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- ; State -2
- [State 3001, Super]
- type = Helper
- triggerall = (var(55)&16) = 0
- triggerall = (var(0)&8) > 0
- trigger1 = !FVar(32)
- trigger1 = e||(var(55) := ((var(55)*2)|1))
- trigger2 = FVar(32) = [3,6]
- trigger2 = e||(var(55) := ((var(55)*2)|1))
- id = 6600
- name = "Guard"
- pos =0,0
- postype = P1
- stateno = 6600
- helpertype = normal
- keyctrl = 0
- ownpal = 1
- ignorehitpause = 1
- pausemovetime = 999999
- supermovetime = 999999
- size.ground.back = var(55) ; Counter pass
- facing = facing*ifElse(teamside=1,1,-1)
- [State 3001, Super]
- type = Helper
- triggerall = (var(55)&16) = 0
- triggerall = (var(0)&8) > 0
- trigger1 = FVar(32) = 1 || FVar(32) = -2
- trigger1 = e||(var(55) := ((var(55)*2)|1))
- id = 6600
- name = "Counter Hit"
- pos =0,0
- postype = P1
- stateno = 6605
- helpertype = normal
- keyctrl = 0
- ownpal = 1
- ignorehitpause = 1
- pausemovetime = 999999
- supermovetime = 999999
- size.ground.back = var(55) ; Counter pass
- facing = facing*ifElse(teamside=1,1,-1)
- ; ...
- ; And a bunch of states that start like this
- ;---------------------------------------------------------------------------
- ; Parry/Just Defend Message
- [Statedef 6600]
- ctrl = 0
- anim = 1
- ownpal = 1
- [State 6600, VarSet]
- type = VarSet
- trigger1 = Time = 0 && !Var(1)
- var(0) = Const(Size.Ground.Back)
- [State 6600, ChangeState]
- type = ChangeState
- triggerall = Var(0)
- trigger1 = e||(var(1) := var(1)+1)
- trigger1 = e||(var(0) := var(0)/2)
- value = stateNo
- [State 6600, VarSet]
- type = Null
- triggerall = Time = 0
- trigger1 = e||(fvar(1) := 35.5) ; Text placement
- trigger1 = e||(fvar(2) := 35.0) ; Middle piece scale
- trigger1 = e||(fvar(0) := fvar(2)+16) ; End piece/shadow placement
- trigger1 = e||(var(2) := 6620) ; Animation
- [State 6630, VarSet]
- type = ParentVarAdd
- trigger1 = time = 20
- trigger1 = (parent, var(55)&(2**var(1))) > 0
- var(55) = -(2**var(1))
- ignorehitpause = 1
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