time > 34 && pos y >= 0
value = 3001
[statedef 3001]
type = s
movetype = a
physics = s
anim = 3001
velset = 0,0
[state 200, 0]
type = varadd
trigger1 = time = 0
v = 31
value = var(30)
[state 200, 0]
type = varset
trigger1 = time > 0
v = 30
value = hitcount
[state 3001, 1]
type = posset
trigger1 = time = 0
y = 0
[state 3001, 2]
type = posadd
trigger1 = time = [1,6]
x = 4
[state 3001, 2]
type = posadd
trigger1 = time >= 7
x = 5
[state 3001, 3]
type = statetypeset
trigger1 = time >= 7
statetype = a
movetype = a
physics = n
[state 3001, 4]
type = velset
trigger1 = time = 7
y = -0.9
[state 3001, 5]
type = veladd
trigger1 = time >= 7
y = 0.2
[state 3001, 1]
type = hitdef
trigger1 = animelem = 1
attr = s, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-56
ground.type = high
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
[state 3000, 1]
type = hitdef
trigger1 = animelem = 6
attr = a, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-72
ground.type = high
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
[state 3000, 1]
type = hitdef
trigger1 = animelem = 7
attr = a, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-64
ground.type = high
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
[state 1100, 1]
type = hitdef
trigger1 = animelem = 9
attr = a, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-64
ground.type = high
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
[state 3001, 9]
type = changestate
trigger1 = time > 7 && pos y >= 0
value = 3002
[statedef 3002]
type = s
movetype = a
physics = s
anim = 3002
velset = 0,0
[state 200, 0]
type = varadd
trigger1 = time = 0
v = 31
value = var(30)
[state 200, 0]
type = varset
trigger1 = time > 0
v = 30
value = hitcount
[state 3002, 1]
type = posset
trigger1 = time = 0
y = 0
[state 3002, 2]
type = posadd
trigger1 = time = [1,6]
x = 4
[state 3002, 3]
type = statetypeset
trigger1 = time >= 7
statetype = a
movetype = a
physics = n
[state 3002, 4]
type = velset
trigger1 = time = 7
x = 3
y = -7.2
[state 3002, 4]
type = velset
trigger1 = time = 26
x = 3
y = -2.8
[state 3002, 4]
type = velset
trigger1 = time = 47
x = 0
[state 3002, 5]
type = veladd
trigger1 = time >= 7
y = 0.3
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 25
value = 0,3
channel = 0
[state 3001, 1]
type = hitdef
trigger1 = animelem = 1
attr = s, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-56
ground.type = high
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
[state 3002, 1]
type = hitdef
trigger1 = animelem = 4
attr = a, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 16,16
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 8,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-50
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-8
air.velocity = -2,-6
air.hittime = 15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.45
[state 3002, 1]
type = hitdef
trigger1 = animelem = 6
trigger2 = animelem = 8
trigger3 = animelem = 10
trigger4 = animelem = 12
trigger5 = animelem = 14
trigger6 = animelem = 16
trigger7 = animelem = 18
attr = a, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage = 14,7
animtype = heavy
getpower = 16,16
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-50
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-8
air.velocity = -2,-6
air.hittime = 15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.45
[state 3002, 1]
type = hitdef
trigger1 = animelem = 27
attr = a, ha
;damage = ifelse(var(30)+var(31) <= 9,ceil(70 * Fvar(var(31) + var(30))),ceil(70 * Fvar(9))),18
damage = 70,18
animtype = heavy
getpower = 16,16
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 20,20
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-50
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,4
air.velocity = -2,4
air.hittime = 15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.45
[state 3002, 9]
type = changestate
trigger1 = time > 7 && pos y >= 0
value = 3003
[statedef 3003]
type = s
movetype = i
physics = s
anim = 3003
velset = 0,0
[state 3003, 1]
type = posset
trigger1 = time = 0
y = 0
[state 3003, 2]
type = afterimagetime
trigger1 = time = 0
value = 0
[state 3003, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
You know how the CvS 2 gameplay suppose to work if you ever played with warusaki3's, h''s, gal129 etc. chatacters. I need your help fixing this special. I'm updating one of "2"'s characters so it can play better and the special I posted for lvl 1 is acting like it's lvl 2. I did everything correctly, how am I suppose to fix this?