SB Air code things to know. First, you'll need the aircodes.cns file and copy it into your character's directory. (note: aircodes2.cns has the kaioken coding in it and Li'l Gohan doesn't have fly codes). Second, you'll need to edit the character's .def file so that this line looks like so: stcommon = aircodes.cns Third, the aircodes work with version 04.01.2001 and v04.14.2001 MUGEN ONLY. It doesn't work if you try to downgrade because state 51 is needed to make the codes work properly and versions of new MUGEN prior to v04.01.2001 will not work properly. Fourth, you will need to adjust some stuff in the file of the character (this is a long process sometimes). If your character has some PosSets in the coding (do a search for posset with your word processor). If you find any y PosSets then you'll need to change them a little bit (somewhat difficult). in the .cns file: [State 400, 3] type = PosSet trigger1 = var(12) = 0 trigger1 = Pos Y != 0 trigger1 = AnimTime = 0 y = 0 [State 400, 4] type = PosSet trigger1 = var(12) = 1 trigger1 = Pos Y != -110 trigger1 = AnimTime = 0 y = -110 In the code above the PosSet works when AnimTime = 0 but Possets can use other triggers for this (like time = 0 or other triggers). The var(12) and Pos Y lines are the parts you need to leave alone. The AnimTime line you may need to redo to work like the existing PosSet. The air codes use var(12) as a boolean (true/false) variable to say whether the character is in the air or on the ground. If var(12) = 0 then on the ground, if var(12) = 1 then in the air. -110 is the position I use for in the air because it is close enough where a character can still jump up and attack but high enough to avoid most attacks from those on the ground. Also, in the .cns file add this code to the bottom of the file (but above any statedef -2 line and/or statedef -3 line if there). ;Fly - going up [Statedef 767] type = A movetype = I physics = A anim = 747 ctrl = 0 [State 767, 1] type = PlaySnd trigger1 = time = 1 value = 3,4 [State 767, 2] type = AfterImage Trigger1 = time = 1 length = 10 PalColor = 0 TimeGap = 1 FrameGap = 3 Trans = Add1 time = 10 [State 767, 3] type = VelSet trigger1 = Time >= 0 trigger1 = Pos Y > -110 y = -5 [State 767, 4] type = VelSet trigger1 = Pos Y <= -110 y = 0 [State 767, 5] type = PosSet trigger1 = Pos Y <= -110 y = -110 [State 767, 6] type = VarSet trigger1 = Pos Y = -110 var(12) = 1 [State 767, 7] type = ChangeState trigger1 = Pos Y = -110 value = 0 ctrl = 1 ;Fly - going down [Statedef 777] type = A movetype = I physics = A anim = 747 ctrl = 0 [State 777, 0] type = VarSet trigger1 = Time = 0 var(12) = 0 [State 777, 1] type = PlaySnd trigger1 = Pos Y = 0 value = 3,9 [State 777, 2] type = AfterImage Trigger1 = time = 1 length = 10 PalColor = 0 TimeGap = 1 FrameGap = 3 Trans = Add1 