;===========================================================================
;Super Marvel vs. Capcom - Eternity of Heroes - Constants Template V.9
;by Acey
;===========================================================================

;==List of Variables==
;
;Var (0) = Super Jump
;Var (1) = Intro Selector
;Var (2) = Super Combo (Removed)
;Var (6) = Under construction
;Var (7) = Floor Possition
;Var(8 - 10) = Announcer Text
;Var (11) = Super Jump Direction
;Var (12) = Super Jump
;Var (16) = Under construction
;Var (17) = Screen Pack
;Var (21) = Combo Mute
;Var (25) = Nunchuck Mode
;Var (28) = Taunt
;Var (30) = Recovery Roll
;Var (59) = AI On

[Data]
life = 1000
attack = 130
defence = 100
fall.defence_up = 50
liedown.time = 50
airjuggle = 40
sparkno = s7700 ;Mugen default is 2
guard.sparkno = s6767 ;Mugen default is 40
KO.echo = 0
volume = 555
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 20
ground.front = 20
air.back = 18
air.front = 22
height = 60
attack.dist = 160
attack.width = 4,4
proj.dist = 90
proj.attack.dist = 90 
proj.doscale = 0
head.pos = 1, -83
mid.pos = 1, -53
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd = 3.6
walk.back = -2.7
run.fwd = 6
run.back = -8,-3
jump.neu = 0,-9.0
jump.back = -3.7
jump.fwd = 3.2
runjump.fwd = 4.4
runjump.back = -4.4
airjump.neu = 0, -8.9
airjump.fwd = 2.5
airjump.back = -2.55

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .41
stand.friction = .80
crouch.friction = .80
air.friction = .80

[Quotes];English
victory1 = Float like a moth, sting like a hornet.
victory2 = ......
victory3 = Rekkashingeki!
victory4 = Haha
victory5 = There is no substitute for victory.
victory6 = To Easy.
victory7 = Don't waste my time.
victory8 = Shienrenkyaku!
victory9 = Die Die Die!

;[ja.Quotes];Nihongo
;victory1 = ""

;[es.Quotes];español
;victory1 = ""

;[pt.Quotes];Português
;victory1 = ""

;[fr.Quotes];français
;victory1 = ""

;---------------------------------------------------------------------------------------------
;Win Poses

[Statedef 180]
type = S

[State 180, 1]   ;Variable
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0, 200; normal win pose varible0,300

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [0,100]  ;Win 1
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Var(1) = [101,200]    ;Win 2
value = 182

[State 180, 4]
type = ChangeState
trigger1 = Var(1) = [201,300]
value = 183

;---------------------------------------------------------------------------------------------
;Win Pose 1

[Statedef 181]
type = S
movetype = I
physics = S
ctrl = 0
anim = ifelse((var(25) = 1),1188,181)
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,20
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 10181
ID = 10181
pos = 0,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .7,.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 181, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------------------------
;Win Pose 2

[Statedef 182]
type = S
movetype = I
physics = S
ctrl = 0
anim = 182
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,79
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 10181
ID = 10181
pos = -10,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .7,.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 182, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------------------------
;Win Pose 3

[Statedef 183]
type = S
movetype = I
physics = S
ctrl = 0
anim = 183
velset = 0,0

[State 183, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------------------------
;Introductions

[Statedef 190]
type = S

[State 190, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,200

[State 190, 2]
type = ChangeState
trigger1 = Var(1) = [0,100] ;Intro 1
value = 191

[State 190, 3]
type = ChangeState
trigger1 = Var(1) = [101,200]
value = 192

;---------------------------------------------------------------------------------------------
;Intro1
[Statedef 191]
type = S
movetype = I
physics = N
ctrl = 0
anim = 190
velset = 0,0
spriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 26
value = S3002,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 41
value = S3000,85
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 50
value = S3000,86
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarRandom
trigger1 = time =0
v = 1
range = 6,8

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 193 ;Mugen default is 0

;---------------------------------------------------------------------------------------------
;Intro2
[Statedef 192]
type = S
movetype = I
physics = N
ctrl = 0
anim = 191
velset = 0,0
spriority = 0

;--------------------------------
;:+:Sounds ONLY:+:
;---------------------------------
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
value = S3001,8
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 199
value = S3001,7
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 399
value = S3001,1
volume = 100
channel = 3
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =395
value = S3001,6
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 599
channel = 3
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 600
value = S3001,3
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 690
value = S3001,4
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S3000,53
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




;--------------------------------
;:+:Explods ONLY:+:
;---------------------------------

[State 0, Explod] ;<---enter bison and bison floats
type = Explod
trigger1 = animelem = 1
anim = 666
ID = 666
pos = -20,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 200
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod] ;<---charging bg
type = Explod
trigger1 = time = 200
anim = 3667
ID = 666
pos = -25,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 400
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0



[State 0, Explod] ;<---bison fire
type = Explod
trigger1 = time = 200
anim = 1666
ID = 1666
pos = -20,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 200
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0



[State 0, Explod] ;<----Bison charged
type = Explod
trigger1 = time = 400
anim = 2666
ID = 2666
pos = -20,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 200
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod] ;<----Bison Fades
type = Explod
trigger1 = time = 600
anim = 3666
ID = 3666
pos = -20,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 200
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod] ;<---- Fireball
type = Explod
trigger1 = time = 400
anim = 3669
ID = 3669
pos = -10,-130
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = .1,.3
accel = 0,0
random = 0,0
removetime = 200
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod] ;<----Fireball end
type = Explod
trigger1 = time = 600
anim = 3670
ID = 3670
pos = 10,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0



[State 0, Explod] ;<----smoke
type = Explod
trigger1 = time = 610
anim = 3671
ID = 3671
pos = 10, 18
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 37
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod] ;<----Enter fei
type = Explod
trigger1 = time = 620
anim = 3672
ID = 3672
pos = 0, 2
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 23
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 0, VarSet]
type = VarRandom
trigger1 = time =0
v = 1
range = 6,8

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 193 ;Mugen default is 0

;-----------------------------------------------
[Statedef 193]; Move around before match
type = S
physics =S
sprpriority = 0

[State 0]
type = varset
trigger1 = time = 1
var(50) = 0

[State 0]
type = posset
trigger1 = 1
y = 0

[State 0]
type = VelSet
trigger1 = Time = 0
y = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = 2.4

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = -2.0

[State 2]
type = ChangeAnim
trigger1 = command = "holdfwd"
trigger1 = Anim != 20
value = 20

[State 2]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = Anim != 21
value = 21

[State 2]
type = ChangeAnim
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = Anim != 0
value = 0

[State 20, 2]
type = VelSet
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
x = 0

[State var]
type = VarSet
trigger1 = roundstate != 2
var(7) = floor(pos x)

[State F]
type = posset
trigger1 = roundstate = 2
trigger1 = var(7) != 0
x = var(7)

[State F]
type = varset
trigger1 = roundstate = 2
var(7) = 0

[State F]
type = changestate
trigger1 = ctrl
value = ifelse((command = "holdfwd") || (command ="holdback"),20,0)

;---------------------------------------------------------------------------------------------
;Taunt - Turn on Nunchaku

[Statedef 195]
type = A
movetype = I
physics = N
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 0

[State 195, VarSet]
type = VarSet
trigger1 = var(25) != 1
v = 25
value = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(25) = 1
trigger1 = animelem = 2
trigger2 = animelem = 8
value = S3001,10
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,42
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 195, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Taunt - Turn off Nunchaku

[Statedef 196]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1182
velset = 0,0
sprpriority = 0

[State 196, VarSet]
type = VarSet
trigger1 = var(25) != 0
v = 25
value = 0

[State 196, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,42
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 196, ChangeState]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Basic Attacks
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Standing Light Punch

[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim =  ifelse((var(25) = 1),270,200)
poweradd = 15
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,49
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, VelMul, corrida]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 200, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 200, HitDef]
type = HitDef
triggerall = var(25) = 0
trigger1 = animelem = 4
attr = S,NA
damage = 15,1
givepower = 15
getpower = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,10
sparkno = s7700
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = s151,16
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 1
envshake.ampl = 1

[State 200, HitDef] ;<<<----Nunchuck Mode only
type = HitDef
triggerall = var(25) = 1
trigger1 = animelem = 3 ;or 4
attr = S,NA
damage = 15,1
givepower = 15
getpower = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,10
sparkno = s7700
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = Low
air.hittime = 15
air.velocity = -6,-5

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(25) = 1
trigger1 = animelem = 3
value = S3001,12
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),280,210) ;|| (command ="holdback"),20,0)

poweradd = 35
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,86
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(25) = 1
trigger1 = animelem = 1
value = S3001, 10
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 210, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 210, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1


[State 210, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = 25,1
givepower = 30
getpower = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,14
sparkno = s7700
sparkxy = -10,-60
guard.sparkno = s6767
hitsound = s151,14
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 5
envshake.ampl = 2

[State 210, HitDef] ;Nunchuck mode
type = HitDef
triggerall = var(25) = 1
trigger1 = animelem = 4
trigger2 = animelem = 8
attr = S,NA
damage = 25,1
givepower = 30
getpower = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,14
sparkno = s7700
sparkxy = -10,-60
guard.sparkno = s6767
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 4
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 1
envshake.ampl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close Medium Punch
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),280,211)
poweradd = 35
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(25) = 1
trigger1 = animelem = 1
value = S3001,10
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,86
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 211, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 211, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 210, HitDef] ;Nunchuck mode
type = HitDef
triggerall = var(25) = 1
trigger1 = animelem = 4
trigger2 = animelem = 8
attr = S,NA
damage = 25,1
givepower = 30
getpower = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,14
sparkno = s7700
sparkxy = -10,-60
guard.sparkno = s6767
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 4
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 5
envshake.ampl = 2

