[Data]
life = 1000
attack = 130
defence = 100
fall.defence_up = 50
liedown.time = 50
airjuggle = 15
sparkno = 2
guard.sparkno = 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 = 4
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 = 37
yaccel = .41
stand.friction = .80
crouch.friction = .80
air.friction = .70

[Quotes]
victory1 = "Okay, I'm tired of playing games with you"
victory2 = "How many clues do I have to leave before you figure it out?"
victory3 = "Tell yourselves that if it makes you feel better."
victory4 = "Right now, I've got more important things to do, and I could use a little extra firepower."
victory5 = "I can feel the power of the ward diminishing"
victory6 = "We'll get down to the business of saving what can be saved"
victory7 = "If that's a surprise, you haven't been paying attention."
victory8 = "So I took care of it. Wonder if they still thinks I'm crazy.!"
victory9 = "I was curious. It's not the same as caring"
victory10 = "Is this the Old Kingdom reunion? I didn't get an invitation"
victory11 = "That would scare me if I hadn't forgotten how to be scared"
victory12 = "I am Moon Knight. The bearer of the mantle of Khonshu, I am vengeance."
victory13 = "Return what you've taken, & I'll let you go, this time, Next time,you won't be so lucky & I won't be so kind."
victory14 = "I'm gonna get a crease right through my cowl if you don't get that chopper's butt down here fast!"
victory15 = "People want to know. How can I live like this? The risks? The descents into madness? The Deaths? How could I live any other way?"
victory16 = "I'm a ghost now...a spectre of the moon...the moon's knight of vengeance---and I got work to do."
victory17 = "This time I have to go with the voices in my head."
victory18 = "This is not by chance. Not killing, is not random. If this one lives to see tomorrow...it is because I allow it."
victory19 = "This is years of training. Years of practice. Mountains of self-restraint."
victory20 = "Knowing my history of "extreme behavior", I would suggest you don't want to come at me."
victory21 = "I don't think they'll fall for my crap a second time..."
victory22 = "Listen. Where you're going? Tell your friends. Tell everyone you meet. You tell them all. When you see me coming? Run!"
victory23 = "Let me tell you a thing about me. People who love me suffer and die. I never want to be loved. That's why I always win"


;---------------------------------------------------------------------------
; Run Forward
;---------------------------------------------------------------------------
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, snd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S8,1

[State 100, 2]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 3] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 4] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0


;---------------------------------------------------------------------------------------------
;RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1


[State 100, 3]
type = PlaySnd
trigger1 = time = 3
value = 1100,1
channel = 0

[State 105, VelSet]
type = VelSet
trigger1 = Time = 2
x = -10
y = const(velocity.run.back.y)

[State 105, Flash]
type = Explod
trigger1 = time > 4 && (time%4) = 1
ID = 8500
anim = 2222
postype = P1
pos = 10,-51
bindtime = 1
vel = -2.2
ownpal = 1
random = 18,48
removetime = -2
sprpriority = 2

[State 105, Flash]
type = Explod
trigger1 = time > 4 && (time % 4) = 0
ID = 8501
anim = 2222
postype = p1
pos = 10,-49
bindtime = 1
vel = -2
ownpal = 1
random = 18,48
removetime = -2
sprpriority = 2

[State 105, ChangeState]
type = ChangeState
trigger1 = Time > 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106


;---------------------------------------------------------------------------------------------
;RUN_BACK
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106
sprpriority = 1

[State 106, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, posset]
type = posset
trigger1 = time = 0
y = 0

[State 106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8100,0


[State 106, VelSet]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 180]
type = S

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,400

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

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

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

[State 180, 4]
type = ChangeState
trigger1 = Var(1) = [301,400]
value = 184

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

[Statedef 181]
type = S
movetype = I
physics = S
ctrl = 0
anim = 181
velset = 0,0

[State 180, VarRandom]
type = VarRandom
trigger1 = 1
v = 3
range = 0,2

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 =  animelem = 2
value = S180,0
channel = 5
volume = 255

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 =  animelem = 2
value = S180,1
channel = 5
volume = 255

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 =  animelem = 2
value = S180,2
channel = 5
volume = 255

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[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 180, VarRandom]
type = VarRandom
trigger1 = 1
v = 3
range = 0,2

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 =  animelem = 2
value = S180,3
channel = 5
volume = 255

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 =  animelem = 2
value = S180,4
channel = 5
volume = 255

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 =  animelem = 2
value = S180,5
channel = 5
volume = 25

[state 182, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[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 180, VarRandom]
type = VarRandom
trigger1 = 1
v = 3
range = 0,2

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 =  animelem = 2
value = S180,6
channel = 5
volume = 255

