; _____________________________________
;| Rare Akuma by Phantom.of.the.Server |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;===============================================================================
;SPECIAL MOVES2
;===============================================================================
;Sombras Hit
;===============================================================================
[Statedef 1401]
type=S
movetype=A
physics=N
anim=1401
ctrl=0
juggle=0
poweradd=250
velset=0,0
sprpriority=2

[State 1401,NotHitBy]
type=NotHitBy
trigger1=1
value=SCA

[State 1401, Voz]
type=PlaySnd
trigger1=animelem=3
value=s3,1

[State 1401, Desaparece]
type=PlaySnd
trigger1=animelem=1
value=s5,16

[State 1401, Aire]
type=Explod
trigger1=animelem=2
anim=7106
id=7106
sprpriority=99
postype=p1
pos=0,0
vel=0,0
bindtime=-1
supermove=0
under=0
ownpal=1

[State 1401, Sombra Hit]
type=null
trigger1=time=0
attr=S,NA
animtype=hard
damage=10,9
getpower=61,61
guardflag=H
pausetime=10,25
sparkno=S(ifelse(Random<=500,5990,5991))
sparkxy=8,ifelse(AnimElemTime(3)<0,-52,ifelse (AnimElemTime(3)>=0&&AnimElemTime(4)<0,-80,-125))
hitsound=s2,11
guard.sparkno=-1
guardsound=s1,7
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-8,-3
air.velocity=-4,-3
envshake.time=7
envshake.ampl=7
p2stateno=19000

[State 1401,ChangeState]
type=ChangeState
trigger1=AnimTime=0
value=1402

;=======================
[Statedef 1402]
type=S
movetype=A
physics=N
anim=1402
ctrl=0
juggle=7
velset=80,0
sprpriority=2

[State 1402,removeexplod]
type=removeexplod
trigger1=time=0
ID=1402

[State 2]
type=HitDef
trigger1=time=0
attr=S,SA
animtype=hard
damage=10,9
getpower=61,61
guardflag=H
hitflag=MAFD
numhits=1
pausetime=2,4
sparkno=S(ifelse(Random<=500,5990,5991))
sparkxy=8,ifelse(AnimElemTime(3)<0,-52,ifelse (AnimElemTime(3)>=0&&AnimElemTime(4)<0,-80,-125))
hitsound=s2,11
guard.sparkno=-1
guardsound=s1,7
ground.type=high
ground.slidetime=18
ground.hittime=18
ground.velocity=-0.5,-8
air.velocity=-0.5,-8
fall=1
air.fall=1
fall.recover=0
yaccel=.5
p2stateno=19000

[State a]
type=Helper
trigger1=movecontact=1
trigger1=NumHelper(22121)=0
id=22121
name="Hits"
sprpriority=2
pos=0,0
postype=p2
stateno=22121
juggle=8
helpertype=normal
keyctrl=0
ownpal=1

[State 1402,ChangeState]
type=ChangeState
trigger1=AnimTime=0
value=1403

;=======================
[Statedef 1403]
type=S
movetype=A
physics=N
anim=1403
ctrl=0
juggle=8
velset=0,0
sprpriority=2

[State 1403, 2]
type=null
trigger1=animelem=1
value=s1500,1

[State 1403,ChangeState]
type=ChangeState
trigger1=AnimTime=0
value=0
ctrl=1

;======================
;Helper Hits
[Statedef 22121]
type=S
movetype=A
sprpriority=4
physics=S
velset=0,0
juggle=0
anim=22121
ctrl=0

[State 22121,AssertSpecial]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 22121,NotHitBy]
type=NotHitBy
trigger1=time>=0
value=SCA,AA,AT,AP

[state 22121,hitoverride]
type=hitoverride
trigger1=1
attr=SCA,AA,AP,AT
stateno=1411

[State 22121,TargetLifeAdd]
type=TargetLifeAdd
trigger1=movehit=1
value=Ceil(-0.003*enemy,Const(data.life))-1
ignorehitpause=1
absolute=1

[State 22121, Sombra Hit]
type=HitDef
trigger1=animelem=1
attr=S,NA
animtype=hard
damage=8,9
getpower=61,61
guardflag=H
pausetime=4,4
sparkno=S(ifelse(Random<=500,5990,5991))
sparkxy=8,ifelse(AnimElemTime(3)<0,-52,ifelse (AnimElemTime(3)>=0&&AnimElemTime(4)<0,-80,-125))
hitsound=s2,11
guard.sparkno=-1
guardsound=s1,7
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=0,-7
air.velocity=0,-7
envshake.time=7
envshake.ampl=7
p2stateno=19000

[State 22121, Sombra Hit]
type=HitDef
trigger1=animelem=2
attr=S,NA
animtype=hard
damage=8,9
getpower=61,61
guardflag=H
pausetime=4,4
sparkno=S(ifelse(Random<=500,5990,5991))
sparkxy=8,ifelse(AnimElemTime(3)<0,-52,ifelse (AnimElemTime(3)>=0&&AnimElemTime(4)<0,-80,-125))
hitsound=s2,11
guard.sparkno=-1
guardsound=s1,7
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=0,-7
air.velocity=0,-7
envshake.time=7
envshake.ampl=7
p2stateno=19000