time = 10 [State 777, 3] type = PosSet trigger1 = Pos Y >= 0 y = 0 [State 777, 4] type = VelSet trigger1 = Pos Y = 0 y = 0 [State 777, 5] type = ChangeState trigger1 = Pos Y = 0 value = 0 ctrl = 1 [State 777, 6] type = VelSet trigger1 = Time >= 0 y = 5 There are a few .air entries that need to be added into the .air file. These are 3, 14, 15, 23, 24, 50, 51, 52, 53, 54, 55, 56, 57, 747 The entries are: 3 - air standing. You need to adjust the 2nd and 4th entries in the clsn2 entries. 14 - air to crouch, crouch to air 15 - air crouch animation. You need to adjust the first and third entries in the clsn2 entries. 23 - air walk forward. You need to adjust the 2nd and 4th entries in the clsn2 entries. 24 - air walk backward. You need to adjust the 2nd and 4th entries in the clsn2 entries. 50 - Jump Start entry 51 - Jump straight up entry 52 - Jump Forward entry 53 - Jump backward entry 54, 55, 56 - not usually used 57 - Jump land entry 747 - up into air and down to ground entry. ;Standing Animation Air ;(adjust y values like shown by 1's) [Begin Action 003] Clsn2: 2 Clsn2[0] = 25, 0,-24,-65 Clsn2[1] = -5,-65, 10,-77 3,0, 0,0, 3 Clsn2: 2 Clsn2[0] = 25, -1,-24,-66 Clsn2[1] = -5,-66, 10,-78 3,0,0,-1,3 Clsn2: 2 Clsn2[0] = 25, -2,-24,-67 Clsn2[1] = -5,-67, 10,-79 3,0,0,-2,3 Clsn2: 2 Clsn2[0] = 25, -3,-24,-68 Clsn2[1] = -5,-68, 10,-80 3,0,0,-3,3 Clsn2: 2 Clsn2[0] = 25, -4,-24,-69 Clsn2[1] = -5,-69, 10,-81 3,0,0,-4,3 Clsn2: 2 Clsn2[0] = 25, -5,-24,-70 Clsn2[1] = -5,-70, 10,-82 3,0,0,-5,3 Clsn2: 2 Clsn2[0] = 25, -6,-24,-71 Clsn2[1] = -5,-71, 10,-83 3,0,0,-6,3 Clsn2: 2 Clsn2[0] = 25, -7,-24,-72 Clsn2[1] = -5,-72, 10,-84 3,0,0,-7,3 Clsn2: 2 Clsn2[0] = 25, -8,-24,-73 Clsn2[1] = -5,-73, 10,-85 3,0,0,-8,3 Clsn2: 2 Clsn2[0] = 25, -9,-24,-74 Clsn2[1] = -5,-74, 10,-86 3,0,0,-9,3 Clsn2: 2 Clsn2[0] = 25, -10,-24,-75 Clsn2[1] = -5,-75, 10,-87 3,0,0,-10,6 Clsn2: 2 Clsn2[0] = 25, -9,-24,-74 Clsn2[1] = -5,-74, 10,-86 3,0,0,-9,3 Clsn2: 2 Clsn2[0] = 25, -8,-24,-73 Clsn2[1] = -5,-73, 10,-85 3,0,0,-8,3 Clsn2: 2 Clsn2[0] = 25, -7,-24,-72 Clsn2[1] = -5,-72, 10,-84 3,0,0,-7,3 Clsn2: 2 Clsn2[0] = 25, -6,-24,-71 Clsn2[1] = -5,-71, 10,-83 3,0,0,-6,3 Clsn2: 2 Clsn2[0] = 25, -5,-24,-70 Clsn2[1] = -5,-70, 10,-82 3,0,0,-5,3 Clsn2: 2 Clsn2[0] = 25, -4,-24,-69 Clsn2[1] = -5,-69, 10,-81 3,0,0,-4,3 Clsn2: 2 Clsn2[0] = 25, -3,-24,-68 Clsn2[1] = -5,-68, 10,-80 3,0,0,-3,3 Clsn2: 2 Clsn2[0] = 25, -2,-24,-67 Clsn2[1] = -5,-67, 10,-79 3,0,0,-2,3 Clsn2: 2 Clsn2[0] = 25, -1,-24,-66 Clsn2[1] = -5,-66, 10,-78 3,0,0,-1,3 ; Stand to crouch Air [Begin Action 014] Clsn2: 2 Clsn2[0] = -23,-67, 25, -1 Clsn2[1] = -5,-67, 10,-77 40,0, 0,0,1 ; crouch Air ;(adjust x values like shown by 1's) [Begin Action 015] Clsn2: 2 Clsn2[0] = -24,-67, 25, 2 Clsn2[1] = -5,-67, 10,-77 40,0, 0,0,1 Clsn2: 2 Clsn2[0] = -25,-67, 24, 2 