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 =  animelem = 2
value = S180,7
channel = 5
volume = 255

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 =  animelem = 2
value = S180,8
channel = 5
volume = 25

[state 183, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

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

;---------------------------------------------------------------------------------------------
;Win Pose 4

[Statedef 184]
type = S
movetype = I
physics = S
ctrl = 0
anim = 184
velset = 0,0

[State 180, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = S180,9
channel = 5
volume = 255

[State 180, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 250
add = -210,-255,-200
sinadd = -157,-27,-217,-200
color = 190

[state 184, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 184, 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 = 0,400

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

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

[State 190, 2]
type = ChangeState
trigger1 = Var(1) = [201,300]
value = 193

[State 190, 3]
type = ChangeState
trigger1 = Var(1) = [301,400]
value = 194

;---------------------------------------------------------------------------------------------
;Intro 1
[Statedef 191]
type = S
movetype = I
physics = N
ctrl = 0
anim = 191
velset = 0,0
spriority = 0

[State 190, VarRandom]
type = VarRandom
trigger1 = 1
v = 3
range = 0,2

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 =  animelem = 20
value = S190,0
channel = 5
volume = 255

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 =  animelem = 20
value = S190,1
channel = 5
volume = 255

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 =  animelem = 20
value = S190,2
channel = 5
volume = 255

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,2

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 19
value = S15,1

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 191, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 191, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
anim = 198
ID = 198
pos = 0,0
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 286
scale = 1,1
sprpriority = 0
ownpal = 1

[State 191, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
anim = 197
ID = 198
pos = 0,0
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 286
scale = 1,1
sprpriority = 0
ownpal = 1

[State 191, Explod]
type = Explod
trigger1 = time = 261
trigger1 = teamside = 1
anim = 198
ID = 197
pos = 0,0
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 200
velocity = 0,-13
scale = 1,1
sprpriority = 0
ownpal = 1

[State 191, Explod]
type = Explod
trigger1 = time = 261
trigger1 = teamside = 2
anim = 197
ID = 197
pos = 0,0
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 200
velocity = 0,-13
scale = 1,1
sprpriority = 0
ownpal = 1

[State 191, Explod]
type = Explod
trigger1 = time = 261
anim = 199
ID = 199
pos = 150,-60
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 94
scale = 1,1
sprpriority = 1
ownpal = 1

[State 191, PlaySnd]
type = PlaySnd
trigger1 = anim = 191
trigger1 = time = 261
value = S54,17

[State 191, VelSet]
type = VelSet
trigger1 = time = 265
x = 0
y = -1

[State 191, VelSet]
type = VelSet
trigger1 = time = 365
x = 0
y = 0

[State 191, VelSet]
type = VelSet
trigger1 = animtime = 0
x = 0
y = 0

[State 191, posSet]
type = posSet
trigger1 = animtime = 0
y = 0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S8100,0

[State 191, ChangeState]
type = Changeanim
trigger1 = animtime = 0
trigger1 anim != 47
value = 47

[State 191, ChangeState]
type = ChangeState
triggerall = anim = 47
trigger1 = animelem = 3
value = 0

;---------------------------------------------------------------------------------------------
;Intro 2
[Statedef 192]
type = S
movetype = I
physics = A
ctrl = 0
anim = 192
velset = 0,-6
spriority = 0

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 192, PosSet]
type = PosSet
trigger1 = time = 0
y = -50

[State 192, PlaySnd]
type = PlaySnd
trigger1 = animelem=5
value = S15,2


[State 190, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1922

;---------------------------------------------------------------------------------------------
;Intro2 pt 2
[Statedef 1922]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1922
velset = 0,0
spriority = 0

[State 1922, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1922, VelSet]
type = VelSet
trigger1 =  animelem = 1
x = 0
y = 0

[State 1922, PosSet]
type = PosSet
trigger1 = animelem = 2
y = 0

[State 1922, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------------------------
;Intro 3
[Statedef 193]
type = S
movetype = I
physics = N
ctrl = 0
anim = 193
velset = 0,0
spriority = 0

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 =  animelem = 2
value = S190,3
channel = 5
volume = 255

[State 193, StopSnd]
type = StopSnd
trigger1 = stateno = 196
channel = 0

[State 193, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,1

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------------------------
;Intro 4
[Statedef 194]
type = S
movetype = I
physics = N
ctrl = 0
anim = 194
velset = 0,0
spriority = 0

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 =  animelem = 2
value = S190,4
channel = 5
volume = 255

[State 194, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S8400,0

[State 194, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S8400,1

[State 194, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------------------------
;Taunt

