local mods = {} function mods.cancel(pat) -- pat:get_sequence(300, 0):set_priority(10, 10) -- 5A pat:get_sequence(320, 0):set_priority(10, 10) -- 5AA for frame = 0, pat:get_frame_count(320, 0) - 1 do pat:update_frame(320, 0, frame, { hitstop_enemy = 15 }) end -- pat:get_sequence(303, 0):set_priority(10, 10) -- 2A -- pat:get_sequence(330, 0):set_priority(10, 10) -- 4A pat:get_sequence(321, 0):set_priority(10, 20) pat:get_sequence(322, 0):set_priority(20, 30) pat:get_sequence(322, 1):set_priority(20, 30) pat:get_sequence(322, 2):set_priority(20, 30) pat:get_sequence(322, 3):set_priority(20, 30) pat:get_sequence(322, 4):set_priority(20, 30) pat:get_sequence(322, 5):set_priority(20, 30) pat:get_sequence(332, 1):set_priority(20, 30) end function mods.modifyj5auntech(pat) for frame = 4, 10 do pat:update_frame(306, 0, frame, { untech = 30, proration = 990 }) end end function mods.modifycrouch(pat) for frame = 2, 6 do pat:update_frame(1, 0, frame, function(frame) frame.hurtbox[2] = pat:get_frame(1, 0, 0).hurtbox[1] end) end for frame = 3, 5 do pat:update_frame(3, 0, frame, function(frame) frame.hurtbox[2] = pat:get_frame(3, 0, 0).hurtbox[1] end) end for frame = 0, 1 do pat:remove_frame(1, 0, 0) end for frame = 0, 2 do pat:remove_frame(3, 0, 0) end for frame = 0, 1 do pat:remove_frame(990, 1, 0) pat:remove_frame(990, 4, 0) end for frame = 0, 2 do pat:remove_frame(990, 3, 0) pat:remove_frame(990, 6, 0) end end function mods.modifydial(pat) for frame = 0, 8 do pat:update_frame(322, 4, frame, { duration = 1}) end end function mods.modify3a(pat) pat:get_sequence(331, 0):set_priority(20, 10) for frame = 2, 6 do pat:update_frame(331, 0, frame, { duration = 1}) end for frame = 9, 12 do pat:update_frame(331, 0, frame, { hit_ani_ground = 0, hitstop_enemy = 15 }) end end function mods.modifyteles(pat) pat:get_sequence(214, 0):set_priority(4, 4) pat:get_sequence(218, 1):set_priority(4, 5) pat:get_sequence(219, 1):set_priority(4, 5) pat:get_sequence(219, 4):set_priority(4, 5) pat:update_frame(218, 1, 0, function(frame) set_fflag(frame, FF_CANCEL) end) for frame = 0, 3 do pat:update_frame(219, 1, frame, function(frame) set_fflag(frame, FF_CANCEL) end) pat:update_frame(219, 4, frame, function(frame) set_fflag(frame, FF_CANCEL) end) end end function mods.j6a(pat) for frame = 0, 14 do pat:update_frame(307, 0, frame, function(frame) frame.untech = 9999 frame.hitstop_enemy = 18 hit_ani_ground = 74 hit_ani_air = 74 frame.launch_vector_y = 1500 frame.launch_vector_x = 1500 frame.proration = 1000 end) end pat:update_frame(307, 0, 16, function(frame) frame.untech = 9999 -- frame.launch_vector_x = 1000 end) end function mods.modifyf5a(pat) pat:update_frame(301, 0, 5, { hit_ani_ground = 0, hitstop_enemy = 15 }) end function mods.modify66a(pat) for frame = 0, 5 do pat:update_frame(305, 0, frame, { duration = 1 }) end end function mods.modifyl6a(pat) for frame = 7, 9 do pat:update_frame(332, 0, frame, { hit_ani_ground = 74, launch_vector_x = 800, hitstop_enemy = 18, launch_vector_y = 1500, untech = 60 }) end for frame = 0, 3 do pat:update_frame(332, 1, frame, { hit_ani_ground = 74, launch_vector_x = 800, hitstop_enemy = 18, launch_vector_y = 1500, untech = 60 }) end end function