[State 22121, Sombra Hit]
type=HitDef
trigger1=animelem=3
attr=S,NA
animtype=hard
damage=8,9
getpower=61,61
guardflag=H
pausetime=4,4
sparkno=S(ifelse(Random<=500,5990,5991))
sparkxy=8,ifelse(AnimElemTime(3)<0,-52,ifelse (AnimElemTime(3)>=0&&AnimElemTime(4)<0,-80,-125))
hitsound=s2,11
guard.sparkno=-1
guardsound=s1,7
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=0,-7
air.velocity=0,-7
envshake.time=7
envshake.ampl=7
p2stateno=19000

[State 22121, Sombra Hit]
type=HitDef
trigger1=animelem=4
attr=S,NA
animtype=hard
damage=8,9
getpower=61,61
guardflag=H
pausetime=4,4
sparkno=S(ifelse(Random<=500,5990,5991))
sparkxy=8,ifelse(AnimElemTime(3)<0,-52,ifelse (AnimElemTime(3)>=0&&AnimElemTime(4)<0,-80,-125))
hitsound=s2,11
guard.sparkno=-1
guardsound=s1,7
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=0,-7
air.velocity=0,-7
envshake.time=7
envshake.ampl=7
p2stateno=19000

[State 22121, Sombra Hit]
type=HitDef
trigger1=animelem=5
attr=S,NA
animtype=hard
damage=8,9
getpower=61,61
guardflag=H
pausetime=4,4
sparkno=S(ifelse(Random<=500,5990,5991))
sparkxy=8,ifelse(AnimElemTime(3)<0,-52,ifelse (AnimElemTime(3)>=0&&AnimElemTime(4)<0,-80,-125))
hitsound=s2,11
guard.sparkno=-1
guardsound=s1,7
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=0,-7
air.velocity=0,-7
envshake.time=7
envshake.ampl=7
p2stateno=19000

[State 22121, Sombra Hit]
type=HitDef
trigger1=animelem=6
attr=S,NA
animtype=hard
damage=8,9
getpower=61,61
guardflag=H
pausetime=4,4
sparkno=S(ifelse(Random<=500,5990,5991))
sparkxy=8,ifelse(AnimElemTime(3)<0,-52,ifelse (AnimElemTime(3)>=0&&AnimElemTime(4)<0,-80,-125))
hitsound=s2,11
guard.sparkno=-1
guardsound=s1,7
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=0,-7
air.velocity=0,-7
envshake.time=7
envshake.ampl=7
p2stateno=19000

[State 2,destroyself]
type=destroyself
trigger1=animtime=0

;===============================================================================
;P2Stateno
;===============================================================================
[Statedef 19000]
type=S
movetype=H
physics=N
velset=0,0

[State 9000, ChangeAnim]
type=ChangeAnim
trigger1=Time=0
trigger1=GetHitVar(animtype)!=[3,5]
value=ifelse((GetHitVar(groundtype)=1),5000,5010)+GetHitVar(animtype)

[State 9000, ChangeAnim2]
type=ChangeAnim
trigger1=Time=0
trigger1=GetHitVar(animtype)=[3,5]
value=5030

[State 9000, ChangeAnim3]
type=ChangeAnim
trigger1=Time=0
trigger1=(GetHitVar(animtype)=[4,5])&&(SelfAnimExist(5047 + GetHitVar(animtype)))
value=5047+GetHitVar(animtype)

[State 9000, ChangeAnim4]
type=ChangeAnim
trigger1=Time>0
value=anim

[State 9000, StateTypeSet]
type=StateTypeSet
trigger1=Time=0
trigger1=GetHitVar(yvel)!=0&&GetHitVar(fall)
trigger2=Pos Y!=0
value=a

[State 9000, ChangeState]
type=ChangeState
trigger1=HitShakeOver
trigger1=GetHitVar(yvel)=0
value=19001

[State 9000, ChangeState2]
type=ChangeState
trigger1=HitShakeOver
value=19030

[State 9000, FFB Light]
type=ForceFeedback
trigger1=anim=5000
trigger2=anim=5010
persistent=0
time=6
waveform=square

[State 9000, FFB Medium]
type=ForceFeedback
trigger1=anim=5001
trigger2=anim=5011
persistent=0
time=8
waveform=sinesquare
ampl=110,-1,-.3

[State 9000, FFB Hard]
type=ForceFeedback
trigger1=anim=5012
trigger2=anim=5002
trigger3=anim=5030
persistent=0
time=15
waveform=sinesquare
ampl=140

;========================
[Statedef 19001]
type=S
movetype=H
physics=S

[State 9001, HitVelSet]
type=HitVelSet
trigger1=Time=0
x=1

[State 9001,ChangeAnim]
type=ChangeAnim
trigger1=AnimTime=0
value=5005+GetHitVar(animtype)+(GetHitVar(groundtype)=2)*10

