Mavel vs DC Callouts



;signs

[State -2, VS_Combo]
type = VarSet
trigger1 = var(28) >= 3
trigger2 = var(28)=-1 && (movehit || p2stateno = [5000,5899]);p2stateno = 6300 || p2movetype = H);p2stateno = [5000,5899])
var(29) = 1+(var(28)>3)+(var(28)>4)+(var(28)>5)+(var(28)>6)+(var(28)>7)+(var(28)>7)+(var(28)>7)-(var(28)=-1)
ignorehitpause = 1



[State -2, Combo FInish Spark]
type = explod
trigger1 = var(28) > 2 && movecontact
trigger1 = NumExplod(332233) = var(28) > 4
persistent = 0
anim = 9200
postype = p2
bindtime = -1
vfacing = 1
pos = 10,-50
ignorehitpause = 0
sprpriority = 5
ontop = 1
loop = 0
removetime = -2
id = 332233


[State -2, Death Explod]
type = Explod
trigger1 = numexplod(9300)=0
trigger1 = var(0) = 1
anim = 9300
ID = 9300
postype = p1
sprpriority = 7
ownpal = 1
pos = 0,-70
scale = 1,1
bindtime = -1
ignorehitpause = 1
pausemovetime = 9999 ;<------ time that pause is ignored.
supermovetime = 9999

[state -2, avoid Death explod infinite triggering]
type = null
trigger1 = (!Alive) && var(0) = 0
trigger1 = 0 && var(0) := 1
trigger2 = var(0) = 1 && numexplod(9300) > 0
trigger2 = 0 && var(0) := 2
ignorehitpause = 1














[State Levelup, PlaySnd]
type = PlaySnd
trigger1 = power = [3000, 3999]
trigger1 = var(56) < 3000
;trigger2 = power = [2000, 2999]
;trigger2 = var(56) < 2000
;trigger3 = power = 3000
;trigger3 = var(56) < 3000
;trigger1 = roundstate > 2
value = 7000,0
volume = 250
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
time = -1
ignorehitpause = 1
pausemovetime = 9999 ;<------ time that pause is ignored.
supermovetime = 9999
persistent = 0



[State -2, Explod Levelup]
type = Explod
anim = 9400
ID = 9400
postype = p1
sprpriority = 7
ownpal = 1
pos = 20,30
scale = 1,1
bindtime = -1
ignorehitpause = 0
pausemovetime = 9999 ;<------ time that pause is ignored.
supermovetime = 9999
trigger1 = power = [3000, 3999]
trigger1 = var(56) < 3000
;trigger2 = power = [2000, 2999]
;trigger2 = var(56) < 2000
;trigger3 = power = 3000
;trigger3 = var(56) < 3000
;trigger1 = roundstate > 2
;trigger1 = Time % 4 = 0 && Time <= 25
persistent = 0
ignorehitpause = 0
;random = 30, 30


;levelup glow]
[State -2, PalFX1]
type = PalFX
trigger1 = (GameTime % 01)= 0
trigger1 = power = [3000, 3999]
trigger1 = var(56) < 3000
time = 20
add = 0,0,256
mul = 256,256,256
sinadd = 256,256,256,20
invertall = 0
color = 256
ignorehitpause = 1
persistent = 5


[State -2, Control Effect Explod Levelup]
type = VarSet
v = 56
value = power
trigger1 = var(56) != power
persistent = 0




;[State -2, Explod Levelup]
;type = Explod
;anim = 1878
;ID = 1878
;postype = p1
;sprpriority = 7
;ownpal = 1
;pos = -10,0
;scale = .5,1
;bindtime = -1
;ignorehitpause = 0
;pausemovetime = 9999 ;<------ time that pause is ignored.
;supermovetime = 9999
;trigger1 = power = [1000, 1999]
;trigger1 = var(56) < 1000
;trigger2 = power = [2000, 2999]
;trigger2 = var(56) < 2000
;trigger3 = power = 3000
;trigger3 = var(56) < 3000
;trigger1 = roundstate >= 4
;;trigger1 = Time % 4 = 0 && Time <= 25
;persistent = 0
;ignorehitpause = 0
;ontop = 0










[State -2, Danger]
type = explod
trigger1 = var(30) !=1 && roundstate=2 && life = [1,250]
trigger1 = NumExplod != var(28)
anim = 9106
postype = left
bindtime = -1
pos = 150,75
ignorehitpause = 1
sprpriority = 10
ontop = 1




;Danger flicker]
[State -2, PalFX1]
type = PalFX
trigger1 = (GameTime % 50)=0 && roundstate=2 && life = [1,250]
time = 8
add = 0,0,0
mul = 256,256,256
sinadd = 256,256,256,5
invertall = 0
color = 256
ignorehitpause = 1
persistent = 5


;Danger flicker]
[State -2, PalFX1]
type = BGPalFX
trigger1 = var(30) !=1 && roundstate=2 && life = [1,250]
time = 15
add = 0,0,0
mul = 256,0,0
sinadd = 256,256,256,5
invertall = 0
color = 256
ignorehitpause = 1
persistent = 5


