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- ;============================
- ; GORO DAIMON X's -2 States
- ;============================
-
- [Statedef -2]
- ;=====================================
- ; ------- MAX -------
- ;=====================================
-
- ;MAX CODING
- [State -2, VarAdd max]
- type = VarAdd
- trigger1 = var(10) > 0
- ignorehitpause = 1
- var(10) = -1
-
- ;MAximum PalFx
- [State -2, PalFX]
- type = PalFX
- triggerall = var(10) != 0
- trigger1 = MoveType != H && (GameTime%2)=0
- time = 1
- add = 60,60,60
- ignorehitpause = 1
-
- [State -2, Defense Up]
- type = DefenceMulSet
- trigger1 = Life <= 437
- value = ifelse(life < 262,.70,.80)
-
- [State -2, Defense Up]
- type = DefenceMulSet
- triggerall = Life > 300
- trigger1 = var(10) > 0 || var(37) > 0
- value = .93
-
- [State -2, Attack Up]
- type = AttackMulSet
- trigger1 = var(6) <= 0
- trigger1 = var(10) > 0 || var(37) > 0
- value = 1.1
-
- [State -2, 1];Check if AI is controlling
- type = Helper
- triggerall = NumHelper(9999) = 0
- trigger1 = var(9) = 0 && RoundState = 2
- name = "sander71113"
- id = 9999
- pos = 1000, 1000
- stateno = 9999
- helpertype = normal
- keyctrl = 1
-
- [State -2, 2];access when fight is over
- type = VarSet
- trigger1 = var(9) = 1 && RoundState = 3
- var(9) = 0
-
- ;Get rid of trailing anims when hit
- [State -2, 3]
- type = AfterImageTime
- triggerall = movetype = H || stateno = 0
- trigger1 = Time = 1
- time = 0
-
- ;Sorrow edge' Throw limitter-------------------------------
- [State -2, throwa]
- type = VarSet
- trigger1 = HitDefAttr = SCA, NA, AP && MoveContact
- var(4) = 15
- ignorehitpause = 1
-
- [State -2, throwb]
- type = VarAdd
- trigger1 = var(4) >= 1
- var(4) = -1
- ignorehitpause = 1
-
- ;Modified it a bit for special throws
- [State -2, throwa]
- type = VarSet
- trigger1 = MoveGuarded
- var(5) = 15
- ignorehitpause = 1
-
- [State -2, throwb]
- type = VarAdd
- trigger1 = var(5) >= 1
- var(5) = -1
- ignorehitpause = 1
-
- ;------------------------------------------------------------------
- :KOF COMBO ATTACK MULSET CODE
- [State -2, Varadd]
- type = Varadd
- trigger1 = HitDefAttr = SCA, AA, AP && MoveHit
- var(6) = 1
- ignorehitpause = 1
- persistent = 0
-
- [State -2, AttackMulSet]
- type = Varset
- trigger1 = enemy, movetype != H
- trigger1 = Var(6) > 0
- var(6) = 0
-
- [State -2, AttackMulSet]
- type = AttackMulSet
- trigger1 = var(6) <= 1
- value = 1
-
- [State -2, AttackMulSet]
- type = AttackMulSet
- trigger1 = var(6) = [2,4]
- value = .7
-
- [State -2, AttackMulSet]
- type = AttackMulSet
- trigger1 = var(6) >= 5
- value = .5
-
- ;==================================================================================
- ; ------- DIZZY CODE --------
- ;==================================================================================
- [State -2, reset Dizzy]
- type = VarSet
- trigger1 = RoundState = 0 || RoundState = 3 || (movetype = H && var(14) = 1)
- ignorehitpause = 1
- var(11) = 0
-
- [State -2, reset Dizzy]
- type = VarSet
- trigger1 = stateno = 5250
- ignorehitpause = 1
- var(14) = 1
-
- [State -2, reset Dizzy]
- type = VarSet
- trigger1 = var(11) <= 0 && var(14) = 1
- ignorehitpause = 1
- var(14) = 0
-
- [State -2, DIZZY CODE]
- type = VarAdd
- trigger1 = (var(11) = [1,999]) && movetype = H && enemy, hitdefattr = SCA, HA, HP
- var(11) = -50
- ignorehitpause = 1
-
- [State -2, DIZZY CODE]
- type = VarAdd
- trigger1 = (var(11) = [1,999]) && movetype = H && gethitvar(hitcount) >= 5
- var(11) = -20
- ignorehitpause = 1
-
- [State -2, DIZZY CODE]
- type = VarAdd
- trigger1 = var(11) = [1,999]
- var(11) = -1
- ignorehitpause = 1
-
- [State -2, DIZZY CODE]
- type = Varset
- trigger1 = var(11) > 1000
- var(11) = 1000
- ignorehitpause = 1
- ;------------------------------------------------------
-
- ;==================================================================================
- ; ------- GUARD CRUSH--------
- ;==================================================================================
-
- [State -2, GUARD CRUSH CODE]
- type = VarAdd
- trigger1 = var(12) >= 1
- var(12) = -1
- ignorehitpause = 1
-
- [State -2, GUARD CRUSH CODE]
- type = VarAdd
- trigger1 = var(12) >= 1 && movetype = H && enemy, hitdefattr = SCA, HA, HP
- var(12) = -10
- ignorehitpause = 1
-
- ;-----------------------------------------
- ;==================================================================================
- ; ------- COUNTER HIT --------
- ;==================================================================================
-
- [State -2, Quake Juggle]
- type = VarSet
- triggerall = var(13) > 0