[State 211, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = 25,1
givepower = 30
getpower = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,14
sparkno = s7700
sparkxy = -10,-60
guard.sparkno = s6767
hitsound = s151,15
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 1
envshake.ampl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Heavy Punch

[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),290,220)
poweradd = 55
sprpriority = 2
velset = 3

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(25) = 1
trigger1 = animelem = 3
value = S3001, 13
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,60
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(25) = 1
trigger1 = animelem = 3
value = S3001, 13
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,60
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 220, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 220, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = 35,1
givepower = 60
getpower = 80
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,14
sparkno = s7707
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = s151,14
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.type = Low
air.hittime = 18
air.velocity = -6,-7
envshake.time = 10
envshake.ampl = 5
palfx.time = 45
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1
air.fall = 1
fall = 1
recover = 0
air.recover = 0

[State 861, 1]
type = explod
triggerall = var(25) = 0
trigger1 = MoveHit
anim = 931
pos = 5,-40
facing = -1
postype = P2
sprpriority = 2
bindtime = -1
removetime = 25
scale = .5, .5



[State 220, HitDef] ;Nunchuck mode
type = HitDef
triggerall = var(25) = 1
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 9
attr = S,NA
damage = 35,1
givepower = 60
getpower = 80
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 4,8
sparkno = s7707
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.type = Low
air.hittime = 18
air.velocity = -6,-7
envshake.time = 2
envshake.ampl = 2
air.fall = 1
fall = 1
recover = 0
air.recover = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close Heavy Punch

[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),290,220)
poweradd = 55
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
triggerall = var(25) = 1
trigger1 = animelem = 3
value = S3001, 13
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,60
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 221, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 221, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 221, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = 35,1
givepower = 60
getpower = 80
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,14
sparkno = s7707
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = s151,14
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8
air.type = Low
air.hittime = 18
air.velocity = -6,-7
envshake.time = 10
envshake.ampl = 5
palfx.time = 45
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1
air.fall = 1
fall = 1
recover = 0
air.recover = 0

[State 861, 1]
type = explod
triggerall = var(25) = 0
trigger1 = MoveHit
anim = 931
pos = 5,-40
facing = -1
postype = P2
sprpriority = 2
bindtime = -1
removetime = 25
scale = .5, .5

[State 220, HitDef]
type = HitDef
triggerall = var(25) = 1
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 9
attr = S,NA
damage = 35,1
givepower = 60
getpower = 80
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,14
sparkno = s7707
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.type = Low
air.hittime = 18
air.velocity = -6,-7
envshake.time = 2
envshake.ampl = 2
air.fall = 1
fall = 1
recover = 0
air.recover = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Standing light kick

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),271,230)
poweradd = 15
sprpriority = 2
velset = 2

[State 230, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 230, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 230, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 230, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 15,1
givepower = 15
getpower = 20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,17
sparkno = s7700
sparkxy = -10, -20
guard.sparkno = s6767
hitsound = s151,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

[State 230, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Standing medium kick

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),272,240)
poweradd = 35
sprpriority = 2
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,63
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = [4, 26]
x = 3
y = 0
;ignorehitpause =
;persistent =


[State 240, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 240, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 240, HitDef]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 6;trigger1 = time = 0
attr = S,NA
damage = 35,1
givepower = 30
getpower = 40
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,17
sparkno = s7700
sparkxy = -10,-56
guard.sparkno = s6767
hitsound = s151,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,0
air.type = Low
air.hittime = 5
air.velocity = -5,0
envshake.time = 5
envshake.ampl = 2


[State 240, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Close standing medium Kick

[Statedef 241]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),273,241)
poweradd = 35
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,51
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 241, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 241, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 241, HitDef]
type = HitDef
trigger1 = animelem =4
attr = S,NA
damage = 35,1
givepower = 30
getpower = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,13
sparkno = s7700
sparkxy = -10,-68
guard.sparkno = s6767
hitsound = s151,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,0
air.type = Low
air.hittime = 5
air.velocity = -5,0
envshake.time = 5
envshake.ampl = 2

[State 241, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Standing strong Kick

[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),274,250)
poweradd = 55
sprpriority = 2
velset = 11,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,64
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 250, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 250, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 250, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = 55,1
givepower = 60
getpower = 80
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
sparkno = s7700
sparkxy = -10, -70
guard.sparkno = s6767
hitsound = s151,5
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -6,0
air.type = Low
air.hittime = 5
air.velocity = -7,0


[State 250, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = S,NA
damage = 55,1
givepower = 60
getpower = 80
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7700
sparkxy = -10, -70
guard.sparkno = s6767
hitsound = s151,5
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -5,0
air.type = Low
air.hittime = 5
air.velocity = -7,0
fall = 1
air.fall = 1
recover = 0
air.recover = 0



[State 250, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Close standing strong Kick

[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),275,251)
poweradd = 55
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,45
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 242
ID = 242
pos = 15,-41
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 251, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 251, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 251, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 45,1
givepower = 60
getpower = 80
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7707
sparkxy = -10, -70
guard.sparkno = s6767
hitsound = s151,5
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -9,0
air.type = Low
air.hittime = 5
air.velocity = -7,0
fall = 1
recover = 0
palfx.time = 45
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1
envshake.time = 10
envshake.ampl = 5

[State 861, 1]
type = explod
trigger1 = MoveHit
anim = 931
pos = 5,-40
facing = -1
postype = P2
sprpriority = 2
bindtime = -1
removetime = 25
scale = .5, .5

[State 251, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Crouching light punch

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),460,400)
poweradd = 15
sprpriority = 2
velset = 1

[State 400, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 200, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C,NA
damage = 15,1
givepower = 15
getpower = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7700
sparkxy = -10, -33
guard.sparkno = s6767
hitsound = s151,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

[State 400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------------------------
;Crouching medium punch

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),470,410)
poweradd = 35
sprpriority = 2

[State 410, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 410, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,57
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(25) = 1
trigger1 = animelem = 2
value = S3001, 11
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 35,1
givepower = 30
getpower = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7700
sparkxy = -10,-18
guard.sparkno = s6767
hitsound = s151, 16
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,0
air.type = Low
air.hittime = 5
air.velocity = -5,0

[State 410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------------------------
;Crouching strong punch

[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),480,420)
poweradd = 55
sprpriority = 2
velset = 7.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,45
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 420, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 420, Launch FX]
type = Explod
trigger1 = MoveHit
removetime = -2
id = 4444
anim = 4444
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
ownpal = 1
bindtime = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64

[State 420, Launch FX]
type = Explod
trigger1 = MoveHit
removetime = -2
id = 4444
anim = 4445
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
ownpal = 1
bindtime = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64

[State 420, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 420, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 420, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 45,1
givepower = 60
getpower = 80
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12,11
sparkno = s7707
sparkxy = -10, -53
guard.sparkno =s7700
hitsound = s151, 15
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = 0, -15
air.velocity = 0,-14
airguard.velocity = -6,0
air.recover = 0
fall.recover = 0
recover = 0
envshake.time = 10
envshake.ampl = 5
fall = 1
air.fall =1


[State 420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------------------------
;Crouching light kick

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim =  ifelse((var(25) = 1),1430,430)
poweradd = 15
sprpriority = 2

[State 430, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 430, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 430, HitDef]
type = HitDef
trigger1 = Animelem = 3
attr = C,NA
damage = 15,1
givepower = 15
getpower = 20
animtype = Light
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 13,14
sparkno = s7700
sparkxy = -15, -15
guard.sparkno = s6767
hitsound = s151,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.type = Low
air.hittime = 3
air.velocity = 0,0

[State 430, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------------------------
;Crouching medium kick

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim =  ifelse((var(25) = 1),1441,440)
poweradd = 35
sprpriority = 2

[State 440, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 440, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C,NA
damage = 35,1
givepower = 30
getpower = 40
animtype = Medium
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 7,14
sparkno = s7700
sparkxy = -10,0
guard.sparkno = s6767
hitsound = s151,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,0
air.type = Low
air.hittime = 5
air.velocity = 0,0

[State 440, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------------------------
;Crouching strong kick

[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim =  ifelse((var(25) = 1),1451,450)
poweradd = 55
sprpriority = 2
velset = 7

[State 450, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 450, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
trigger2 =  AnimElem = 6
value = 8400,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,62
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 450, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 45,1
givepower = 60
getpower = 80
animtype = High
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 13,14
sparkno = s7700
sparkxy = -10, -20
guard.sparkno = s6767
hitsound = s151, 15
guardsound = 6,0
ground.type = trip
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -5,-2
air.type = Low
air.hittime = 5
air.velocity = -7,3

[State 450, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------------------------
;Jumping light punch

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),670,600)
poweradd = 15
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,48
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 600, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 15,1
givepower = 15
getpower = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2,14
sparkno = s7700
sparkxy = -10, -63
guard.sparkno = s6767
hitsound = s151, 8
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -6
air.fall = 0
air.velocity = -3.2, -10.5

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 70

;---------------------------------------------------------------------------------------------
;Jumping medium punch

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),6610,610)
poweradd = 35
sprpriority = 2

[State 610, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 610, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 35,1
givepower = 30
getpower = 40
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,14
sparkno = s7700
sparkxy = -10,-68
guard.sparkno = s6767
hitsound = s151, 16
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = -3.2, -4.5

[State 610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 70

;---------------------------------------------------------------------------------------------
; Jumping strong punch

[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),680,620)
poweradd = 55
sprpriority = 2

[State 620, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,45
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 620, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 45,1
givepower = 50
getpower = 70
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7700
sparkxy = -10, -37
guard.sparkno = s6767
hitsound = s151, 14
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -10,5
air.velocity = -12,10
air.hittime = 25
air.fall = 1

[State 620, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 70

;---------------------------------------------------------------------------------------------
;Jumping light kick

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),6630,630)
poweradd = 15
sprpriority = 2

