;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5700]
type = A
movetype= H
physics = N
velset = 0,0
[State 5050, 1]
type = ChangeAnim
trigger1 = Anim != [5700,5710]
trigger2 = Gethitvar(ChainID)=13210 && Time < 2
trigger3 = Gethitvar(ChainID)=13110 && Time < 2
value = 5030
[State 0, VelSet]
type = VelSet
triggerall = Hitshakeover
trigger1 = Anim != [5700,5710]
x = (GetHitVar(xvel)*Facing)-1
y = GetHitVar(yvel)
[State 5050, 1]
type = ChangeAnim
triggerall = Selfanimexist(5700)
triggerall = Hitshakeover
trigger1 = Anim != [5700,5710]
value = 5700
[State 5050, 1]
type = ChangeAnim2
triggerall = !Selfanimexist(5700)
triggerall = Hitshakeover
trigger1 = Anim != [5700,5710]
value = 5710
[State 5050, 3]
type = VelAdd
triggerall = Hitshakeover
trigger1 = 1
y = GetHitVar(yaccel)
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Hitshakeover
triggerall = Selfanimexist(5061)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5061
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Hitshakeover
triggerall = Selfanimexist(5062)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5062
[State 1010]
type = PalFX
trigger1 = Time = 0
trigger1 = var(9) = 1
time = 5
add = 164,120,178
[State 0, NotHitBy]
type = NotHitBy
trigger1 = Gethitvar(ChainID)=13110
value = SCA
time = 1
ignorehitpause =1
[State 5050, 6]
type = Selfstate
triggerall = Hitshakeover
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
; HITA_FALL (knocked up, falling)
[Statedef 5700]
type = A
movetype= H
physics = N
velset = 0,0
[State 5050, 1]
type = ChangeAnim
trigger1 = Anim != [5700,5710]
trigger2 = Gethitvar(ChainID)=13210 && Time < 2
trigger3 = Gethitvar(ChainID)=13110 && Time < 2
value = 5030
[State 0, VelSet]
type = VelSet
triggerall = Hitshakeover
trigger1 = Anim != [5700,5710]
x = (GetHitVar(xvel)*Facing)-1
y = GetHitVar(yvel)
[State 5050, 1]
type = ChangeAnim
triggerall = Selfanimexist(5700)
triggerall = Hitshakeover
trigger1 = Anim != [5700,5710]
value = 5700
[State 5050, 1]
type = ChangeAnim2
triggerall = !Selfanimexist(5700)
triggerall = Hitshakeover
trigger1 = Anim != [5700,5710]
value = 5710
[State 5050, 3]
type = VelAdd
triggerall = Hitshakeover
trigger1 = 1
y = GetHitVar(yaccel)
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Hitshakeover
triggerall = Selfanimexist(5061)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5061
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Hitshakeover
triggerall = Selfanimexist(5062)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5062
[State 1010]
type = PalFX
trigger1 = Time = 0
trigger1 = var(9) = 1
time = 5
add = 164,120,178
[State 0, NotHitBy]
type = NotHitBy
trigger1 = Gethitvar(ChainID)=13110
value = SCA
time = 1
ignorehitpause =1
[State 5050, 6]
type = Selfstate
triggerall = Hitshakeover
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100