=========================
Air Movement (DBZ Style)
=========================
Created by Blackshinobi

;--------------------------------------------------------------------------------
Air Movement (DBZ Style) -- This is not to be confused with Flying.  Air 
movement
is a type of dashing that is continuous and able to be done while in the 
air.

WARNING: THIS CODE WILL OVERRIDE YOUR CHARACTERS 
DIRECTIONAL JUMPING!
    
To prevent this (if you want to) add this to the following code  
were it is marked ";PREVENT"...

&& (stateno = 50)

;--------------------------------------------------------------------------------

1.) Open your character's CMD file with any text editor.

2.) Add this list of commands right ABOVE the [Statedef -1] state 
definition, making sure they do not have the same name as another command.

It should look a lot like this:

;------Air Movement Commands--------
;Air Movement
[Command]
name = "uf"
command = /UF
time = 1

;Air Movement
[Command]
name = "ub"
command = /UB
time = 1

;Air Movement
[Command]
name = "df"
command = /DF
time = 1

;Air Movement
[Command]
name = "db"
command = /DB
time = 1

;Air Movement
[Command]
name = "up"
command = /U
time = 1

;Air Movement
[Command]
name = "down"
command = /D
time = 1

;Air Movement
[Command]
name = "fow"
command = /F
time = 1

;Air Movement
[Command]
name = "back"
command = /B
time = 1
;-----------------------

3) Place this UNDERNEATH the [Statedef -1] state definition, making
sure they do not have the same stateno (State Number) as another state.

It should look a lot like this:

;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 101
triggerall = Var(2) = 0
trigger1 = (command = "fow") && (statetype = A) && (ctrl = 1)

;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 102
triggerall = Var(2) = 0
trigger1 = (command = "back") && (statetype = A) && (ctrl = 1) ;PREVENT 

;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 103
triggerall = Var(2) = 0
trigger1 = (command = "uf") && (statetype = A) && (ctrl = 1) ;PREVENT

;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 104
triggerall = Var(2) = 0
trigger1 = (command = "ub") && (statetype = A) && (ctrl = 1) ;PREVENT

;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 106
triggerall = Var(2) = 0
trigger1 = (command = "down") && (statetype = A) && (ctrl = 1)

;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 107
triggerall = Var(2) = 0
trigger1 = (command = "df") && (statetype = A) && (ctrl = 1)

;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 108
triggerall = Var(2) = 0
trigger1 = (command = "db") && (statetype = A) && (ctrl = 1)

;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 109
triggerall = Var(2) = 0
trigger1 = (command = "up") && (statetype = A) && (ctrl = 1) ;PREVENT

;---------------------------------------------------------------------------

4) Place this in your characters CNS file UNDERNEATH the [Statedef -2]
state definition, making sure it does not have the same Var number as
a previously used VarSet.

[State -2, AIR MOVEMENT]
type=VarSet
trigger1=life = 0
v=2
value=1

;---------------------------------------------------------------------------

5) Place this in your characters CNS file, making sure they do not have the
same Statedef as a previously used state.

It should look a lot like this:

;-------------------
;AIR MOVEMENT Forward
[Statedef 101]
type    = A
movetype= I
physics = A
juggle  = 0
velset = 12,0 ;Change this to fit your character
ctrl = 1
anim = 101 ;Change this to fit your character

[State 101 , 1]
type = VelAdd
y = -0.45 ;Change this to fit your character
trigger1 = Time >= 0
trigger1 = Time <= 28

;-------OPTI0NAL-----------;Change this to fit your character
[State 101 , 1]
type = AfterImage
trigger1 = time = 0
time = 32
TimeGap  = 1
FrameGap = 4
length = 15
trans = add
PalContrast =  200, 200, 200
PalBright = 0,0,0
;-------OPTIONAL-----------;Change this to fit your character


[State 101 , 3]
type = ChangeState
trigger1 = AnimTime = 50
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AIR MOVEMENT Back
[Statedef 102]
type    = A
movetype= I
physics = A
juggle  = 0
velset = -12,-1 ;Change this to fit your character
ctrl = 1
anim = 105 ;Change this to fit your character

[State 102 , 1]
type = VelAdd
y = -0.43 ;Change this to fit your character
trigger1 = Time = [0,28]

;-------OPTI0NAL-----------;Change this to fit your character
[State 102 , 1]
type = AfterImage
trigger1 = time = 0
time = 32
TimeGap  = 1
FrameGap = 4
length = 15
trans = add
PalContrast =  200, 200, 200
PalBright = 0,0,0
;-------OPTI0NAL-----------;Change this to fit your character