[State 630, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 630, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 15,1
givepower = 15
getpower = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2,14
sparkno = s7700
sparkxy = -10, -63
guard.sparkno = s6767
hitsound = s151, 4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.fall = 0
air.velocity = -3.2, -10.5
air.hittime = 25

[State 630, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 70


;---------------------------------------------------------------------------------------------
;Jumping medium kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = ifelse((var(25) = 1),646,640);anim = 640
poweradd = 35
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,61
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 640, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 35,1
givepower = 30
getpower = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,20
sparkno = s7700
sparkxy = -10,-68
guard.sparkno = s6767
hitsound = s151, 3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = -7.2, 3.5
air.hittime = 25

[State 640, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 70

;---------------------------------------------------------------------------------------------
;Jumping strong kick - with additional defs

[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 8
ctrl = 0
anim = ifelse((var(25) = 1),6650,650)
poweradd = 55
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,46
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 650, HitDef]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
;trigger5 = animelem = 10
attr = A,NA
damage = 15,1
givepower = 50
getpower = 70
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1,12
sparkno = s7700
sparkxy = -10, 0
guard.sparkno = s6767
hitsound = s151, 6
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -5
air.velocity = -7,-5
air.hittime = 25

[State 650, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = A,NA
damage = 45,1
givepower = 50
getpower = 70
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 15,15
sparkno = s7700
sparkxy = -10, 0
guard.sparkno = s6767
hitsound = s151,6
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -10
air.velocity = -12,10
air.fall = 1
air.hittime = 25
fall = 1
air.fall = 1
recover = 0
air.recover = 0

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0

[State 650, ChangeState] ;Controls the ending of the Jumping HK with ground Level
type = ChangeState
trigger1 = hitcount >= 3
trigger2 = moveguarded
value = 652
ctrl = 0

[State 650, ChangeState] ;Controls the ending of the Jumping HK with Aerial Level
type = ChangeState
triggerall = p2statetype = a
trigger1 = hitcount >= 4
trigger2 = moveguarded
value = 653
ctrl = 0



[State 650, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
;-----------------------------------------------------------------
[Statedef 652] ;Acey's HK idea - Ground Level
type    = S
movetype= A
physics = A
ctrl = 0
anim =  652
juggle  = 4
poweradd = 25
velset = -2.9,-10

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 47
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------------------------------------
[Statedef 653] ;Acey's HK idea - Aeral Level
type    = S
movetype= A
physics = A
ctrl = 0
anim =  652
juggle  = 4
poweradd = 25
velset = -1.3,-2

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 47
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------------------------
;Throw 1

[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = animelem = 1
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S3000,65
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 0, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 0, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 6
pos = 0, 0


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -78

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 821

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = -7,-10
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------------
;Throw 2
[Statedef 830]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 830

[State 830, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 840
p2stateno = 850
fall = 0

[State 830, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 840]
type = S
movetype= A
physics = N
anim = 840
poweradd = 60

;[State 0, HitAdd]  Old code...
;type = HitAdd
;trigger1 = AnimElem = 10
;;trigger2 = AnimElem = 10
;value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3000,17
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 7707
ID = 7707
pos = 50,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0




[State 0, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s7707
sparkxy = -30, -72
hitsound = s3000, 17
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 2,10
air.hittime = 12
bounce = 1
air.bounce = 1
fall = 1
air.fall = 1
recover = 0
air.recover = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 13
time = 10
freq = 60
ampl = 4
phase = 90
;ignorehitpause =
;persistent =





[State 840, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 840, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 3
;pos = 50, 0

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 4
;pos = 50, -10

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 5
;pos = 50, -20

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 6
;pos = 50, -30

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 7
;pos = 50, -40

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 8
;pos = 50, -50

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 9
;pos = 50, -60

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 10
;pos = 50, -70

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 11
;pos = 50, -45

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 12
;pos = 50, -50

;[State 840, Bind 1]
;type = TargetBind
;trigger1 = AnimElem = 13
;pos = 50, 0

[State 840, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -78

[State 840, Throw]
type = TargetState
trigger1 = AnimElem = 3
value = 851

[State 840, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 850]
type = A
movetype = H
physics = N
velset = 0,0

[State 850, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 850

;----------------------------------------------------------------------
[Statedef 851]
type = A
movetype = H
physics = N
velset = 3,-8
poweradd = 40

[State 851, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 851, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 851, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 851, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;---------------------------------------------------------------------------
;------------------------------ Recovery Rolls ------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Medium Foward Recovery Roll

[Statedef 900]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 900
sprpriority = -1

[State 900, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 900, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 900, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 900, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 900, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 900, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 831, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
; Medium Backward Recovery Roll

[Statedef 910]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 910
sprpriority = -1

[State 910, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 910, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 910, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 910, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 910, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 910, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 831, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
;Super Moves
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------------------------
;Special1_X

[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 60
anim = 1000
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S3002,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =





[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3000,61
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1100, 1]
type = Projectile
;triggerall = numproj (1101) != 1
trigger1 = AnimElem = 8
projanim = 1101
projhitanim = 1102
projpriority = 2
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .7,.7
offset = 67,9
velocity = 3
attr = S, SP
damage   = 30
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Special1_Y

[Statedef 1010]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 60
anim = 1000
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S3002,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3000,61
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1100, 1]
type = Projectile
;triggerall = numproj (1101) != 1
trigger1 = AnimElem = 8
projanim = 1101
projhitanim = 1102
projhits = 2
projpriority = 2
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .7,.7
offset = 67,9
velocity = 5
attr = S, SP
damage   = 30
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 4,8
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1010, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Special1_Z

[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 60
anim = 1000
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S3002,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3000,61
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1100, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1101
projhitanim = 1102
projpriority = 2
projhits = 3
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .7,.7
offset = 67,9
velocity = 7
attr = S, SP
damage   = 30
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 4,8
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0


[State 1020, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Special2_A
[Statedef 1100]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = 1100
juggle  = 4

[State 1100, 1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1101
projhitanim = 1102
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .7,.7
offset = 78,44
velocity = 3
attr = S, SP
damage   = 30
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0



[State 1100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Special2_B
[Statedef 1110]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = 1100
juggle  = 4

[State 1100, 1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1101
projhitanim = 1102
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .7,.7
offset = 78,44
velocity = 5
attr = S, SP
damage   = 50
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0


[State 1112, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Special2_C
[Statedef 1120]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = 1100
juggle  = 4

[State 1100, 1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1101
projhitanim = 1102
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .7,.7
offset = 78,44
velocity = 7
attr = S, SP
damage   = 70
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1122, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------------
;Special3_x
[Statedef 1300]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = ifelse((var(25) = 1),101200,1200);anim = 1200
juggle  = 4
velset = 4



[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,61
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S3000,67
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 0, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 16
sparkno = s7700
sparkxy = -10, -56
hitsound = s151, 6
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 4
y = 0
;ignorehitpause =
;persistent =



[State 1100, End]
type = ChangeState
triggerall = hitcount = 2
trigger1 = AnimTime = 0
value = 1202
ctrl = 0

[State 1100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------
;Special3_y
[Statedef 1310]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = ifelse((var(25) = 1),101200,1200);anim = 1200
juggle  = 4
velset = 8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,61
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S3000,67
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 16
sparkno = s7700
sparkxy = -10, -56
hitsound = s151, 6
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 8
y = 0
;ignorehitpause =
;persistent =



[State 1100, End]
type = ChangeState
triggerall = hitcount = 2
trigger1 = AnimTime = 0
value = 1202
ctrl = 0

[State 1100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
;Special3_z
[Statedef 1320]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = ifelse((var(25) = 1),101200,1200);anim = 1200
juggle  = 4
velset = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,61
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S3000,67
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 16
sparkno = s7700
sparkxy = -10, -56
hitsound = s151, 6
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 10
y = 0
;ignorehitpause =
;persistent =



[State 1100, End]
type = ChangeState
triggerall = hitcount = 2
trigger1 = AnimTime = 0
value = 1202
ctrl = 0

[State 1100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------------
;Thriple Fist Ending
[StateDef 1202]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse((var(25) = 1),101202,1202);anim = 1202
poweradd = 20
sprpriority = 2

[State 0, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SP
animtype  = Hard
damage    = 40,5
guardflag = MAF
sparkxy = -10,-70
sparkno = s7707
hitsound   = s151,15;S14,2
pausetime = 10, 10
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -7,-2
air.type = Low
air.velocity = -1
guard.velocity = -0.1
airguard.velocity = 0
fall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,66
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------------
;Special4_a
[Statedef 1400]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = 1300
juggle  = 4
velset = 0, 0




[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,65
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3002,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = -5
;ignorehitpause =
;persistent =



[State 0, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 16
sparkno = s7700
sparkxy = -10, -56
hitsound = s151, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-5
air.hittime = 12
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1

[State 861, 1]
type = explod
trigger1 = MoveHit
anim = 931
pos = 5,-40
facing = -1
postype = P2
sprpriority = 2
bindtime = -1
removetime = 25
scale = .5, .5




[State 1100, End]
type = ChangeState
trigger1 = Time = 26
value = 1430
ctrl = 0
;------------------------------------------------------------------------------
;Special4_b
[Statedef 1410]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = 1300
juggle  = 4
velset = 0, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,66
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3002,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = -6
;ignorehitpause =
;persistent =



[State 0, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 16
sparkno = s7700
sparkxy = -10, -56
hitsound = s151, 5
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-5
air.hittime = 12
fall = 1
air.fall = 1
palfx.time = 70
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1

[State 861, 1]
type = explod
trigger1 = MoveHit
anim = 931
pos = 5,-40
facing = -1
postype = P2
sprpriority = 2
bindtime = -1
removetime = 50
scale = .5, .5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 464
ID = 464
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0



[State 1100, End]
type = ChangeState
trigger1 = Time = 30
value = 1430
ctrl = 0
;---------------------------------------------------------------------------
;Special4_c
[Statedef 1420]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = 1300
juggle  = 4
velset = 0, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,53
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3002,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = -6
;ignorehitpause =
;persistent =