Clsn2[1] = -6,-67, 9,-77 40,0,-1,0,1 Clsn2: 2 Clsn2[0] = -26,-67, 23, 2 Clsn2[1] = -7,-67, 8,-77 40,0,-2,0,1 Clsn2: 2 Clsn2[0] = -25,-67, 24, 2 Clsn2[1] = -6,-67, 9,-77 40,0,-1,0,1 ;Walking Forward Air ;(adjust y values like shown by 1's) [Begin Action 023] Clsn2: 4 Clsn2[0] = -20, 1, 0,-76 Clsn2[1] = 0,-32, 18,-81 Clsn2[2] = -7,-76,-20,-83 Clsn2[3] = -20,-74,-31,-42 23,0, 0,0, 3 Clsn2: 4 Clsn2[0] = -20, 0, 0,-77 Clsn2[1] = 0,-33, 18,-82 Clsn2[2] = -7,-77,-20,-84 Clsn2[3] = -20,-75,-31,-43 23,0,0,-1,3 Clsn2: 4 Clsn2[0] = -20, -1, 0,-78 Clsn2[1] = 0,-34, 18,-83 Clsn2[2] = -7,-78,-20,-85 Clsn2[3] = -20,-76,-31,-44 23,0,0,-2,3 Clsn2: 4 Clsn2[0] = -20, -2, 0,-79 Clsn2[1] = 0,-35, 18,-84 Clsn2[2] = -7,-79,-20,-86 Clsn2[3] = -20,-77,-31,-45 23,0,0,-3,3 Clsn2: 4 Clsn2[0] = -20, -3, 0,-80 Clsn2[1] = 0,-36, 18,-85 Clsn2[2] = -7,-80,-20,-87 Clsn2[3] = -20,-78,-31,-46 23,0,0,-4,3 Clsn2: 4 Clsn2[0] = -20, -4, 0,-81 Clsn2[1] = 0,-37, 18,-86 Clsn2[2] = -7,-81,-20,-88 Clsn2[3] = -20,-79,-31,-47 23,0,0,-5,3 Clsn2: 4 Clsn2[0] = -20, -5, 0,-82 Clsn2[1] = 0,-38, 18,-87 Clsn2[2] = -7,-82,-20,-89 Clsn2[3] = -20,-80,-31,-48 23,0,0,-6,3 Clsn2: 4 Clsn2[0] = -20, -6, 0,-83 Clsn2[1] = 0,-39, 18,-88 Clsn2[2] = -7,-83,-20,-90 Clsn2[3] = -20,-81,-31,-49 23,0,0,-7,3 Clsn2: 4 Clsn2[0] = -20, -7, 0,-84 Clsn2[1] = 0,-40, 18,-89 Clsn2[2] = -7,-84,-20,-91 Clsn2[3] = -20,-82,-31,-50 23,0,0,-8,3 Clsn2: 4 Clsn2[0] = -20, -8, 0,-85 Clsn2[1] = 0,-41, 18,-90 Clsn2[2] = -7,-85,-20,-92 Clsn2[3] = -20,-83,-31,-51 23,0,0,-9,3 Clsn2: 4 Clsn2[0] = -20, -9, 0,-86 Clsn2[1] = 0,-42, 18,-91 Clsn2[2] = -7,-86,-20,-93 Clsn2[3] = -20,-84,-31,-52 23,0,0,-10,6 Clsn2: 4 Clsn2[0] = -20, -8, 0,-85 Clsn2[1] = 0,-41, 18,-90 Clsn2[2] = -7,-85,-20,-92 Clsn2[3] = -20,-83,-31,-51 23,0,0,-9,3 Clsn2: 4 Clsn2[0] = -20, -7, 0,-84 Clsn2[1] = 0,-40, 18,-89 Clsn2[2] = -7,-84,-20,-91 Clsn2[3] = -20,-82,-31,-50 23,0,0,-8,3 Clsn2: 4 Clsn2[0] = -20, -6, 0,-83 Clsn2[1] = 0,-39, 18,-88 Clsn2[2] = -7,-83,-20,-90 Clsn2[3] = -20,-81,-31,-49 23,0,0,-7,3 Clsn2: 4 Clsn2[0] = -20, -5, 0,-82 Clsn2[1] = 0,-38, 18,-87 Clsn2[2] = -7,-82,-20,-89 Clsn2[3] = -20,-80,-31,-48 23,0,0,-6,3 Clsn2: 4 Clsn2[0] = -20, -4, 0,-81 Clsn2[1] = 0,-37, 18,-86 Clsn2[2] = -7,-81,-20,-88 Clsn2[3] = -20,-79,-31,-47 23,0,0,-5,3 Clsn2: 4 Clsn2[0] = -20, -3, 0,-80 Clsn2[1] = 0,-36, 18,-85 Clsn2[2] = -7,-80,-20,-87 Clsn2[3] = -20,-78,-31,-46 23,0,0,-4,3 Clsn2: 4 Clsn2[0] = -20, -2, 0,-79 Clsn2[1] = 0,-35, 18,-84 Clsn2[2] = -7,-79,-20,-86 Clsn2[3] = -20,-77,-31,-45 23,0,0,-3,3 Clsn2: 4 Clsn2[0] = -20, -1, 0,-78 Clsn2[1] = 0,-34, 18,-83 Clsn2[2] = -7,-78,-20,-85 Clsn2[3] = -20,-76,-31,-44 23,0,0,-2,3 Clsn2: 4 Clsn2[0] = -20, 0, 0,-77 Clsn2[1] = 0,-33, 18,-82 Clsn2[2] = -7,-77,-20,-84 Clsn2[3] = -20,-75,-31,-43 23,0,0,-1,3 ;Walking Backwards Air ;(adjust y values like shown by 