mods.change3aand2a(pat) for frame = 3, 6 do pat:update_frame(989, 8, frame, { damage = 900 }) end for frame = 3, 6 do pat:update_frame(989, 12, frame, { hit_ani_ground = 0, hitstop_enemy = 15}) end end function mods.untechb(pat) pat:update_frame(800, 0, 0, function(frame) frame.untech = 40 frame.launch_vector_y = 1500 frame.launch_vector_x = 200 end) pat:update_frame(801, 0, 0, function(frame) frame.untech = 40 frame.launch_vector_y = 1500 frame.launch_vector_x = 200 end) for frame = 4, 18 do pat:update_frame(805, 2, 18, { hitstop_enemy = 10, launch_vector_y = 2000 }) end pat:update_frame(410, 0, 7, { duration = 1 }) pat:update_frame(410, 0, 8, { duration = 1 }) pat:update_frame(410, 0, 6, { duration = 1 }) pat:update_frame(410, 0, 5, { duration = 1 }) for frame = 0, 3 do pat:remove_frame(805, 2, 0) pat:remove_frame(805, 3, 0) end end function mods.normalsparameters(pat) pat:update_frame(301, 0, 5, { damage = 600, proration = 950 }) -- f5a -- 6A for frame = 1, 2 do pat:update_frame(302, 1, frame, { damage = 750, proration = 900 }) end for frame = 2, 4 do pat:update_frame(989, 5, frame, { damage = 750, proration = 900 }) end for frame = 3, 6 do pat:update_frame(989, 12, frame, { damage = 600, proration = 950 }) -- LA end for frame = 3, 6 do pat:update_frame(989, 8, frame, { damage = 750, proration = 900 }) -- L3A end -- j2a for frame = 6, 7 do pat:update_frame(308, 1, frame, { untech = 60, launch_vector_x = 2500 }) end for frame = 0, 5 do pat:update_frame(308, 1, frame, { duration = 1 }) pat:update_frame(308, 0, 6, { duration = 3 }) end -- j8a pat:update_frame(309, 0, 7, { untech = 60 }) for frame = 2, 5 do pat:update_frame(989, 11, frame, { untech = 60, damage = 850, launch_vector_y = 1250 }) end --- 5AAAA for frame = 6, 8 do pat:update_frame(322, 0, frame, { damage = 800, proration = 880, untech = 6000, launch_vector_x = 800, hitstop_enemy = 18, launch_vector_y = 1500, hit_ani_ground = 74, hit_ani_air = 74 }) end for frame = 0, 2 do pat:update_frame(322, 1, frame, { untech = 6000, proration = 880, damage = 800 }) end -- 3A for frame = 9, 12 do pat:update_frame(331, 0, frame, { damage = 600, proration = 920 }) end -- L6A for frame = 7, 9 do pat:update_frame(332, 0, frame, { untech = 60, damage = 900, proration = 900 }) end for frame = 0, 3 do pat:update_frame(332, 1, frame, { untech = 60, damage = 900, proration = 900 }) end -- 66B for frame = 1, 2 do pat:update_frame(408, 1, frame, { damage = 750, proration = 900 }) end -- L5C, j5C for frame = 3, 4 do pat:update_frame(412, 0, frame, function(frame) frame.duration = 1 end) pat:update_frame(414, 0, frame, function(frame) frame.duration = 1 end) end for st = 0, 1 do pat:update_frame(806, st, 0, function(frame) frame.attackbox[1] = pat:get_frame(806, st, 0).hurtbox[1] frame.hit_ani_ground = 71 frame.launch_vector_x = 0 frame.proration = 990 end) end --- j6C for frame = 0, 9 do pat:update_frame(808, 0, frame, { proration = 990 }) end end function mods.modifylake(pat) pat:update_frame(540, 1, 3, function(frame) frame.launch_vector_y = -2000 frame.hit_ani_air = 88 frame.hit_ani_ground = 88 end) for frame = 0, 2 do pat:update_frame(540, 2, frame, function(frame) frame.launch_vector_y = -2000 frame.hit_ani_air = 88 frame.hit_ani_ground = 88 end) end pat:update_frame(541, 1, 3, function(frame) frame.launch_vector_y = -2000 frame.launch_vector_x = 1000 frame.hit_ani_air = 88 frame.hit_ani_ground = 88 end) for frame = 0, 2 do pat:update_frame(541, 2, frame, function(frame) frame.launch_vector_y = -2000 frame.launch_vector_x = 1000 frame.hit_ani_air = 88 frame.hit_ani_ground = 88 end) end for frame = 3, 5 do pat:update_frame(542, 0, frame, function(frame) frame.launch_vector_y = -2000 frame.hit_ani_air = 88 frame.hit_ani_ground = 88 end) end for frame = 0, 2 do pat:update_frame(542, 1, frame, function(frame) frame.launch_vector_y = -2000 frame.hit_ani_air = 88 frame.hit_ani_ground = 88 end) end for frame = 3, 5 do pat:update_frame(543, 0, frame, function(frame) frame.launch_vector_y = -2000 frame.hit_ani_air = 88 frame.hit_ani_ground = 88 frame.launch_vector_x = 1000 end) end for frame = 0, 2 do pat:update_frame(543, 1, frame, function(frame) frame.launch_vector_y = -2000 frame.hit_ani_air = 88 frame.hit_ani_ground = 88 frame.launch_vector_x = 1000 end) end pat:update_frame(820, 0, 0, function(frame) frame.attackbox[2] = pat:get_frame(811, 3, 0).attackbox[1] frame.untech = 9000 end) pat:update_frame(820, 5, 0, function(frame) frame.attackbox[3] = pat:get_frame(811, 3, 0).attackbox[1] frame.untech = 9000 end) pat:update_frame(820, 6, 0, function(frame) frame.untech = 9000 frame.attackbox[3] = pat:get_frame(811, 3, 0).attackbox[1] end) pat:update_frame(542, 0, 2, { duration = 14 }) pat:update_frame(543, 0, 2, { duration = 14 }) for frame = 0, 1 do pat:update_frame(542, 0, frame, { duration = 1 }) pat:update_frame(543, 0, frame, { duration = 1 }) end end function mods.modifyjade(pat) for st = 0, 8 do pat:update_frame(821, st, 0, { untech = 60, proration = 980 }) end end function mods.modifyfrogride(pat) for frame = 0, 1 do pat:update_frame(550, 1, frame, { untech = 6000, hitstop_self = 5, launch_vector_y = 2000, hit_ani_ground = 74, hit_ani_ground = 74 }) end for frame = 0, 6 do pat:update_frame(552, 0, frame, { duration = 2 }) end for frame = 0, 8 do pat:update_frame(550, 2, frame, function(frame) set_fflag(frame, FF_CANCEL) end) end pat:update_frame(550, 3, 0, function(frame) set_fflag(frame, FF_CANCEL) end) end function mods.modifytoadgod(pat) for frame = 7, 13 do pat:update_frame(815, 0, frame, { untech = 9999 }) pat:update_frame(815, 3, frame, { untech = 9999 }) pat:update_frame(815, 6, frame, { untech = 9999 }) pat:update_frame(815, 9, frame, { untech = 9999 }) end for frame = 0, 11 do pat:update_frame(815, 1, frame, { untech = 9999 }) pat:update_frame(815, 4, frame, { untech = 9999 }) pat:update_frame(815, 7, frame, { untech = 9999 }) pat:update_frame(815, 10, frame, { untech = 9999 }) end end function mods.modifymetal(pat) for move = 525, 528 do for frame = 0, 1 do pat:update_frame(move, 1, frame, { untech = 9999 }) end end end function mods.modifylonglimbs(pat) for st = 0, 1 do for seq = 0, 5 do pat:update_frame(817, seq, st, { untech = 60, hitstop_enemy = 5 }) end end end function mods.spellsuntech(pat) for frame = 0, 9 do pat:update_frame(851, 0, frame, { untech = 9999 }) end pat:update_frame(852, 0, 0, { untech = 9999 }) pat:update_frame(854, 