[State 0, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 70
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 16
sparkno = s7700
sparkxy = -10, -56
hitsound = s151, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,-10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-5
air.hittime = 12
fall = 1
air.fall = 1
recover = 0
air.recover = 0
palfx.time = 120
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1

[State 861, 1]
type = explod
trigger1 = MoveHit
anim = 931
pos = 5,-30
facing = -1
postype = P2
sprpriority = 2
bindtime = -1
removetime = 70
scale = .5, .5


[State 1100, End]
type = ChangeState
trigger1 = Time = 37
value = 1430
ctrl = 0

;----------------------------------------------------------------------------
;Tornado Kick Ending
[StateDef 1430]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,5
ctrl = 0
anim = 101300
poweradd = 20
sprpriority = 2

[State 1410, 1]
type = HitDef
trigger1 = Animtime = 0
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
;------------------------------------------------------------------------------------;
;Special5_x
[Statedef 1500]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = 1400
juggle  = 4
velset = 4,-5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,64
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 0, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 15
sparkno = s7707
sparkxy = -10, -56
hitsound = s151, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8.4,13
air.hittime = 12
fall = 1
air.fall = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 4
y = 0
;ignorehitpause =
;persistent =



[State 1100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1506
ctrl = 0
;------------------------------------------------------------------------------
;Special5_y
[Statedef 1510]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = 1401
juggle  = 4
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,62
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 0, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = s7700
sparkxy = -10, -56
hitsound = s151, 8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -8,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12
fall = 1
air.fall =1
air.juggle = 3



[State 0, VelSet]
type = VelSet
trigger1 = time = [1,28]
x = 5
y = -2
;ignorehitpause =
;persistent =



[State 1100, End]
type = ChangeState
;triggerall = hitcount = 1
trigger1 = hitcount = 1
;trigger1 = AnimTime = 0
value = 1500
ctrl = 0

[State 1100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1506
ctrl = 0
;--------------------------------------------------------------------------
;Special5_z
[Statedef 1520]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 60
anim = 1402
juggle  = 4
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3000, 48
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 22
sparkno = s7700
sparkxy = -10, -56
hitsound = s151, 6
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -8,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
air.fall =1



[State 0, VelSet]
type = VelSet
trigger1 = time = [1,28]
x = 6.5
y = -2
;ignorehitpause =
;persistent =



[State 1100, End]
type = ChangeState
;triggerall = hitcount = 1
trigger1 = hitcount = 1
;trigger1 = AnimTime = 0
value = 1510
ctrl = 0

[State 1100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1506
ctrl = 0
;----------------------------------------------------------------------------------
;Gravity for Ckick (Special 5)
[StateDef 1506]
type = A
movetype= A
physics = A
juggle  = 1
velset = 1,0
ctrl = 0
anim = 1406
poweradd = 20
sprpriority = 2

[State 1506, 1]
type = HitDef
trigger1 = Animtime = 0
attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
;----------------------------------------------------------------------
;Special 6(a)  or Nunchuck Special 1
[StateDef 1600]
type = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1600
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 8
value = S3001,13
volume = 100
channel = 22
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 7900
ID = 7900
pos = 0,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 6,-2
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 10
sparkno = s7707
sparkxy = -10, -65
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1600, 1]
type = HitDef
trigger1 = hitcount = 5
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s7707
sparkxy = -10, -65
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 12
fall = 1
air.fall = 1
recover = 0
air.recover = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = hitcount = 3
value = 251
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 1600, end]
type = Changestate
trigger1 = Time = 52
value = 1603
ctrl = 0
;---------------------------------------------------------------------------------
;Special 6(b)  or Nunchuck Special 1
[StateDef 1601]
type = S
movetype= A
physics = S
juggle  = 1
velset = 7,0
ctrl = 0
anim = 1600
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 8
value = S3001,13
volume = 100
channel = 22
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 7900
ID = 7900
pos = 0,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 6,-2
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 10
sparkno = s7707
sparkxy = -10, -65
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1600, 1]
type = HitDef
trigger1 = hitcount = 5
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s7707
sparkxy = -10, -65
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 12
fall = 1
air.fall = 1
recover = 0
air.recover = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = hitcount = 4
value = 251
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 1600, end]
type = Changestate
trigger1 = Time = 52
value = 1603
ctrl = 0
;---------------------------------------------------------------------------------
;Special 6(c)  or Nunchuck Special 1
[StateDef 1602]
type = S
movetype= A
physics = S
juggle  = 1
velset = 9,0
ctrl = 0
anim = 1600
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 8
value = S3001,13
volume = 100
channel = 22
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 7900
ID = 7900
pos = 0,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 6,-2
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 10
sparkno = s7707
sparkxy = -10, -65
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1600, 1]
type = HitDef
trigger1 = hitcount = 5
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s7707
sparkxy = -10, -65
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 12
fall = 1
air.fall = 1
recover = 0
air.recover = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = hitcount = 5
value = 251
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1600, end]
type = Changestate
trigger1 = Time = 52
value = 1603
ctrl = 0
;----------------------------------------------------------------------------------
;Nunchuck kick ending?
[StateDef 1603]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1603
poweradd = 20
sprpriority = 2

[State 0, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 22
;ignorehitpause =
;persistent =


[State 1603, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Nunchuck ending"
ID = 1604
stateno = 1604
pos = 15,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =

[State 1603, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------------
;Nunchuck Helper for Special 6
[StateDef 1604]
type = A
movetype= A
physics = A
juggle  = 1
velset = -3,-2
ctrl = 0
anim = 7900
poweradd = 20
sprpriority = 3

[State 1604, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10
;ignorehitpause =
;persistent =
;-----------------------------------------------
;Teleport back
[statedef 712]
type = S
Movetype = I
physics = S
Anim = 3609
poweradd = 15
ctrl = 0

[state 702, 2]
type = posadd
trigger1 = animelem = 14
x = -250
;y = -100

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 56
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =


[state 702 ,5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S151,17
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
;Teleport Foward
[statedef 702]
type = S
Movetype = I
physics = S
Anim = 3609
poweradd = 15
ctrl = 0

[state 702, 2]
type = posadd
trigger1 = animelem = 14
x = 200
;y = -100

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 56
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =


[state 702 ,5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S151,17
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;-----------------------------------------------
;Teleport Upper
[statedef 722]
type = S
Movetype = I
physics = S
Anim = 3609
poweradd = 15
ctrl = 0

[state 702, 2]
type = posadd
trigger1 = animelem = 14
;x = -200
y = -150

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 56
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =


[state 702 ,5]
type = changestate
trigger1 = animtime = 0
value = 650
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S151,17
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
;Teleport Foward





;---------------------------------------------------------------------------
;Hypers
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------------------------
;Hyper 1

[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3000
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = var(16) != 1
v = 16    ;fv = 10
value = 1
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S3000,88
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StopSnd]
type = StopSnd
triggerall = movecontact = 0
trigger1 = Animtime = 0
channel = -1
;ignorehitpause =
;persistent =





[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 4
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 16
x = 0
y = 0
;ignorehitpause =
;persistent =


[State 3000, Hide Backgrond]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, Super Pause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
Time = 40
pos = 9999,-9951
poweradd = -1000
movetime = 40

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1070
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = -3,239
bindtime = -1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S99,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3000, Hyper Background]
type  = Explod
trigger1 = Time = 40
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 200
pos = 0,0
scale = .5,.5
bindtime = -1
removeongethit = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
;See statedef -2 for HyperBackground's RemoveExplod

[State 3000, Hyper Sound]
type = PlaySnd
trigger1 = Time = 12
value = 8889,0

[State 3000, Hyper Explode]
type = Explod
trigger1 = time = 15
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = Time = 30
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Ground Flash]
type = Explod
trigger1 = time = 0
anim = 6666
ID = 8400
postype = P1
pos = -40,0
sprpriority = 3
scale = .5,.5
ownpal = 1

[State 0, PlaySnd] ;doesn't work...
type = PlaySnd
trigger1 = animelem = 11
value = S3000,61
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 3000, HitDef]
type = HitDef
trigger1 = AnimElem = 14
attr = A,HA
damage = 100,20
givepower = 50
getpower = 0
animtype = Medium
givepower = 300
getpower =   275
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 3,14
sparkno = s7707
sparkxy = -10, -53
guard.sparkno = 6767
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -6
air.type = High
air.velocity = -12,10
air.fall = 1
air.hittime = 25
kill= 0

[State 3000, HitDef]
type = HitDef
trigger1 = AnimElem = 18
attr = A,HA
damage = 100,20
givepower = 50
getpower = 0
animtype = Medium
givepower = 300
getpower =   275
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 28,32
sparkno = s7707
sparkxy = -10, -53
guard.sparkno = 6767
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -6
air.type = High
air.velocity = -12,10
air.fall = 1
air.hittime = 25
kill = 0

[State 1100, End]
type = ChangeState
triggerall = hitcount = 2
trigger1 = AnimTime = 0
value = 3001
ctrl = 0

[State 3000, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------------
;Hyper 1 Part 2
[StateDef 3001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3001
poweradd = 20
sprpriority = 2





[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
sparkno = s7707
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 40
envshake.ampl = 10
kill = 0


[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 5
y = 0
;ignorehitpause =
;persistent =




[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3000,54
volume = 100
channel = 1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StopSnd]
type = StopSnd
trigger1 = AnimElem = 12
channel = 1
;ignorehitpause =
;persistent =





[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 12
sparkno = s7707
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0


[State 3001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 999
ctrl = 0
;------------------------------------------------------------------------------------
;Hyper 1 part 3 ;I dont think this parts wrong the last change state runs to 999 "aPoC."
[StateDef 3002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3002
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3000,60
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S3000,66
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 6
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = [24, 60]
x = 4
y = -6
;ignorehitpause =
;persistent =