1's) [Begin Action 024] Clsn2: 4 Clsn2[0] = 23,-15,-32,-52 Clsn2[1] = 1,-52,-30,-73 Clsn2[2] = 1,-73, 31,-59 Clsn2[3] = -5,-73,-20,-81 24,0, 0,0, 3 Clsn2: 4 Clsn2[0] = 23,-16,-32,-53 Clsn2[1] = 1,-53,-30,-74 Clsn2[2] = 1,-74, 31,-60 Clsn2[3] = -5,-74,-20,-82 24,0,0,-1,3 Clsn2: 4 Clsn2[0] = 23,-17,-32,-54 Clsn2[1] = 1,-54,-30,-75 Clsn2[2] = 1,-75, 31,-61 Clsn2[3] = -5,-75,-20,-83 24,0,0,-2,3 Clsn2: 4 Clsn2[0] = 23,-18,-32,-55 Clsn2[1] = 1,-55,-30,-76 Clsn2[2] = 1,-76, 31,-62 Clsn2[3] = -5,-76,-20,-84 24,0,0,-3,3 Clsn2: 4 Clsn2[0] = 23,-19,-32,-56 Clsn2[1] = 1,-56,-30,-77 Clsn2[2] = 1,-77, 31,-63 Clsn2[3] = -5,-77,-20,-85 24,0,0,-4,3 Clsn2: 4 Clsn2[0] = 23,-20,-32,-57 Clsn2[1] = 1,-57,-30,-78 Clsn2[2] = 1,-78, 31,-64 Clsn2[3] = -5,-78,-20,-86 24,0,0,-5,3 Clsn2: 4 Clsn2[0] = 23,-21,-32,-58 Clsn2[1] = 1,-58,-30,-79 Clsn2[2] = 1,-79, 31,-65 Clsn2[3] = -5,-79,-20,-87 24,0,0,-6,3 Clsn2: 4 Clsn2[0] = 23,-22,-32,-59 Clsn2[1] = 1,-59,-30,-80 Clsn2[2] = 1,-80, 31,-66 Clsn2[3] = -5,-80,-20,-88 24,0,0,-7,3 Clsn2: 4 Clsn2[0] = 23,-23,-32,-60 Clsn2[1] = 1,-60,-30,-81 Clsn2[2] = 1,-81, 31,-67 Clsn2[3] = -5,-81,-20,-89 24,0,0,-8,3 Clsn2: 4 Clsn2[0] = 23,-24,-32,-61 Clsn2[1] = 1,-61,-30,-82 Clsn2[2] = 1,-82, 31,-68 Clsn2[3] = -5,-82,-20,-90 24,0,0,-9,3 Clsn2: 4 Clsn2[0] = 23,-25,-32,-62 Clsn2[1] = 1,-62,-30,-83 Clsn2[2] = 1,-83, 31,-69 Clsn2[3] = -5,-83,-20,-91 24,0,0,-10,6 Clsn2: 4 Clsn2[0] = 23,-24,-32,-61 Clsn2[1] = 1,-61,-30,-82 Clsn2[2] = 1,-82, 31,-68 Clsn2[3] = -5,-82,-20,-90 24,0,0,-9,3 Clsn2: 4 Clsn2[0] = 23,-23,-32,-60 Clsn2[1] = 1,-60,-30,-81 Clsn2[2] = 1,-81, 31,-67 Clsn2[3] = -5,-81,-20,-89 24,0,0,-8,3 Clsn2: 4 Clsn2[0] = 23,-22,-32,-59 Clsn2[1] = 1,-59,-30,-80 Clsn2[2] = 1,-80, 31,-66 Clsn2[3] = -5,-80,-20,-88 24,0,0,-7,3 Clsn2: 4 Clsn2[0] = 23,-21,-32,-58 Clsn2[1] = 1,-58,-30,-79 Clsn2[2] = 1,-79, 31,-65 Clsn2[3] = -5,-79,-20,-87 24,0,0,-6,3 Clsn2: 4 Clsn2[0] = 23,-20,-32,-57 Clsn2[1] = 1,-57,-30,-78 Clsn2[2] = 1,-78, 31,-64 Clsn2[3] = -5,-78,-20,-86 24,0,0,-5,3 Clsn2: 4 Clsn2[0] = 23,-19,-32,-56 Clsn2[1] = 1,-56,-30,-77 Clsn2[2] = 1,-77, 31,-63 Clsn2[3] = -5,-77,-20,-85 24,0,0,-4,3 Clsn2: 4 Clsn2[0] = 23,-18,-32,-55 Clsn2[1] = 1,-55,-30,-76 Clsn2[2] = 1,-76, 31,-62 Clsn2[3] = -5,-76,-20,-84 24,0,0,-3,3 Clsn2: 4 Clsn2[0] = 23,-17,-32,-54 Clsn2[1] = 1,-54,-30,-75 Clsn2[2] = 1,-75, 31,-61 Clsn2[3] = -5,-75,-20,-83 24,0,0,-2,3 Clsn2: 4 Clsn2[0] = 23,-16,-32,-53 Clsn2[1] = 1,-53,-30,-74 Clsn2[2] = 1,-74, 31,-60 Clsn2[3] = -5,-74,-20,-82 24,0,0,-1,3 ; Jump start frame [Begin Action 050] Clsn2: 4 Clsn2[0] = 21, 2,-22,-62 Clsn2[1] = 21,-48, 34,-33 Clsn2[2] = -7,-62, 8,-75 Clsn2[3] = -22,-51,-29,-35 50,0, 0,0, 1 ; Starting Jumping up [Begin Action 051] Clsn2Default: 4 Clsn2[0] = -23, 2, 5,-75 Clsn2[1] = 5,-31, 18,-81 Clsn2[2] = -6,-75,-21,-83 Clsn2[3] = -23,-71,-31,-42 