1: lo carga bien y todo de eso no me quejo(el fx viene con el sprite)
2:lo lanza y pareciera que lo siguiera cargando y nisiquiera le duele al oponente
3:vuelve a repetir la animacion de transformarse en ssj y el fx sigue cargando
4:y le da la repeticion de la repetidera hasta que le peguen un putazo o una cachetada para que deje de drogarse y traaabarse
5:los codes
;Chou KameHameHa
[Statedef 3010]
type = S
movetype = A
physics = S
anim = 3010
;velset = 0,0
ctrl = 0
poweradd = 0
juggle = 5
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2
[State 3010: SuperPause]
type = SuperPause
trigger1 = (!Time)
time = 50
anim = -1
sound = S2,6
pos = 0,0
movetime = 0
darken = 0
p2defmul = 1
poweradd = -2000
unhittable = 1
[State 3010: AttackDist]
type = AttackDist
trigger1 = (AnimElem = 12, > 0)
value = 0
[State 3010: PowerAdd]
type = PowerAdd
trigger1 = ((GameTime%4) = 0)
value = -1
[State 3010: VarSet]
type = VarSet
trigger1 = (!Time)
var(7) = 200
[State 3010: VarAdd]
type = VarAdd
trigger1 = (Time > 100) && ((GameTime%2) = 0) && (Var(7) < 750)
var(7) = 1
[State 3010: PlaySnd]
type = PlaySnd
trigger1 = (AnimElem = 2)
value = S2,4
[State 3010: PlaySnd]
type = PlaySnd
trigger1 = (AnimElem = 12)
value = S1,7
[State 3010: PlaySnd]
type = PlaySnd
trigger1 = (AnimElem = 12)
value = S1,8
[State 3010: PlaySnd]
type = PlaySnd
trigger1 = (AnimElem = 12)
value = S0,4
channel = 0
loop = 1
[State 3010: PlaySnd]
type = PlaySnd
trigger1 = (AnimElem = 12, = 15)
value = S3,1
[State 3010: PlaySnd]
type = PlaySnd
trigger1 = (AnimElem = 12, = 60)
value = S1,3
[State 3010: PlaySnd]
type = PlaySnd
trigger1 = (AnimElem = 12, > 0) && ((GameTime%9) = 0)
value = S0,8
lowpriority = 1
channel = 1
[State 3010: EnvShake]
type = EnvShake
trigger1 = (AnimElem = 12, > 0) && ((GameTime%10) = 0)
time = 10
freq = 120
ampl = -6
phase = 90
[State 3010: PalFX]
type = PalFX
trigger1 = (AnimElem = 2, > 0) && ((GameTime%100) = 0)
time = 60
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,60
invertall = 0
color = 256
[State 3010: BGPalFX]
type = BGPalFX
trigger1 = (AnimElem = 12, > 50) && ((GameTime%40) = 0) && (NumHelper(9270) = 0)
time = 10
add = 20,20,20
mul = 256,256,256
sinadd = 200,200,200,4
invertall = 1
color = 256
[State 3010: Explod]
type = Explod
trigger1 = (AnimElem = 2)
anim = 9020
id = 9020
pos = 20,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 0
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 3010: Explod]
type = Explod
trigger1 = (AnimElem = 2)
anim = 9020
id = 9020
pos = -20,0
postype = p1
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 0
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 3010: Explod]
type = Explod
trigger1 = (AnimElem = 2)
anim = 9050
id = 9050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove = 0
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 3010: Explod]
type = Explod
trigger1 = (AnimElem = 12)
anim = 9200
id = 9200
pos = -8,-44
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove = 0
supermovetime = 0
pausemovetime = 0
scale = 0.75,0.75
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 3010: Explod]
type = Explod
trigger1 = (AnimElem = 12) || (AnimElem = 12, = 15)
anim = 9210
id = 9210
pos = -8,-44
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 0
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 3010: Helper]
type = Helper
trigger1 = (AnimElem = 12, = 15)
helpertype = Normal
name = "Flame Effect"
id = 9001
pos = 0,0
postype = p1
facing = 0
stateno = 9001
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.75
size.yscale = 0.75
[State 3010: Helper]
type = Helper
triggerall = (AnimElem = 3, > 0)
trigger1 = (Command = "x") || (Command = "y")
helpertype = Normal
name = "Ki Barrier"
id = 9060
pos = 0,0
postype = p1
facing = 1
stateno = 9060
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
ignorehitpause = 1
[State 3010: Helper]
type = Helper
trigger1 = (!Time)
helpertype = Normal
name = "SuperPause"
id = 9190
pos = 0,0
postype = p1
facing = 1
stateno = 9190
keyctrl = 0
ownpal = 1
supermovetime = 50
pausemovetime = 0
[State 3010: Helper]
type = Helper
trigger1 = (Time > 100) && ((GameTime%10) = 0) && (Random < 249) && (NumHelper(3011) < 5)
helpertype = Normal
name = "Rock000"
id = 3011
pos = 0,0
postype = p1
facing = 0
stateno = 3011
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = (IfElse(Random <= 799,0.75,3))
size.yscale = (IfElse(Random <= 799,0.75,3))
[State 3010: Helper]
type = Helper
trigger1 = (Time > 100) && ((GameTime%20) = 0) && (Random > 749) && (NumHelper(3012) < 5)
helpertype = Normal
name = "Rock001"
id = 3012
pos = 0,0
postype = p1
facing = 0
stateno = 3012
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = (IfElse(Random <= 499,0.75,0.50))
size.yscale = (IfElse(Random <= 499,0.75,0.50))
[State 3010: Helper]
type = Helper
trigger1 = (Time > 100) && ((GameTime%30) = 0) && (Random = [249,749]) && (NumHelper(3013) < 5)
helpertype = Normal
name = "Rock002"
id = 3013
pos = 0,0
postype = p1
facing = 0
stateno = 3013
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = (IfElse(Random <= 499,0.50,0.75))
size.yscale = (IfElse(Random <= 499,0.50,0.75))
[State 3010: Helper]
type = Helper
trigger1 = (AnimElem = 12, > 80)
helpertype = Normal
name = "KameHameHa Barrier"
id = 3014
pos = 0,0
postype = p1
facing = 1
stateno = 3014
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 3010: ChangeState]
type = ChangeState
triggerall = (AnimElem = 12, > 80)
trigger1 = (Command = "z") || (RoundState != 2)
value = (IfElse(Command = "holdup",3016,3015))
[State 3010: ChangeState]
type = ChangeState
trigger1 = (AnimElem = 12, > 80) && (Command = "Shunkan Idou") && (Power >= 500)
value = 3020