[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 24, 24
sparkno = s7707
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,-13
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
recover = 0
air.recover = 0
fall = 1
air.fall = 1
kill = 0

[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
sparkno = s7707
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,-13
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
air.fall = 1
recover = 0
air.recover = 0
envshake.time = 40
envshake.ampl = 15
kill = 0



;[State 3002, end]
;type = ChangeState
;trigger1 = hitcount = 3
;value = 3003
;ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 3003
ctrl = 0
;anim =
;ignorehitpause =
;persistent =
;----------------------------------------------------------------------------------
;New ending for hyper 1
[Statedef 999]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 999

[State 999, 1]
type = HitDef
Trigger1 = AnimElem = 3;Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 101009
p2stateno = 101019
;fall = 1
kill = 0
air.kill = 0

[State 999, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 101009]
type = S
movetype= A
physics = N
anim = 998
poweradd = 60

[State 0, ] ;Basic Afterimage Unlitimed time
type = AfterImage
trigger1 = AnimElem = 12;time = 52
time = 100
length = 19
framegap = 4
palcontrast = 200,200,200
trans = add1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3000,45
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S3000,58
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 54
x = 9
y = -9
;ignorehitpause =
;persistent =

[State 0, PlaySnd]  ;doesnt work...
type = PlaySnd
triggerall = hitcount >= 12
trigger1 = AnimElem = 17
value = S3000,90
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 74;AnimElem = 15
anim = 32703
ID = 32703
pos = 165,250
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 51
pausemovetime = 0
scale = .5,.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0




[State 0, 1]
type = HitDef
trigger1 = AnimElem = 15
attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 51, 51
sparkno = s7707
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 20
envshake.ampl = 5
kill = 1
air.fall = 1
air.recover = 0

[State 0, Explod]
type = Explod
trigger1 = time = 74
anim = 1601
ID = 1601
pos = -20,0
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 51 ;-2
pausemovetime = 0
scale = 1.3,1.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0




;[State 1009, Bind 1]
;type = TargetBind
;trigger1 = animelem = 1
;pos = 50, 0


[State 1009, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -78

[State 1009, Throw]
type = TargetState
trigger1 = AnimElem = 2
value = 101020

[State 1009, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3003
ctrl = 0

;[State 0, Pause]   ;Time slowing for testing  only
;type = Pause
;trigger1 = (Gametime%2)
;time = 100
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;----------------------------------------------------------------------
[Statedef 101019]
type = A
movetype = H
physics = N
velset = 0,0

[State 1019, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 997

;----------------------------------------------------------------------
[Statedef 101020]
type = A
movetype = H
physics = N
velset = -3,-18
poweradd = 40

[State 1020, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1020, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 1020, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1020, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;-----------------------------------------------------------------------------------
;Hyper 1 Part 4
[StateDef 3003]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3003
poweradd = 20
sprpriority = 2
velset = 6

[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

;--------------------------------------------------------------------------
;Hyper2

[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3100
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = var(16) != 1
v = 16    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S99,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 3000, Hide Backgrond]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, Super Pause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
Time = 40
pos = 9999,-9951
poweradd = -1000
movetime = 40

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1070
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = -3,239
bindtime = -1
removeongethit = 1

[State 3000, Hyper Background]
type  = Explod
trigger1 = Time = 40
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 200
pos = 0,0
scale = .5,.5
bindtime = -1
removeongethit = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
;See statedef -2 for HyperBackground's RemoveExplod

[State 3000, Hyper Sound]
type = PlaySnd
trigger1 = Time = 12
value = 8889,0

[State 3000, Hyper Explode]
type = Explod
trigger1 = time = 15
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = Time = 30
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Ground Flash]
type = Explod
trigger1 = time = 0
anim = 6666
ID = 8400
postype = P1
pos = -40,0
sprpriority = 3
scale = .5,.5
ownpal = 1

[State 3000, HitDef]
type = HitDef
trigger1 = animelem = 11
attr = A,HA
damage = 100,20
givepower = 50
getpower = 0
animtype = Medium
givepower = 300
getpower =   275
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 6,14
sparkno = s996
sparkxy = -10, -53
guard.sparkno = 6767
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = 0
air.type = High
air.velocity = -12,10
air.fall = 1
air.hittime = 25
kill = 0

[State 3100, End]
type = ChangeState
;trigger1 = animtime = 0
trigger1 = hitcount = 1
value = 3101
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

;------------------------------------------------------------------------
;Hyper 2 pt 2
[StateDef 3101]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3101
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 39
value = S3000,66
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,54
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 20
anim = 242
ID = 242
pos = 15,-41
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 3101, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 20, 30
sparkno = 0
sparkxy = -10, -76
hitsound = s151, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0

[State 3101, 1]
type = HitDef
trigger1 = AnimElem = 14
trigger2 = AnimElem = 16
trigger3 = AnimElem = 18
trigger4 = AnimElem = 20
trigger5 = AnimElem = 22
trigger6 = AnimElem = 24
trigger7 = AnimElem = 26
trigger8 = AnimElem = 28
trigger9 = AnimElem = 30
trigger10 = AnimElem = 32
trigger11 = AnimElem = 34
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 16
sparkno = s7707
sparkxy = 3, -56
hitsound = s151, 5
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = 0,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 38
attr = S, NA
damage = 40
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 40, 60
sparkno = s7707
sparkxy = -10, -76
hitsound = s151, 5
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 20
envshake.ampl = 5
kill = 0


[State 3001, 1]
type = HitDef
;trigger1 = hitcount < 1
;trigger1 = moveguarded < 1
trigger1 = AnimElem = 41
attr = S, NA
damage = 40
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 40, 50
sparkno = s7707
sparkxy = -10, -76
hitsound = s11, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -12,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 40
envshake.ampl = 10
fall = 1
air.fall =1
recover = 0
air.recover = 0
kill = 1
p2stateno = 9020

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

[State 220, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 220, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2



[State 220]
type = null;VarSet
trigger1 = Time = 0
fvar(0) = Pos X


[State 220]
type = null;PosAdd
trigger1 = AnimElemNo(0) = [2,5]
x = 3

[State 220]
type = null;PosAdd
trigger1 = Pos X > fvar(0)
trigger1 = AnimElemNo(0) = [9,17]
x = -4


[State 220]
type = null;VelSet
triggerall = !Vel X
trigger1 = AnimElem = 1, >= 0
trigger1 = p2bodydist x > 50
trigger1 = var(59) && var(17)
x = 7

[State 220]
type = null;VelSet
triggerall = Vel X
trigger1 = p2bodydist x < 30
trigger2 = AnimElem = 5, >= 0
x = 0




[State 220]
type = VarAdd
trigger1 = MoveContact
var(21) = 1
ignorehitpause = 1
persistent = 0


[State 220]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 4, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 220]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, Explod]
type = Explod
trigger1 = time = 101;AnimElem = 15
anim = 32703
ID = 32703
pos = 165,225
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 51
pausemovetime = 0
scale = .5,.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = time = 101
anim = 1601
ID = 1601
pos = -20,-10
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 51 ;-2
pausemovetime = 0
scale = 1.3,1.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0




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

; Hit by  - shaking from the hit
; (a custom gethit state)

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020, Anim] ;Custom animation
type = null;ChangeAnim2
trigger1 = 1
value = 5012


[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim ;2
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)


[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type



[State 5050, 2] ; anim for trip
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(groundtype) = 3
trigger1 = SelfAnimExist(5070)
value = 5070


[State 9020, State]
type = AfterImage
trigger1 = Time = 5
length = 5
timegap = 1
framegap = 1
PalBright   = 0,0,0
PalContrast = 100,100,100
PalMul      = 1,1,1
trans = Add1
time = 0

[State 9020, State]
type = AfterImageTime
trigger1 = 1
time = 2

[State 9020, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 9030

;----------------------------------------------------------------------
; Hit by - flying through the air
; (a custom gethit state)
[Statedef 9030]
type    = A
movetype= H
physics = N


[State 9030]
type = AfterImage
trigger1 = Time = 5
length = 5
timegap = 1
framegap = 1
PalBright   = 0,0,0
PalContrast = 100,100,100
PalMul      = 1,1,1
trans = Add1
time = 0

[State 9030]
type = AfterImageTime
trigger1 = 1
time = 2

[State 9030, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, Gravity]
type = VelAdd
trigger1 = 1
y = .39

[State 9030, No scroll]
type = null;ScreenBound
;triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 0
movecamera = 0,1

[State 9030, Hit wall]
type = ChangeState
;triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 9027


[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050
trigger2 = Anim != 5070

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0


[State 5050, 2] ;Coming down anim for trip
type = ChangeAnim
trigger1 = anim = 5070
trigger1 = Vel Y >= 0
trigger1 = SelfAnimExist(anim-10) || SelfAnimExist(5071)
value = ifelse(SelfAnimExist(5071),5071,anim-10)
persistent = 0


[State 5035, 3]
type = null;ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5050, 4] ;Recover near ground
type = null;SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = 1;Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = null;ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 9030, Hit ground]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5071]), 0, 25)
value = 5100 ;HIT_BOUNCE

;-----------------------------------------------------------------------------------------------------
; Hit by  - hit wall
; (a custom gethit state)
[Statedef 9027]
type    = A
movetype= H
physics = N

[State 9027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 9027]
type = EnvShake
trigger1 = time = 0
time = 30
freq = 100
ampl = -10
phase = 10

[State 9027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 9027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 9027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 9027, Spark]
type = null;Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 9027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 5070;825

[State 9027, Sound]
type = null;PlaySnd
trigger1 = Time = 0
value = F7,0

[State 9027, State]
type = ChangeState
trigger1 = Time = 5
value = 9028

;----------------------------------------------------------------
; Hit by  - bounce off wall
; (a custom gethit state)
[Statedef 9028]
type    = A
movetype= H
physics = N