[State -2, RemoveExplodDanger]
type = RemoveExplod
trigger1 = life <1
id = 9200
;ignorehitpause =
;persistent =













[State DangerSnd, snd]
type = PlaySnd
trigger1 = var(30) !=1 && roundstate=2 && life = [1,250]
value = S4000, 1
channel = 0
;loop = 1
IgnoreHitPause = 1
volume = 255

; sound First attack
[State -2, First Attack]
type = PlaySnd
;trigger1 = roundno <= 1
trigger1 = roundstate >= 2
triggerall = var(28)=-1
triggerall = NumExplod(8701) = 0
trigger1 = var(28)=-1 && (movehit || p2stateno = [5000,5899]);p2stateno = 6300 || p2movetype = H);p2stateno = [5000,5899])
persistent = 0
value = 7000,2
volume=255
ignorehitpause = 1
channel = -1

; sound First attack
[State -2, First Attack]
type = PlaySnd
trigger1 = roundstate >= 2
;trigger1 = roundno <= 1
triggerall = var(28)=-1
triggerall = NumExplod(8701) = 0
trigger1 = var(28)=-1 && (movehit || p2stateno = [5000,5899]);p2stateno = 6300 || p2movetype = H);p2stateno = [5000,5899])
persistent = 0
value = 4000,0
volume=255
ignorehitpause = 1
channel = 0

; combo callout sounds announcer
[State -3, Combo Sound]
type = PlaySnd
trigger1 = NumExplod(8701) = 0
trigger1 = var(28)=0 && var(29)!=0
persistent = 1
value = 6000,var(29)
volume=255
ignorehitpause = 1
;loop = 0
channel = 0


;danger
[State -2, Combo Sound]
type = PlaySnd
trigger1 = NumExplod(8701) = 0
trigger1 = var(29) = 9
persistent = 0;1
value = 5000,0
volume=255
ignorehitpause = 1
persistent = 0


[State -2, Left]
type = explod
trigger1 = var(28)=0 && var(29)!=0
trigger2 = var(28)=-1 && (movehit || p2stateno = [5000,5899]);p2stateno = 6300 ||p2movetype = H);p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (9100 + var(29))
ID = 8701
postype = left
pos = 150,75
ontop = 1
bindtime = -1
removetime = 60
ownpal = 1
supermovetime = 60
pausemovetime = 60
scale = 1,1
persistent = 0
ignorehitpause = 1

[State -2, Right]
type = explod
trigger1 = var(28)=0 && var(29)!=0
trigger2 = var(28)=-1 && (movehit || p2stateno = [5000,5899]);p2stateno = 6300 ||p2movetype = H);p2stateno = [5000,5899])
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = (9100+ var(29));8011;8720;
ID = 8701
postype = right
pos = -170,75;130;82
ontop = 1
bindtime = -1
removetime = 60;90
ownpal = 1
supermovetime = 60;90
pausemovetime = 60;90
scale = 1,1
persistent = 0;1
ignorehitpause = 1

;1st strike
[State -2, VS_Combo]
type = VarAdd
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = p2stateno = [5000,5899];p2stateno = 6300 || p2movetype = H;p2stateno = [5000,5899]
trigger2 = var(28)=-1 && (movehit || p2stateno = [5000,5899]);p2stateno = 6300 || p2movetype = H);p2stateno = [5000,5899])
var(28) = 1 + (var(28)=-1)
ignorehitpause = 1
;trigger1 = roundstate >= 4
;trigger1 = roundno <= 1





[State -2, VS_Combo]
type = VarSet
trigger1 = var(28)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(28)=-1 && movetype = H;p2stateno = [5000,5899])
var(28) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(28)=0
var(29) = 0
ignorehitpause = 1

[State -2, Score]
type = Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || p2stateno = 6300 || p2movetype = H;p2stateno = [5000,5899])
trigger2 = var(28)=-1 && (movehit || p2stateno = 6300 || p2movetype = H);p2stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(21) = ceil(stateno/50)*var(28) + (life)*(roundstate=4) + (moveguarded)
ignorehitpause = 1

[State -2, Normalize Score]
type = Varset
triggerall = numpartner=1
trigger1 = var(21)< partner, var(21)
var(21) = partner, var(21)

[State -2, Is Danger]
type = VarSet
trigger2 = var(30) = 0 && life <= 250
trigger1 = var(30) = 1 && roundstate!=2
var(30) = (roundstate>1)
ignorehitpause = 1

[State -2, Is First Attack p3]
type = VarSet
triggerall = numpartner=1
trigger1 = partner, movehit
trigger1 = partner, var(28) != -1
var(28) = 0
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = nomusic

[State -2, Combo VarAdd]
type = VarAdd
trigger1 = (hitpausetime = 1) && (P2Movetype = H) && (MoveHit)
trigger2 = ProjHitTime(0) = 1
v = 20
value = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = P2Movetype != H
v = 20
value = 0