50,0, 0,0, 8 50,0, 0,0, 5 50,0, 0,0, 6 50,0, 0,0, 7 50,0, 0,0, 6 50,0, 0,0, 5 50,0, 0,0, -1 ; Starting Jumping forwards [Begin Action 052] Clsn2Default: 3 Clsn2[0] = -33,-17, 21,-70 Clsn2[1] = -5,-74, 31,-63 Clsn2[2] = -22,-70, -6,-81 50,0, 0,0, 5 50,0, 0,0, 5 50,0, 0,0, 5 50,0, 0,0, 6 50,0, 0,0, 3 50,0, 0,0, 3 50,0, 0,0, 3 50,0, 0,0, 5 50,0, 0,0, 5 50,0, 0,0, -1 ; Starting Jumping backwards [Begin Action 053] Clsn2Default: 3 Clsn2[0] = -33,-17, 21,-70 Clsn2[1] = -5,-74, 31,-63 Clsn2[2] = -22,-70, -6,-81 50,0, 0,0, 8 50,0, 0,0, 5 50,0, 0,0, 5 50,0, 0,0, 6 50,0, 0,0, 5 50,0, 0,0, 5 50,0, 0,0, -1 ; Peak and coming down from Jumping up ;[Begin Action 054] ; Peak and coming down from Jumping forwards ;[Begin Action 055] ; Peak and coming down from Jumping backwards ;[Begin Action 056] ; Jump land frame [Begin Action 057] Clsn2: 4 Clsn2[0] = 21, 1,-22,-63 Clsn2[1] = 21,-47, 34,-34 Clsn2[2] = -7,-63, 8,-74 Clsn2[3] = -22,-52,-29,-35 50,0, 0,0, 1 ;Fly [Begin Action 747] Clsn2: 1 Clsn2[0] = -26, 2, 33,-94 747,0, 0,0, 5 And now for the .cmd file (using the z key): ;Fly up [State -1] type = ChangeState value = 767 trigger1 = command = "z" trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = var(12) = 0 ;Fly down [State -1] type = ChangeState value = 777 trigger1 = command = "z" trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = var(12) = 1 Afterimage cancelling - copy to bottom of cns file under -2 states ;clears afterimages when hit (>= 5000) but not dashes (var=0) [State -2, 1] type = afterimagetime trigger1 = stateno >= 5000 trigger1 = var(57) = 0 trigger1 = var(58) = 0 value = 0 ;sets var(57) for dash forward [State -2, 1.1] type = varset trigger1 = stateno = 100 trigger1 = var(57) = 0 var(57) = 1 ;sets var(58) for dash backward [State -2, 1.2] type = varset trigger1 = stateno = 105 trigger1 = var(58) = 0 var(58) = 1 ;resets afterimage trails for dash forward [State -2, 1.3] type = afterimagetime trigger1 = stateno != 100 trigger1 = var(57) = 1 value = 0 ;resets afterimage trails for dash backward [State -2, 1.4] type = afterimagetime trigger1 = stateno != 105 trigger1 = var(58) = 1 value = 0 ;resets var(57) for dash forward [State -2, 1.5] type = varset trigger1 = stateno != 100 trigger1 = var(57) = 1 var(57) = 0 ;resets var(58) for dash backward [State -2, 1.6] type = varset trigger1 = stateno != 105 trigger1 = var(58) = 1 var(58) = 0 Also, make sure that if you are putting this into a precoded character that the character doesn't already use var(12) for anything. If the character does use var(12) for something already then change the var(12) in the character to another non-used var number. You don't want to even think about redoing all the var(12)'s in the air code to another var. Change the pre-existing var not the flycode var(12). You would have to redo