[State 9028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 9028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -2

[State 9028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 2


[State 9028, Turn]
type = null;Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 9028, Gravity]
type = VelAdd
trigger1 = 1
y = .39

[State 9028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 9028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 9028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 9028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 9028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;-------------------------------------------------

;Wall Smack
[Statedef 825]
type = A
movetype = H
physics = N
;velset = 0,0


[State 825, 4]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = Vel Y = 0
value = 827


[State 825, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 825, Spark]
type = null;Explod
trigger1 = Time = 0
trigger1 = Anim = 827
anim = F72
pos = -20, floor(Pos Y)
sprpriority = 3


[State 825, 5]
type = null;Turn
trigger1 = time = 0

[State 825, 6]
type = VelSet
trigger1 = time = 0
x = ifelse(Vel X < 0,3,-3)
y = -5



[State 825, 7]
type = VelAdd
trigger1 = time >= 0
y = .39


[State 825, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100



[State 861, 1]
type = explod
triggerall = var(25) = 0
trigger1 = MoveHit
anim = 931
pos = 5,-40
facing = -1
postype = P2
sprpriority = 2
bindtime = -1
removetime = 25
scale = .5, .5
;;;--------------;;;;;;;;;;;;;;







[State 3101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Hyper 3
[Statedef 3200]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3203
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S99,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = var(16) != 1
v = 16    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 3000, Hide Backgrond]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, Super Pause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
Time = 40
pos = 9999,-9951
poweradd = -1000
movetime = 40

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1070
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = -3,239
bindtime = -1
removeongethit = 1

[State 3000, Hyper Background]
type  = Explod
trigger1 = Time = 40
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 200
pos = 0,0
scale = .5,.5
bindtime = -1
removeongethit = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
;See statedef -2 for HyperBackground's RemoveExplod

[State 3000, Hyper Sound]
type = PlaySnd
trigger1 = Time = 12
value = 8889,0

[State 3000, Hyper Explode]
type = Explod
trigger1 = time = 15
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = Time = 30
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Ground Flash]
type = Explod
trigger1 = time = 0
anim = 6666
ID = 8400
postype = P1
pos = -40,0
sprpriority = 3
scale = .5,.5
ownpal = 1

[State 3000, HitDef]
type = HitDef
trigger1 = animelem = 11
attr = A,HA
damage = 100,20
givepower = 50
getpower = 0
animtype = Medium
givepower = 300
getpower =   275
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 6,14
sparkno = s996
sparkxy = -10, -53
guard.sparkno = 6767
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = 0
air.type = High
air.velocity = -12,10
air.fall = 1
air.hittime = 25
kill = 0

;[State 3100, End]
;type = ChangeState
;;trigger1 = animtime = 0
;trigger1 = hitcount = 1
;value = 3201
;ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 3201
ctrl = 0
;anim =
;ignorehitpause =
;persistent =
;------------------------------------------------------------------------------
;Hyper 3 - part 2
[StateDef 3201]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 20
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = [3, 42]
x = 7
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
;triggerall = var(25) = 1
trigger1 = animelem = 1
trigger2 = animelem = 9
value = S3001, 13
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =








[State 3201, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 8
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-.5
air.hittime = 12
kill = 0

[State 3201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = hitcount >= 4 ;if hit
trigger2 = movecontact = 0 & time = 40 ;if miss
value = 3202
ctrl = 0

;------------------------------------------------------------------------------------
;Hyper 3 - part 3 <<<<<<<Temporarily incomplete>>>>
[StateDef 3202]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3201
poweradd = 20
sprpriority = 2

;[State 0, Pause]   ;Time slowing for testing  only
;type = Pause
;trigger1 = (Gametime%2)
;time = 100
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)

 ;==============================
 ;fIRE EXPLODS
 ;=============================
[State 0, Explod]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 35
anim = 7902
ID = 7902
pos = 6,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 35
anim = 7905
ID = 7905
pos = 0, 0;-4,-105
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
trigger2 = animelem = 26
trigger3 = animelem = 41
trigger4 = animelem = 56
;trigger2 = animelem = 35
anim = 7906
ID = 7906
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 11
trigger2 = animelem = 26
trigger3 = animelem = 41
trigger4 = animelem = 56
;trigger2 = animelem = 35
anim = 7907
ID = 7907
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 32
;trigger2 = animelem = 35
anim = 7908
ID = 7908
pos = 0, 0;11,-14
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 32
;trigger2 = animelem = 35
anim = 7909
ID = 7909
pos = 0, 0;13,-66
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 17
trigger2 = animelem = 47
;trigger2 = animelem = 35
anim = 7910
ID = 7910
pos = 13,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 17
trigger2 = animelem = 47
;trigger2 = animelem = 35
anim = 7912
ID = 7912
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 20
trigger2 = animelem = 50
;trigger2 = animelem = 35
anim = 7913
ID = 7913
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 20
trigger2 = animelem = 50
;;trigger2 = animelem = 35
anim = 7914
ID = 7914
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
;removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0




;================================
;eND fIRE
;====================================











[State 0, PlaySnd]
type = PlaySnd
;triggerall = var(25) = 1
trigger1 = animelem = 1
trigger2 = animelem = 9
trigger3 = animelem = 17
trigger4 = animelem = 26
trigger5 = animelem = 34
trigger6 = animelem = 43
value = S3001,10
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3202, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 33
trigger5 = AnimElem = 38
trigger6 = AnimElem = 42
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-.5
air.hittime = 12
palfx.time = 45
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 3202, 1]
type = HitDef
trigger1 = AnimElem = 18
trigger2 = AnimElem = 23
trigger3 = AnimElem = 27
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-.3
air.hittime = 12
kill = 0

[State 3202, 1]
type = HitDef
trigger1 = AnimElem = 48
trigger2 = AnimElem = 53
trigger3 = AnimElem = 57
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -15
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-.3
air.hittime = 12
palfx.time = 150
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 861, 1]
type = explod
trigger1 = 6 ;trigger1 = MoveHit
anim = 931
pos = 5,0
facing = -1
postype = P2
sprpriority = 1
bindtime = -1
removetime = -2
scale = 1.2, 1.2


[State 3202, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3203
ctrl = 0
;----------------------------------------------------------------------------
;Hyper 3 - new ending

[StateDef 3203]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3202
poweradd = 20
sprpriority = 2

[State 3203, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 40, 50
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
air.fall= 1
recover = 0
air.recover = 0
palfx.time = 65
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1
kill = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Nunchuck"
ID = 7900
stateno = 7900
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 12;AnimElem = 15
anim = 32703
ID = 32703
pos = 165,225
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 51
pausemovetime = 0
scale = .5,.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Nunchuck2"
ID = 7900
stateno = 7901
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =




[State 0, PlaySnd]
type = PlaySnd
;triggerall = var(25) = 1
trigger1 = animelem = 4
value = S3001,11
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 12;AnimElem = 15
anim = 1601
ID = 1601
pos = -20,-10
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 51
pausemovetime = 0
scale = 1.2,1.2
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0



;[State 861, 1]
;type = explod
;trigger1 = 6 ;trigger1 = MoveHit
;anim = 930
;pos = 55,-40
;facing = -1
;postype = P2
;sprpriority = 2
;bindtime = -1
;removetime = 45

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 0
v = 25    ;fv = 10
value = 0
;ignorehitpause =
;persistent =



[State 3203, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------
;Helper - Nunchuck
[StateDef 7900]
type = A
movetype= A
physics = A
juggle  = 1
velset = 3,-12
ctrl = 0
anim = 7900
poweradd = 20
sprpriority = 2

[State 861, 1] ;<---------------Add this code for flaming nunchucks
type = explod
trigger1 = 1 ;trigger1 = MoveHit
anim = 930
pos = -13,-18
facing = -1
postype = P1
sprpriority = 2
bindtime = -1
removetime = 3
scale = .5,.5

[State 7900, 1]
type = HitDef
trigger1 = AnimElem = 1

attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 59
;ignorehitpause =
;persistent =

;--------------------------------------------------------------
;Helper - Nunchuck 2
[StateDef 7901]
type = A
movetype= A
physics = A
juggle  = 1
velset = 5,-10
ctrl = 0
anim = 7900
poweradd = 20
sprpriority = 2

[State 861, 1]  ;<---------------Add this code for flaming nunchucks
type = explod
trigger1 = 1 ;trigger1 = MoveHit
anim = 931
pos = -13,-18
facing = -1
postype = P1
sprpriority = 2
bindtime = -1
removetime = 3
scale = .5,.5


[State 7900, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 49
;ignorehitpause =
;persistent =

;------------------------------------------------------
;Intro to new Hyper
[Statedef 3401]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3100
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = var(16) != 1
v = 16    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S99,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 3000, Hide Backgrond]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, Super Pause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
Time = 40
pos = 9999,-9951
poweradd = -1000
movetime = 40

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1070
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = -3,239
bindtime = -1
removeongethit = 1

[State 3000, Hyper Background]
type  = Explod
trigger1 = Time = 40
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 200
pos = 0,0
scale = .5,.5
bindtime = -1
removeongethit = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
;See statedef -2 for HyperBackground's RemoveExplod

[State 3000, Hyper Sound]
type = PlaySnd
trigger1 = Time = 12
value = 8889,0

[State 3000, Hyper Explode]
type = Explod
trigger1 = time = 15
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = Time = 30
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Ground Flash]
type = Explod
trigger1 = time = 0
anim = 6666
ID = 8400
postype = P1
pos = -40,0
sprpriority = 3
scale = .5,.5
ownpal = 1

[State 3000, HitDef]
type = HitDef
trigger1 = animelem = 11
attr = A,HA
damage = 100,20
givepower = 50
getpower = 0
animtype = Medium
givepower = 300
getpower =   275
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 6,14
sparkno = s996
sparkxy = -10, -53
guard.sparkno = 6767
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = 0
air.type = High
air.velocity = -12,10
air.fall = 1
air.hittime = 25
kill = 0