0, 0, { untech = 9999 }) for frame = 0, 1 do pat:update_frame(857, 0, frame, { untech = 9999, proration = 1000, damage = 150 }) end for frame = 0, 3 do pat:update_frame(859, 0, frame, { untech = 9999 }) end for frame = 0, 1 do pat:update_frame(859, 2, frame, { untech = 9999 }) end end function mods.horridriver(pat) pat:update_frame(655, 0, 10, function(frame) frame.attackbox[1] = pat:get_frame(852, 2, 0).attackbox[1] frame.duration = 15 end) pat:update_frame(605, 0, 6, function(frame) frame.attackbox[1] = pat:get_frame(852, 2, 0).attackbox[1] frame.duration = 15 end) for frame = 0, 3 do pat:update_frame(855, 0, frame, { damage = 350, proration = 980, hitstop_enemy = 0, hit_ani_air = 88, launch_vector_y = -2000, hit_ani_ground = 0 }) end for frame = 0, 3 do pat:update_frame(855, 1, frame, { damage = 350, proration = 980, hitstop_enemy = 0 }) end end function mods.maketaunt(pat) local onum = pat:get_frame_count(0, 0) local src = pat:get_frame(0, 0, pat:get_frame_count(0, 0) - 1) local oframe = src.duration for loop = 0, 2 do for count = 0, onum - 1 do pat:split_frame(0, 0, (onum*(loop + 1)) - 1, oframe, 1) end for idx = 0, onum - 1 do local src = pat:get_frame(0, 0, idx) pat:update_frame(0, 0, (onum*(loop + 1) + idx) , function(frame) copy_sprite(frame, src) frame.duration = src.duration end) end end local num = pat:get_frame_count(0, 0) local src = pat:get_frame(0, 0, pat:get_frame_count(0, 0) - 1) local oframe = src.duration for count = 0, 13 do pat:split_frame(0, 0, num - 1, oframe, 1) end for idx = 0, 13 do local src = pat:get_frame(505, 0, idx) pat:update_frame(0, 0, num + idx, function(frame) copy_sprite(frame, src) frame.duration = src.duration + 1 end) pat:update_frame(0, 0, num + 8, function(frame) frame.duration = 20 end) end end function mods.maketauntcrouch(pat) local onum = pat:get_frame_count(2, 0) local src = pat:get_frame(2, 0, pat:get_frame_count(2, 0) - 1) local oframe = src.duration for loop = 0, 2 do for count = 0, onum - 1 do pat:split_frame(2, 0, (onum*(loop + 1)) - 1, oframe, 1) end for idx = 0, onum - 1 do local src = pat:get_frame(2, 0, idx) pat:update_frame(2, 0, (onum*(loop + 1) + idx) , function(frame) copy_sprite(frame, src) frame.duration = src.duration end) end end local num = pat:get_frame_count(2, 0) local src = pat:get_frame(2, 0, pat:get_frame_count(2, 0) - 1) local oframe = src.duration for count = 0, 9 do pat:split_frame(2, 0, num - 1, oframe, 1) end for idx = 0, 9 do local src = pat:get_frame(563, 0, idx) pat:update_frame(2, 0, num + idx, function(frame) copy_sprite(frame, src) frame.duration = src.duration end) pat:update_frame(2, 0, num + 7, function(frame) frame.duration = 20 end) end end return function(pat) mods.maketaunt(pat) mods.maketauntcrouch(pat) mods.horridriver(pat) mods.spellsuntech(pat) mods.modifylonglimbs(pat) mods.modifymetal(pat) mods.modifytoadgod(pat) mods.modifyfrogride(pat) mods.modifyjade(pat) mods.modifylake(pat) mods.normalsparameters(pat) mods.untechb(pat) mods.change3aand2a(pat) mods.modifyl6a(pat) mods.modify66a(pat) mods.modifyf5a(pat) mods.j6a(pat) mods.modifyteles(pat) mods.modify3a(pat) mods.modifydial(pat) mods.modifyj5auntech(pat) mods.modifycrouch(pat) mods.cancel(pat) end