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High Jump (VS Style)
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Created by Sunboy

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High Jump -- (Self Explanatory)

Method 2 of creating Versus super jumps:

-Requires a variable
-Is a bit easier and it makes for more "versus-true"
velocities when you hold back or forward.

Also, I found a yaccel of .39 to be more fitting for versus
characters.

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1.) In the super jump move:

; Super Jump
[Statedef 9000]
type = A
physics = S
ctrl = 0
anim = 40

[State 9000, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 1

[State 9000, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = -11

[State 9000, PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = *,*

[State 9000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

2.) Overridden states:

; Jump Up
[Statedef 50] 
type = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, VelAdd]
type = VelAdd
trigger1 = (Vel X < 3.25) && (Var(0) = 1) && (Command = "holdfwd") && (Command != "holdback")
x = .45

[State 50, VelAdd]
type = VelAdd
trigger1 = (Vel X > -3.25) && (Var(0) = 1) && (Command != "holdfwd") && (Command = "holdback")
x = -.45

;Notice var(0) * 10000. Anims 41-43 are normal jump rise anims. Anims 10041-10043 are super jump rise anims.

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, ((var(0) * 10000) + 41), ifelse((vel x)>0, ((var(0) * 10000) + 42), ((var(0) * 10000) + 43)))

[State 50, 3]
type = ChangeAnim
trigger1 = Anim = [41,43]
trigger1 = AnimTime = 0
;trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

So that you don't retain super jump movement capabilities:

;---------------------------------------------------------------------------
; -[ Super Jump Control ]-
[State -2]
type = VarSet
trigger1 = StateType != A
var(0) = 0

:) Enjoy.