[State 3100, End]
type = ChangeState
;trigger1 = animtime = 0
trigger1 = animtime = 0
value = 3400
ctrl = 0

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

;New Hyper Kamahama :p
[StateDef 3400]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3400
poweradd = 20
sprpriority = 0

;[State 0, Pause]   ;Time slowing for testing  only
;type = Pause
;trigger1 = (Gametime%2)
;time = 10
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7917
ID = 7917
pos = 6,-32
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = time = 22
anim = 7918
ID = 7918
pos = -22,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0





[State 420, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 45,1
givepower = 60
getpower = 80
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12,11
sparkno = s7707
sparkxy = -10, -53
guard.sparkno =s7700
hitsound = 5,4
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -1, -7
air.velocity = 0,-3
airguard.velocity = -6,0
air.recover = 0
fall.recover = 0
recover = 0
envshake.time = 10
envshake.ampl = 5
fall = 1
air.fall =1

[State 0, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal ;player
name = "kama"
ID = 3403
stateno = 3403
pos = 100,-40
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =


[State 3400, end]
type = ChangeState
triggerall = Statetype = A
trigger1 = AnimTime = 0
value = 652
ctrl = 0

[State 3400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Helper: Kama
[StateDef 3403]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7921
poweradd = 20
sprpriority = 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7922
ID = 7922
pos = 48,17
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 109
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0



[State 4201, 3]
type = NotHitBy
trigger1 = 1
value = SCA

[State 100,5]
type = AfterImage
trigger1 = Time = 0
PalBright   = 0,0,0
PalContrast = 0,0,0
palpostbright = 92,26,151
PalAdd      = 76,11,136
PalMul      = .55,.15,.65
length = 10
time = 280
TimeGap  = 2
FrameGap = 1
trans = add1

[State 861, 1]
type = explod
triggerall = var(25) = 0
trigger1 = MoveHit
anim = 931
pos = 5,0
facing = -1
postype = P2
sprpriority = 2
bindtime = -1
removetime = -2
scale = .8, .8



[State 4201, 3]
type = HitDef ;null;HitDef
triggerall = hitcount <= 89
triggerall = movecontact <= 89
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21
trigger22 = AnimElem = 22
trigger23 = AnimElem = 23
trigger24 = AnimElem = 24
trigger25 = AnimElem = 25
trigger26 = AnimElem = 26
trigger27 = AnimElem = 27
;trigger1 = time >= 0
attr = S, HP
damage   = 10,1
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,1
hitsound   = S11,5
;hitspark = S2013
sparkno = -1
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0, 0
;fall = 1
air.animtype = Back
air.velocity = -1,-1
air.juggle = 3
;air.fall = 1
;down.velocity = -10
down.hittime = 30
down.bounce = 0
kill = 0
envshake.time = 65
envshake.ampl = 4
palfx.time = 105
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1

[State 4201, 3]
type = HitDef ;null;HitDef
trigger1 = time = 108
;trigger1 = time >= 0
attr = S, HP
damage   = 20,1
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,1
hitsound   = S11,5
;hitspark = S2013
sparkno = -1
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8, -2
fall = 1
air.fall = 1
recover = 0
air.recover = 0
kill = 1
air.animtype = Back
air.velocity = -1,-1
air.juggle = 3
;air.fall = 1
;down.velocity = -10
down.hittime = 30
down.bounce = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = statetype != S
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,  stateno !=3400
;ignorehitpause =
;persistent =




[State 0, ChangeState]
type = ChangeState
trigger1 = time = 109
value = 3402

;-------------------------------------------------------------------------------------
;End Heleper
[StateDef 3402]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7923
poweradd = 20
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7924
ID = 7924
pos = 48,17
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 3402, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = statetype != S
;ignorehitpause =
;persistent =


[state 4202, 1]
type = destroyself
trigger1 = animtime = 0;time = 140




;---------------------------------------------------------------------------
;Hyper 5

[Statedef 4665]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3100
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = var(16) != 1
v = 16    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S99,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 3000, Hide Backgrond]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, Super Pause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
Time = 40
pos = 9999,-9951
poweradd = -1000
movetime = 40

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1070
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = -3,239
bindtime = -1
removeongethit = 1

[State 3000, Hyper Background]
type  = Explod
trigger1 = Time = 40
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 200
pos = 0,0
scale = .5,.5
bindtime = -1
removeongethit = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
;See statedef -2 for HyperBackground's RemoveExplod

[State 3000, Hyper Sound]
type = PlaySnd
trigger1 = Time = 12
value = 8889,0

[State 3000, Hyper Explode]
type = Explod
trigger1 = time = 15
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = Time = 30
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Ground Flash]
type = Explod
trigger1 = time = 0
anim = 6666
ID = 8400
postype = P1
pos = -40,0
sprpriority = 3
scale = .5,.5
ownpal = 1

[State 3000, HitDef]
type = HitDef
trigger1 = animelem = 11
attr = A,HA
damage = 0
givepower = 50
getpower = 0
animtype = Medium
givepower = 300
getpower =   275
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 6,14
sparkno = s996
sparkxy = -10, -53
guard.sparkno = 6767
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = 0
air.type = High
air.velocity = -12,10
air.fall = 1
air.hittime = 25
kill = 0

[State 0, Helper]
type = Helper
;triggerall = numhelper (4666) != 1
trigger1 = animElem = 2
helpertype = normal ;player
name = "bisonfire"
ID = 4666
stateno = 4666
pos = -23,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =




[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =
;-----------------------------------------------------
;Bison Fire
[StateDef 4666]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 666
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S3001,5
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =





[State 666, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 666, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 4667
ctrl = 0

;[State 0, DestroySelf]
;type = DestroySelf
;trigger1 = movetype = H
;ignorehitpause =
;persistent =
 ;bernard
;----------------------------------------------------
;BisonFire Contin
[StateDef 4667]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2666
poweradd = 20

[State 0, Explod] ;<---charging bg
type = Explod
trigger1 = animtime = 1
anim = 3667
ID = 666
pos = -25,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,20
accel = 0,0
random = 0,0
removetime = 2000
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Helper]
type = Helper
triggerall = numhelper (5666) != 1
trigger1 = animElem = 1
helpertype = normal ;player
name = "fireLong"
ID = 5666
stateno = 5666
pos = 10,-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =



[State 4667, end]
type = ChangeState
trigger1 = Time = 70
value = 4668
ctrl = 0
;---------------------------------------------------
;BisonFire End
[StateDef 4668]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0, 0
ctrl = 0
anim = 3666
poweradd = 20
sprpriority = 2

[State 0, PlaySnd];,<<------end laughter
type = PlaySnd
trigger1 = animelem = 6
value = S3001,4
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 4668, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


;-----------------------------------------------------
;Firelong state
[StateDef 5666]
type = A
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 3669
poweradd = 20
sprpriority = 4

[State 0, VelSet]
type = VelSet
trigger1 = time = [10,130]
x = 3
y = 1
;ignorehitpause =
;persistent =


[State 5666, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 27
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = 2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0
air.hittime = 12

;[State 5666, end]
;type = ChangeState
;trigger1 = movecontact ;= 0
;value = 5667
;ctrl = 0

[State 0, Helper]
type = Helper
triggerall = numhelper (5667) != 1
trigger1 = movecontact
helpertype = normal ;player
name = "firelongattacks"
ID = 5667
stateno = 5667
pos = 60,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =



[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 130
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
;ignorehitpause =
;persistent =



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

;---------------------------------------------------------
;Firelong attacks!
[StateDef 5667]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3603
poweradd = 20
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 251
value = S151,17
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
trigger1 = time = 1
trigger2 = time = 251
anim = 8665
ID = 8665
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [31, 187]
x = -1
y = 0
;ignorehitpause =
;persistent =



;[State 0, PosSet]
;type = PosSet
;trigger1 = time = 1
;x = 9
;y = 0
;ignorehitpause =
;persistent =




[State 5667, 1]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
trigger3 = AnimElem = 30
trigger4 = AnimElem = 36
trigger5 = AnimElem = 41
trigger6 = AnimElem = 48
trigger7 = AnimElem = 54
trigger8 = AnimElem = 60
trigger9 = AnimElem = 67
trigger10 = AnimElem = 75
trigger11 = AnimElem = 80
attr = S, NA
damage = 20
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 10
sparkno = s7707
sparkxy = -10, -76
hitsound = s151, 14
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 4.5
airguard.velocity = 0,-.1
air.type = High
air.velocity = 3,-1.4
air.hittime = 12


[State 5667, 1]
type = HitDef
trigger1 = AnimElem = 84
attr = S, NA
damage = 20
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 25, 35
sparkno = s7707
sparkxy = -10, -76
hitsound = s151, 15
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 22,-6
airguard.velocity = 0,-.1
air.type = High
air.velocity = 5.6,-3
air.hittime = 12
fall = 1
air.fall = 1
recover = 0
;p2stateno = 9020

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =




;-----------------------------------------------------
;Guard Push (Stand)
[Statedef 6300]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 1111
sprpriority = 2

[State 6300, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6300, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6300, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6300, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6300, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6300, a6]
type = Explod
trigger1 = Time = 0
anim = 7020
postype = p1
pos = 53,-50
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 6300, a8]
type = PlaySnd
trigger1 = Time = 0
value = 1,0
channel = 0

[State 6300, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Crouch)
[Statedef 6310]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 121
sprpriority = 2

[State 6310, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6310, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6310, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6310, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6310, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6310, a6]
type = Explod
trigger1 = Time = 0
anim = 7020
postype = p1
pos = 33,-45
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

[State 6310, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 6310, a8]
type = PlaySnd
trigger1 = Time = 0
value = 50,0
channel = 0

[State 6310, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (air)
[Statedef 6320]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 122
sprpriority = 2

