Enma Ishi:Animation Number: 7699
Bishamon captures the opponent, ties them down, and place heavy stones on their legs. You only need 3 sprites and position the sprites like so:
Then put this in your character's AIR file:
Togakubi Sarashi:Animation Number: 7730
After being cut in half, (if the character has that animation) the character is placed on a table and their torso is transform into something strange, weird, or just position differently. The animation can be as many sprites you want and can loop at some point.
Sliced (Lying Down):Animation Number: 7720, 7721, 7722, 7723
These sprites tend to be based on the sprites in group 5040. Such as 5040,10 and 5040,20.
Next in the Air file input this in:
Sliced (Standing Up):Animation Number: 7710, 7711, 7712, 7713
These sprites are based on the sprites in group 5010, mainly sprite 5010,0.
Next in the Air file input this in:
Sliced (Head to Toe):Animation Number: 7700, 7701, 7702
This one a bit complicated, but bear with me. You only need two sprites and they are based on your character's sprite 5040,10.
There's no standard way for doing animation 7700, it depends on how fast the character gets up after getting knocked down. So you might want to test this.
This is the AIR code along with two different ways on how to do animation 7700 (the left one for character that get up slowly, the right one for fast characters.)
Next you need to add code in Statedef 5110:
;---------------------------------------------
[State 5110, 10]
type = ChangeAnim
triggerall = numenemy
triggerall = Life > 0
trigger1 = Enemy,Name = "Bishamon" && Enemy,AuthorName = "3ha and E-FRY, edited by Ghostfox12"
trigger1 = (enemy,Var(59)=2)
value = 7701
[State 5110, 10]
type = Explod
triggerall = numenemy
triggerall = Life > 0
trigger1 = Enemy,Name = "Bishamon" && Enemy,AuthorName = "3ha and E-FRY, edited by Ghostfox12"
trigger1 = (enemy,Var(59)=2)
trigger1 = time = 0
sprpriority = -1
anim = 7700
[State 5110, ReturnToNormal]
type = ChangeAnim
triggerall = numenemy
triggerall = Life > 0
trigger1 = Enemy,Name = "Bishamon" && Enemy,AuthorName = "3ha and E-FRY, edited by Ghostfox12"
trigger1 = (enemy,Var(59)=2)
trigger1 = time = 109
value = 5110
;---------------------------------------------
And add code in Statedef 5150:
;----------------------------------
[State 5150, 10]
type = ChangeAnim
triggerall = numenemy
trigger1 = Enemy,Name = "Bishamon" && Enemy,AuthorName = "3ha and E-FRY, edited by Ghostfox12"
trigger1 = (enemy,Var(59)=2)
value = [insert blank animation number here]
[State 5150, 10]
type = Explod
triggerall = numenemy
trigger1 = Enemy,Name = "Bishamon" && Enemy,AuthorName = "3ha and E-FRY, edited by Ghostfox12"
trigger1 = (enemy,Var(59)=2)
trigger1 = time = 0
sprpriority = -1
removetime = 9999
anim = 7701
[State 5150, 10]
type = Explod
triggerall = numenemy
trigger1 = Enemy,Name = "Bishamon" && Enemy,AuthorName = "3ha and E-FRY, edited by Ghostfox12"
trigger1 = (enemy,Var(59)=2)
trigger1 = time = 0
sprpriority = -1
removetime = 9999
anim = 7702
[State 7712, 3]
type = Posset
trigger1 = Enemy,Name = "Bishamon" && Enemy,AuthorName = "3ha and E-FRY, edited by Ghostfox12"
trigger1 = (enemy,Var(59)=2)
trigger1 = Time = 10
y = 1000
[State 7704, ReturnToNormal]
type = ChangeAnim
triggerall = numenemy
trigger1 = Enemy,Name = "Bishamon" && Enemy,AuthorName = "3ha and E-FRY, edited by Ghostfox12"
trigger1 = (enemy,Var(59)=2)
trigger1 = time = 109
value = 5150
;------------------------------------------------------------------------------------------
That's it!