- trigger1 = enemy, movetype != H
- ignorehitpause = 1
- var(13) = 0
-
- [State -2, CrFwdHP Juggle]
- type = VarSet
- triggerall = var(19) > 0
- trigger1 = enemy, movetype != H
- ignorehitpause = 1
- var(19) = 0
-
- [State -2, Quake Juggle]
- type = VarSet
- triggerall = var(25) > 0
- trigger1 = enemy, movetype != H
- ignorehitpause = 1
- var(25) = 0
-
- [State -2, COUNTER HIT1]
- type = VarSet
- trigger1 = enemy, movetype = A
- ignorehitpause = 1
- var(15) = 1
-
- [State -2, COUNTER HIT2]
- type = VarSet
- trigger1 = enemy, movetype = I || var(16) >= 1
- ignorehitpause = 1
- var(15) = 0
-
- [State -2, COUNTER HIT3]
- type = VarSet
- trigger1 = var(16) > 10 && enemy, movetype = H
- ignorehitpause = 1
- var(15) = 0
-
- [State -2, COUNTER HIT4]
- type = VarSet
- trigger1 = (stateno != [2000,3999]) && var(15) = 1 && movehit
- ignorehitpause = 1
- var(16) = 1
-
- [State -2, COUNTER HIT5]
- type = Varadd
- trigger1 = var(16) >= 1
- ignorehitpause = 1
- var(16) = 1
-
- [State -2, COUNTER HIT6]
- type = VarSet
- trigger1 = p2movetype != H
- trigger2 = var(16) > 22 && (p2stateno = 5030 || p2stateno = 1300)
- trigger3 = p2statetype = L
- ignorehitpause = 1
- var(16) = 0
-
- [State -2, COUNTER HIT7]
- type = Assertspecial
- trigger1 = var(16) > 0
- trigger2 = (p2stateno = [3100,3115]) && p2movetype = H
- flag = Nojugglecheck
-
- [State -2, COUNTEREXPLOD1]
- type = Explod
- triggerall = var(15) = 1 && numexplod(308) <= 0 && teamside = 1
- trigger1 = (stateno != [2000,3999]) && movehit
- ignorehitpause = 1
- persistent = 0
- anim = 308
- id = 308
- pos = 45,75
- postype = left
- supermove = 1
- bindtime = -1
- sprpriority = -4
- pausemovetime = 9999999999
- supermovetime = 9999999999
- facing = 1
- ontop = 0
- ownpal = 1
-
- [State -2, COUNTEREXPLOD2]
- type = Explod
- triggerall = var(15) = 1 && numexplod(308) <= 0 && teamside = 2
- trigger1 = (stateno != [2000,3999]) && movehit
- ignorehitpause = 1
- persistent = 0
- anim = 308
- id = 308
- pos = -45,75
- postype = right
- supermove = 1
- bindtime = -1
- facing = 1
- sprpriority = -4
- pausemovetime = 9999999999
- supermovetime = 9999999999
- ontop = 0
- ownpal = 1
-
- ;==================================================================================
- ; ------- STOP SOUNDS --------
- ;==================================================================================
-
- [State -2, Stp Chrge Snd]
- type = StopSnd
- trigger1 = MoveType = H
- channel = 1
- value = 3,1
-
- ;Stop channel 20's sound when button fwd is release
- [State -2, STPRUNSND]
- type = StopSnd
- trigger1 = stateno != 100 && stateno != 2500
- channel = 20
-
- ;Stop channel 19's sound when Taunt is Cancelled
- [State -2, STPTAUNT]
- type = StopSnd
- trigger1 = stateno != 195 && stateno != 855
- channel = 19;Taunt snd
-
- ;========================================================================================
- ; -----------<> Armor <>-------------
- ;========================================================================================
-
- ;ARMOR MODE PALFX
- [State -2, ARMOR]
- type = PalFX
- triggerall = Var(37) > 0
- trigger1 = (GameTime%2)=0
- time = 1
- add = 200,152,32
- ignorehitpause = 1
-
- [State -2, armor2]
- type = powerset
- trigger1 = var(37) > 0
- value = 0
- ignorehitpause = 1
-
- [State -2, reset]
- type = varadd
- trigger1 = var(37) >= 1
- var(37) = -1
-
- ;=======================================================================================
- ;------------------------
- ;---<> Counter Mode <>---
- ;------------------------
-
- [State -2, palfx counter]
- type = PalFX
- triggerall = Var(40) != 0
- trigger1 = MoveType != H && (GameTime%2)=0
- time = 1
- add = 220,72,40
- ignorehitpause = 1
-
- [State -2, armor2]
- type = powerset
- trigger1 = var(40) > 0
- value = 0
- ignorehitpause = 1
-
- [State -2, reset]
- type = varadd
- trigger1 = var(40) >= 1
- var(40) = -1
-
- ;TARGET DROP
- [State -2, Target Drop]
- type = Targetdrop
- trigger1 = movetype = H
-
- [State -2, DEBUG]
- trigger1 = 1
- type = DisplayToClipboard
- ignorehitpause = 1
- text = "DIZZY VAR = %d GUARD CRUSH = %d Frontedge =%d Backedge = %d Counter = %d \n Goro Daimon 71113"
- params = var(11) , var(12), frontedgebodydist , backedgebodydist , var(42)
-
- ;=============================================================================
- [Statedef -3]
- [State -3, 1];kill the corner push bug
- type = VelSet
- trigger1 = FrontEdgeDist < 10 && Vel x > 0.1
- x = 0.1
- ;=============================================================================
-
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