[State 6320, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6320, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6320, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6320, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6320, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6320, a6]
type = Explod
trigger1 = Time = 0
anim = 7020
postype = p1
pos = 33,-55
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

[State 6320, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 6320, a8]
type = PlaySnd
trigger1 = Time = 0
value = 50,0
channel = 0

[State 6320, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Helper)
[Statedef 6350]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1112
sprpriority = -4

[State 6350, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 6350, a2]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 6350, a3]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 6350, a4]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 6350, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6350, a6]
type = DestroySelf
trigger1 = Time >= 18


;---------------------------------------------------------------------------------------------
;Beginning of the super jump
[Statedef 7000]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 7000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 11
value = 0

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdfwd"
v = 11
value = 1

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdback"
v = 11
value = -1

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1

;---------------------------------------------------------------------------------------------
;Super Jump
[Statedef 7001]
type = A
physics = A
ctrl = 1
anim = 7000
velset = 0,-16.3

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 7002
x = -0.1

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 7001
x = 0.25

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 7001
trigger1 = Time = [0,5]
x = 4

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 7002
trigger1 = Time = [0,5]
x = -3.5

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 0
trigger1 = Time = [0,4]
value = 7000

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 1
trigger1 = Time = [0,4]
value = 7001

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = -1
trigger1 = Time = [0,4]
value = 7002

[State 7001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 9999,5

[State 7001, Explod]
type = Explod
trigger1 = Time = 0
ID = 9995
anim = 9995
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = .5,.5

[State 7001, explod]
type = Explod
trigger1 = Time = 0
ID = 9995
anim = 9016
postype = p1
pos = 0, 20
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 2, 2
 
[State 7001, Var Mute]
type = VarSet
trigger1 = Time = 0
v = 12
value = 1

;---------------------------------------------------------------------------------------------
;Super Jump
[Statedef 7002]
type    = A
physics = A
ctrl = 1

[State 7005, Vel]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.1

[State 7005, Vel]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25
;-------------------------------------------------------------------------------

; Hyper 1 Combo Finish!
[Statedef 9030]
type = A
movetype = I
physics = N
anim = 7901

[State 9030, 1]
type = VarSet
trigger1 = time = 0
v = 0
value = parent, var(16)


;[State 9030, 2]
;type = AssertSpecial
;trigger1 = NumExplod(666) = 1
;flag = NoBG
;flag2 = NoFG
;flag3 = Nomusic


[State 9030, 6]
type = PlaySnd
trigger1 = time = 60
value = 3000, 90



;--------------------------------------------------------------------------
; Hyper 2 Combo Finish!
;[Statedef 9031]
;type = A
;movetype = I
;physics = N
;anim = 7901

;[State 9031, 1]
;type = VarSet
;trigger1 = time = 0
;v = 0
;value = parent, var(16)


;[State 9030, 2]
;type = AssertSpecial
;trigger1 = NumExplod(666) = 1
;flag = NoBG
;flag2 = NoFG
;flag3 = Nomusic


;[State 9031, 6]
;type = PlaySnd
;trigger1 = time = 50
;value = 3000, 90

;--------------------------------------------------------------------------
; Hyper 3 Combo Finish!
;[Statedef 9032]
;type = A
;movetype = I
;physics = N
;anim = 7901
;
;[State 9030, 1]
;type = VarSet
;trigger1 = time = 0
;v = 0
;value = parent, var(16)
;
;
;;[State 9030, 2]
;;type = AssertSpecial
;;trigger1 = NumExplod(666) = 1
;;flag = NoBG
;;flag2 = NoFG
;;flag3 = Nomusic
;
;
;[State 9030, 6]
;type = PlaySnd
;trigger1 = time = 50
;value = 3000, 90
;

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


;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

;For Hyper 2 K.O voice
;[State -2, Hyper Combo Finish]
;type = Helper
;triggerall = WinKO
;triggerall = Stateno = 3101
;triggerall = NumHelper(536) = 0
;trigger1 = var(16) > 0
;ID = 536
;name = "Hyper Combo Finish2"
;StateNo = 9031
;postype = p1
;pos = 0, 0
;ownpal = 1

;For Hyper 3 K.O voice
;[State -2, Hyper Combo Finish]
;type = Helper
;triggerall = WinKO
;triggerall = Stateno = 3003
;triggerall = NumHelper(536) = 0
;trigger1 = var(16) > 0
;ID = 536
;name = "Hyper Combo Finish3"
;StateNo = 9032
;postype = p1
;pos = 0, 0
;ownpal = 1

;For debugging purposes
[State -2, Debug Info]
type = DisplayToClipboard
trigger1 = roundstate > 0
text = "Nunchaku: %d, AI: %d"
params = var(25),var(59)

[State -2, RemoveExplod];Remove Hyper Background
type = RemoveExplod
trigger1 = stateno < 3000
id = 32710

[State -2, PosAdd]
type = PosAdd
trigger1 = Stateno = [5030, 5040]
trigger1 = (anim = 5040) && (AnimElem = 1, < 2)
y = -20
persistent = 0

[State -2, Super Jump Reset];Reset Super Jump var
type = VarSet
trigger1 = stateno = 52
trigger2 = stateno = 0
var(0) = 0

; Combo Messages and Score control =====================================
;>3 Yes
;>4 Good
;>5 Great
;>7 Very Good
;>9 Wonderful
;>11 Fantastic
;>14 Monster
;>20 Marvelous

[State -2, VS Combo]
type = VarSet
trigger1 = var(8) >= 3
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(9) = 1+(var(8)>3)+(var(8)>4)+(var(8)>6)+(var(8)>8)+(var(8)>10)+(var(8)>13)+(var(8)>19)-(var(8)=-1)
ignorehitpause = 1

[State -2, Danger]
type = VarSet
trigger1 = var(10) !=1 && roundstate=2 && life = [1,250]
var(9) = 9
ignorehitpause = 1

[State -2, First Attack]
type = PlaySnd
triggerall = var(8)=-1
triggerall = NumExplod(8701) = 0
trigger1 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
persistent = 0
value = 230,0
volume=255
ignorehitpause = 1

[State -2, Combo Sound]
type = PlaySnd
trigger1 = NumExplod(8701) = 0
trigger1 = var(8)=0 && var(9)!=0
persistent = 0;1
value = 230,var(9)
volume=255
ignorehitpause = 1

[State -2, Left]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (8000 + var(9))
ID = 8701
postype = left
pos = 0,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State -2, Right]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = (8100+ var(9))
ID = 8701
postype = right
pos = -1,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1

[State -2, VS Combo]
type = VarAdd
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(8) = 1 + (var(8)=-1)
ignorehitpause = 1

[State -2, VS Combo]
type = VarSet
trigger1 = var(8)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(8)=-1 && stateno = [5000,5899]
var(8) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(8)=0
var(9) = 0
ignorehitpause = 1

[State -2, Score]
type = Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(11) = ceil(stateno/50)*var(8) + (life)*(roundstate=4) + (moveguarded)
ignorehitpause = 1

[State -2, Normalize Score]
type = Varset
triggerall = numpartner=1
trigger1 = var(11)< partner, var(11)
var(11) = partner, var(11)

[State -2, Is Danger]
type = VarSet
trigger2 = var(10) = 0 && life <= 250
trigger1 = var(10) = 1 && roundstate!=2
var(10) = (roundstate>1)
ignorehitpause = 1

[State -2, Is First Attack p3]
type = VarSet
triggerall = numpartner=1
trigger1 = partner, movehit
trigger1 = partner, var(8) != -1
var(8) = 0
ignorehitpause = 1

; Hitsound =====================================

[State -2, 2]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010
trigger2 = stateno = 5010
trigger2 = anim != 5020
value = 11,1
channel = 0
ignorehitpause = 1
volume = 255

[State -2, 2]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010
trigger2 = stateno = 5010
trigger2 = anim != 5020
value = 11,2
channel = 0
ignorehitpause = 1
volume = 255

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------------------------
[Statedef -3]

[State -3, VarAdd]
type = VarAdd
trigger1 = (HitPauseTime = 1) && (P2MoveType = H) && (MoveHit = 1) && (StateNo < 3000)
trigger2 = ProjHitTime(0) = 1
v = 21
value = 1
ignorehitpause = 1

[State -3, VarReset]
type = VarSet
trigger1 = P2MoveType != H
v = 21
value = 0

[State -3, AttackMulSet]
type = AttackMulSet
trigger1 = StateNo >= 3000
value = 1

[State -3, AttackMulSet]
type = AttackMulSet
triggerall = StateNo < 3000
trigger1 = Var(21) <= 1
value = 1

[State -3, AttackMulSet]
type = AttackMulSet
triggerall = StateNo < 3000
trigger1 = Var(21) = 2
value = 0.8

[State -3, AttackMulSet]
type = AttackMulSet
triggerall = StateNo < 3000
trigger1 = Var(21) = 3
value = 0.6

[State -3, AttackMulSet]
type = AttackMulSet
triggerall = StateNo < 3000
trigger1 = Var(21) = 4
value = 0.4

[State -3, AttackMulSet]
type = AttackMulSet
triggerall = StateNo < 3000
trigger1 = Var(21) >= 5
value = .2

[State 8510, Explode]
type = Explod
trigger1 = Stateno = 52 && time = 1
trigger2 = Stateno = 106 && time = 1
anim = 8510
ID = 8510
postype = P1
pos = 0,4
sprpriority = -1
ownpal = 1
scale = 1.4, 1.2

[State -3, Aterrisagem]
type = PlaySnd
trigger1 = StateNo = 52 && Time = 1
value = 8100,0

[State -3, Super Jump]
type = VarSet
trigger1 = Stateno = 0
v = 12
value = 0

[State -3, ctrl set]
type = ctrlset
trigger1 = roundstate = 4
value = 0
;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------


;--------------------- Float Variable List ----------------------