all the var(12)'s in the aircodes.cns also to change the aircode's var(12). The aircodes are an edited version of the v07.31.2000 common1.cns. most of the coding inside the aircodes.cns file is Elecbyte's coding. The var(12) type entries and other type changes were done inside the file by me. All the character.cns and .air and .cmd stuff I came up with. This is a pretty complicated code but not that hard to use. The hard part is adding the .air file entries and redefining the collision boxes and checking for any PosSets. The rest is pretty much simple or cut and paste. Also, because of a conversion thing use Hyper Buu's aircodes.cns file because of a crouch bug or add this line into aircodes.cns (if not already present) to the last part of statedef 11 (note as well, you may wish to add this to the common1.cns file in your data directory as well so that the crouching works properly: [State 11, 3] ;Change from turning animation type = ChangeState trigger1 = Statetype != C value = 12 And last but not least you will need to replace these 2 or more depending (the air attacks in the cns file): ;JUMP_A [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 10 ctrl = 0 anim = 600 [State 600, 1] type = PlaySnd trigger1 = Time = 2 value = 3, 8 [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 45 getpower = 0 givepower = 0 hitflag = MAFD guardflag = HA pausetime = 12,12 sparkxy = 0,-50 sparkno = 1 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 600, 3] type = VelSet trigger1 = Pos Y >= 0 trigger1 = var(12) = 0 trigger2 = var(12) = 1 trigger2 = Pos Y >= -110 x = 0 y = 0 [State 600, 4] type = ChangeState trigger1 = Pos Y >= 0 trigger1 = var(12) = 0 value = 52 ctrl = 1 [State 600, 5] type = PosSet trigger1 = var(12) = 1 trigger1 = Pos Y >= -110 y = -110 [State 600, 6] type = ChangeState trigger1 = var(12) = 1 trigger1 = Pos Y >= -110 value = 52 ctrl = 1 ;------------------------------------------------------------------ ;JUMP_B [Statedef 610] type = A movetype= A physics = A juggle = 2 poweradd= 10 ctrl = 0 anim = 610 [State 610, 1] type = PlaySnd trigger1 = Time = 2 value = 3, 7 [State 610, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 45 getpower = 0 givepower = 0 guardflag = HA priority = 3 pausetime = 9,10 sparkxy = 0,-40 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 9 ground.hittime = 9 ground.velocity = -4 air.velocity = -1.3,-3 [State 610, 3] type = VelSet trigger1 = Pos Y >= 0 trigger1 = var(12) = 0 trigger2 = var(12) = 1 trigger2 = Pos Y >= -110 x = 0 y = 0 [State 610, 4] type = ChangeState trigger1 = Pos Y >= 0 trigger1 = var(12) = 0 value = 52 ctrl = 1 [State 610, 5] type = PosSet trigger1 = var(12) = 1 trigger1 = Pos Y >= -110 y = -110 [State 610, 6] type = ChangeState trigger1 = var(12) = 1 trigger1 = Pos Y >= -110 value = 52 ctrl = 1