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

[State 195, VarRandom]
type = VarRandom
trigger1 = 1
v = 3
range = 0,2

[State 195, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 = animelem = 2
value = S195,0
channel = 5
volume = 255

[State 195, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 =  animelem = 2
value = S195,1
channel = 5
volume = 255

[State 195, PlaySnd]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 =  animelem = 2
value = S195,2
channel = 5
volume = 25


[State 195, VarSet]
type = VarRandom
trigger1 = time =0
v = 28
range = 6,8

[State 195, 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 = 200
poweradd = 15
sprpriority = 2

[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
trigger1 = time=0
attr = S,NA
damage = 15,1
animtype = Med
guardflag = MA
hitflag = HAF
priority = 4, Hit
pausetime = 10,10
sparkno = s7770
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = 5,0
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 200, 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 = 210
poweradd = 35
sprpriority = 2

[State 210, VelMul, corrida]
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
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7771
sparkxy = -10,-60
guard.sparkno = s6767
hitsound = 5,1
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 = 1
envshake.ampl = 1

[State 210, 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 = 211
poweradd = 35
sprpriority = 2

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

[State 0, ChangeState]
type = ChangeState
trigger1 = prevstateno = 211
value = 210
ctrl = 0

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

[State 211, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S,NA
damage = 25,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7771
sparkxy = -10,-60
guard.sparkno = s6767
hitsound = 5,1
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 211, 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 = 220
poweradd = 55
sprpriority = 2

[State 220, VelMul, corrida]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .4

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

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,NA
damage = 35,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,14
sparkno = s7772
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-2
air.type = Low
air.hittime = 18
air.velocity = -6,-7
fall = 1
envshake.time = 4
envshake.ampl = 4

[State 220, 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 = 230
poweradd = 15
sprpriority = 2

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

[State 230, VelMul, corrida]
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 = AnimElem = 2
attr = S,NA
damage = 15,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7770
sparkxy = -10, -40
guard.sparkno = s6767
hitsound = 5,3
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 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 = 240
poweradd = 35
sprpriority = 2

[State 240, VelMul, corrida]
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 = time = 0
attr = S,NA
damage = 35,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7771
sparkxy = -10,-28
guard.sparkno = s6767
hitsound = 5,1
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 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 = 241
poweradd = 35
sprpriority = 2

[State 241, VelMul, corrida]
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 = time = 0
attr = S,NA
damage = 35,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7771
sparkxy = -10,-28
guard.sparkno = s6767
hitsound = 5,1
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

[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 = 250
poweradd = 55
sprpriority = 2

[State 250, VelMul, corrida]
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
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7772
sparkxy = -10, -30
guard.sparkno = s6767
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0

[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 = 251
poweradd = 55
sprpriority = 2

[State 251, VelMul, corrida]
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 = AnimElem = 3
attr = S,NA
damage = 45,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7772
sparkxy = -10, -30
guard.sparkno = s6767
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0

[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 = 400
poweradd = 15
sprpriority = 2

[State 400, VelMul, corrida]
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 = 2
attr = C,NA
damage = 15,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7770
sparkxy = -10, -23
guard.sparkno = s6767
hitsound = 5,0
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 = 410
poweradd = 55
sprpriority = 2

[State 410, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

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

[State 410, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C,NA
damage = 45,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7770
sparkxy = -10, -23
guard.sparkno = s6767
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

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

;---------------------------------------------------------------------------
; Crouch Heavy Punch

[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 420
poweradd = 55
sprpriority = 2

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

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

[State 420, HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 50
hitflag = MAF
guardflag = MA
pausetime = 12,12;L8,8
hitsound = 5,4
priority = 3, Hit
guardsound = 6,0
sparkno = 2
sparkxy = 0,-110
animtype = Up
ground.type = Low
ground.slidetime = 45
ground.hittime  = 45
ground.velocity = 0,-12.5
guard.velocity = -5
air.velocity = 0,-11.25

[State 420, 1]
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 = 430
poweradd = 15
sprpriority = 2

[State 430, VelMul, corrida]
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 = 2
attr = C,NA
damage = 15,1
animtype = Light
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 13,14
sparkno = s7770
sparkxy = -10, 10
guard.sparkno = s6767
hitsound = 5,3
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 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 = 440
poweradd = 35
sprpriority = 2

[State 440, VelMul, corrida]
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 = 2
attr = C,NA
damage = 35,1
animtype = Medium
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 13,14
sparkno = s7771
sparkxy = -10,-30
guard.sparkno = s6767
hitsound = 5,1
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 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 = 450
poweradd = 55
sprpriority = 2

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

[State 450, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
trigger2 =  AnimElem = 4
value = 8400,2