[State 102 , 3]
type = ChangeState
trigger1 = AnimTime = 50
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AIR MOVEMENT Up/Forward
[Statedef 103]
type    = A
movetype= I
physics = A
juggle  = 0
velset = 12,-12 ;Change this to fit your character
ctrl = 1
anim = 101 ;Change this to fit your character

[State 103 , 1]
type = VelAdd
y = -0.43 ;Change this to fit your character
trigger1 = Time = [0,28]

;-------OPTI0NAL-----------;Change this to fit your character
[State 103 , 1]
type = AfterImage
trigger1 = time = 0
time = 32
TimeGap  = 1
FrameGap = 4
length = 15
trans = add
PalContrast =  200, 200, 200
PalBright = 0,0,0
;-------OPTI0NAL-----------;Change this to fit your character

[State 103 , 3]
type = ChangeState
trigger1 = AnimTime = 50
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AIR MOVEMENT Up/Back
[Statedef 104]
type    = A
movetype= I
physics = A
juggle  = 0
velset = -12,-12 ;Change this to fit your character
ctrl = 1
anim = 105 ;Change this to fit your character

[State 104 , 1]
type = VelAdd
y = -0.43 ;Change this to fit your character
trigger1 = Time = [0,28]

;-------OPTI0NAL-----------;Change this to fit your character
[State 104 , 1]
type = AfterImage
trigger1 = time = 0
time = 32
TimeGap  = 1
FrameGap = 4
length = 15
trans = add
PalContrast =  200, 200, 200
PalBright = 0,0,0
;-------OPTI0NAL-----------;Change this to fit your character

[State 104 , 3]
type = ChangeState
trigger1 = AnimTime = 50
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AIR MOVEMENT Down
[Statedef 106]
type    = A
movetype= I
physics = A
juggle  = 0
velset = 0,24 ;Change this to fit your character
ctrl = 1
anim = 41 ;Change this to fit your character

[State 106 , 1]
type = VelAdd
y = -1
trigger1 = Time = [0,28]

;-------OPTI0NAL-----------;Change this to fit your character
[State 106 , 1]
type = AfterImage
trigger1 = time = 0
time = 32
TimeGap  = 1
FrameGap = 4
length = 15
trans = add
PalContrast =  200, 200, 200
PalBright = 0,0,0
;-------OPTI0NAL-----------;Change this to fit your character

[State 106 , 3]
type = ChangeState
trigger1 = AnimTime = 50
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AIR MOVEMENT Down/Forward
[Statedef 107]
type    = A
movetype= I
physics = A
juggle  = 0
velset = 12,12 ;Change this to fit your character
ctrl = 1
anim = 106 ;Change this to fit your character

[State 106 , 1]
type = VelAdd
y = -0.43 ;Change this to fit your character
trigger1 = Time = [0,28]

;-------OPTI0NAL-----------;Change this to fit your character
[State 107 , 1]
type = AfterImage
trigger1 = time = 0
time = 32
TimeGap  = 1
FrameGap = 4
length = 15
trans = add
PalContrast =  200, 200, 200
PalBright = 0,0,0
;-------OPTI0NAL-----------;Change this to fit your character

[State 107 , 3]
type = ChangeState
trigger1 = AnimTime = 50
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AIR MOVEMENT Down/Back
[Statedef 108]
type    = A
movetype= I
physics = A
juggle  = 0
velset = -12,12 ;Change this to fit your character
ctrl = 1
anim = 108 ;Change this to fit your character

[State 108 , 1]
type = VelAdd
y = -0.43 ;Change this to fit your character
trigger1 = Time = [0,28]

;-------OPTI0NAL-----------;Change this to fit your character
[State 108 , 1]
type = AfterImage
trigger1 = time = 0
time = 32
TimeGap  = 1
FrameGap = 4
length = 15
trans = add
PalContrast =  200, 200, 200
PalBright = 0,0,0
;-------OPTI0NAL-----------;Change this to fit your character

[State 108 , 3]
type = ChangeState
trigger1 = AnimTime = 50
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AIR MOVEMENT Up
[Statedef 109]
type    = A
movetype= I
physics = A
juggle  = 0
velset = 0,-24 ;Change this to fit your character
ctrl = 1
anim = 41 ;Change this to fit your character

[State 106 , 1]
type = VelAdd
y = -1
trigger1 = Time = [0,28]

;-------OPTI0NAL-----------;Change this to fit your character
[State 106 , 1]
type = AfterImage
trigger1 = time = 0
time = 32
TimeGap  = 1
FrameGap = 4
length = 15
trans = add
PalContrast =  200, 200, 200
PalBright = 0,0,0
;-------OPTI0NAL-----------;Change this to fit your character

[State 106 , 3]
type = ChangeState
trigger1 = AnimTime = 50
value = 50
ctrl = 1

=====================================================
For any questions regarding this code, feel free to
contact me at blackshinobi@yahoo.com