[State 9001,VelMul]
type=VelMul
trigger1=Time>=GetHitVar(slidetime)
x=.6

[State 9001,VelSet]
type=VelSet
trigger1=HitOver
x=0

[State 9001, DefenceMulSet]
type=DefenceMulSet
trigger1=HitOver
value=1

[State 9001,SelfState]
type=SelfState
trigger1=HitOver
value=0
ctrl=1

;=========================
[Statedef 19010]
type=C
movetype=H
physics=N
velset=0,0

[State 9010,ChangeAnim]
type=ChangeAnim
trigger1=Time>0
value=anim

[State 9010, ChangeAnim2]
type=ChangeAnim
trigger1=Time=0
trigger1=GetHitVar(animtype)!=[3,5]
value=5020+GetHitVar(animtype)

[State 9010, ChangeAnim3]
type=ChangeAnim
trigger1=Time=0
trigger1=GetHitVar(animtype)=[3,5]
value=5030

[State 9010, ChangeAnim4]
type=ChangeAnim
trigger1=Time=0
trigger1=(GetHitVar(animtype)=[4,5])&&(SelfAnimExist(5047+GetHitVar(animtype)))
value=5047+GetHitVar(animtype)

[State 9010, ChangeState]
type=ChangeState
trigger1=HitShakeOver
trigger1=GetHitVar(yvel)=0
value=19011

[State 9010, ChangeState2]
type=ChangeState
trigger1=HitShakeOver
value=19030

[State 9010, FFB Light]
type=ForceFeedback
trigger1=anim=5020
persistent=0
time=6
waveform=square

[State 9010, FFB Medium]
type=ForceFeedback
trigger1=anim=5021
persistent=0
time=8
waveform=sinesquare
ampl=110,-1,-.3

[State 9010, FFB Hard]
type=ForceFeedback
trigger1=anim=5022
persistent=0
time=15
waveform=sinesquare
ampl=140

;======================
[Statedef 19030]
type=A
movetype=H
physics=N
ctrl=0

[State 9030,VelAdd]
type=VelAdd
trigger1=1
y=GetHitVar(yaccel)

[State 9030,HitVelSet]
type=HitVelSet
trigger1=Time=0
x=1
y=1

[State 9030, 4]
type=SelfState
triggerall=!HitFall
trigger1=HitOver
trigger2=Vel Y>0
trigger2=Pos Y>=10
value=5040

[State 9030,ChangeState]
type=ChangeState
triggerall=HitFall
trigger1=HitOver
trigger2=Vel Y>0
trigger2=Pos Y>=10
value=19050

[State 9030,ChangeState2]
type=ChangeState
trigger1=AnimTime=0
value=19035

;=======================
[Statedef 19035]
type=A
movetype=H
physics=N

[State 9035,VelAdd]
type=VelAdd
trigger1=1
y=GetHitVar(yaccel)

[State 9035,ChangeAnim]
type=ChangeAnim
trigger1=Time=0
trigger1=SelfAnimExist(5035)
trigger1=Anim!=[5051,5059]
trigger1=Anim!=5090
value=5035

[State 9035,SelfState]
type=SelfState
triggerall=!HitFall
trigger1=HitOver
trigger2=AnimTime=0
trigger3=Vel Y>0
trigger3=Pos Y>=10
trigger4=Time=0
trigger4=Anim!=5035
value=5040

[State 9035, ChangeState]
type=ChangeState
triggerall=HitFall
trigger1=HitOver
trigger2=AnimTime=0
trigger3=Vel Y>0
trigger3=Pos Y>=10
trigger4=Time=0
trigger4=Anim!=5035.
value=19050

;=======================
[Statedef 19050]
type=A
movetype=H
physics=N

[State 9050,VelAdd]
type=VelAdd
trigger1=1
y=GetHitVar(yaccel)

[State 9050, ChangeAnim]
type=ChangeAnim
trigger1=AnimTime=0
trigger1=Anim=5035
trigger2=Time=0
trigger2=Anim!=5035
trigger2=(Anim!=[5051, 5059])&&(Anim!=[5061,5069])
trigger2=Anim!=5090
value=5050

[State 9050, ChangeAnim2]
type=ChangeAnim
trigger1=anim=[5050,5059]
trigger1=Vel Y>=ifelse(anim =5050,1,-2)
trigger1=SelfAnimExist(anim+10)
value=anim+10
persistent=0

[State 9050,SelfState]
type=SelfState
triggerall=Vel Y>0
triggerall=Pos Y>=-20
triggerall=alive
triggerall=CanRecover
trigger1=Command="recovery"
value=5200

[State 9050,SelfState2]
type=SelfState
triggerall=Vel Y>-1
triggerall=alive
triggerall=CanRecover
trigger1=Command="recovery"
value=5210

[State 9050, SelfState3]
type=SelfState
trigger1=Vel Y>0
trigger1=Pos Y>=ifelse((anim=[5051,5059])||(anim =[5061,5069]),0,25)
value=5100

;===============================================================================