[State 450, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 45,1
animtype = High
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 0,14
sparkno = s7772
sparkxy = -10, 10
guard.sparkno = s6767
hitsound = 5,4
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 = 600
poweradd = 15
sprpriority = 2

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

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A,NA
damage = 15,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7770
sparkxy = -10, -33
guard.sparkno = s6767
hitsound = 5,0
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 = 50
ctrl = 1

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

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 610
poweradd = 35
sprpriority = 2

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

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A,NA
damage = 35,1
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7771
sparkxy = -10,-8
guard.sparkno = s6767
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = -3.2, -7.5

[State 610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 620
poweradd = 55
sprpriority = 2

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

[State 620, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 45,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7772
sparkxy = -10, -23
guard.sparkno = s6767
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -10
air.velocity = -12,10
air.hittime = 25
air.fall = 1

[State 620, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 630
poweradd = 15
sprpriority = 2

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

[State 630, HitDef]
type = HitDef
triggerall = anim = 630
trigger1 = AnimElem = 3
attr = A,NA
damage = 15,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7770
sparkxy = -10, -33
guard.sparkno = s6767
hitsound = 5,3
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 = 50
ctrl = 1


;---------------------------------------------------------------------------------------------
;Jumping medium kick

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 640
poweradd = 35
sprpriority = 2

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

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A,NA
damage = 35,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7771
sparkxy = -10,-38
guard.sparkno = s6767
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = -3.2, -7.5
air.hittime = 25

[State 640, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------------------------
;Jumping strong kick

[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 650
poweradd = 55
sprpriority = 2

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

[State 650, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A,NA
damage = 45,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7772
sparkxy = -10, -23
guard.sparkno = s6767
hitsound = 5,4
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

[State 650, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------------------------
;Throw 1
[Statedef 800]
type    = S
movetype= A
physics = S
ctrl = 0
juggle  = 0
velset = 0,0
anim = 800
sprpriority = 2

[State 800, Snd]
type = PlaySnd
trigger1 = AnimElem =1
value = S8600,0

[State 800, HitDef]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
getpower = 30,15
givepower = 20,10
p1facing = ifelse (command = "holdfwd", 1, 1)
p2facing = -1
p1stateno = 810
p2stateno = 820
fall = 1

[State 800, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
[Statedef 810]
type = S
movetype = A
physics = S
ctrl = 0
anim = 810
velset = 0,0

[State 810, 1]
type = Targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 12

[State 810, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 20,-40

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 5,-40

[State 810, 4]
type = TargetState
trigger1 = AnimElem = 4
value = 821

[State 810, 5]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -100

[State 810, 6]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 810, 7]
type = Turn
trigger1 = AnimTime = 0

[State 810, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 820]
type = S
movetype = H
physics = N
ctrl = 0

[State 820, Change]
type = ChangeAnim2
trigger1 = time = 0
value = 820

[Statedef 821]
type = A
movetype = H
physics = N
velset = -10,-8
sprpriority = 1

[State 821, 1]
type = PosAdd
trigger1 = time = 0
y = -10
x = 10

[State 821, 2]
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 821, 4]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 821, 5]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 821, 6]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 821, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;--------------------------------- Roll ------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Near Roll

[Statedef 890]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 20
velset = 4,0
ctrl = 0
anim = 810
sprpriority = -1

[State 890, 1]
type = VelSet
trigger1 = Time != 1
x = 4

[State 890, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 890, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 890, 5]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 0,1

[State 890, 6.1]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 0
value = 810,0

[State 890, 6.2]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 1
value = 810,1

[State 890, 7]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
length = 20
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3
trans = add1
ignorehitpause = 1

[State 890, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Medium Roll

[Statedef 895]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 20
velset = 4,0
ctrl = 0
anim = 810
sprpriority = -1

[State 895, 1]
type = VelSet
trigger1 = Time != 1
x = 5

[State 895, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 815, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 895, 5]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 0,1

[State 895, 6.1]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 0
value = 810,0

[State 895, 6.2]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 1
value = 810,1

[State 895, 7]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
length = 20
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3
trans = add1
ignorehitpause = 1

[State 895, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Far Roll

[Statedef 898]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 20
velset = 4,0
ctrl = 0
anim = 810
sprpriority = -1

[State 898, 1]
type = VelSet
trigger1 = Time != 1
x = 6

[State 898, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 898, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 898, 5]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 0,1

[State 898, 6.1]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 0
value = 810,0

[State 898, 6.2]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 1
value = 810,1

[State 898, 7]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
length = 20
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3
trans = add1
ignorehitpause = 1

[State 898, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;------------------------------ Recovery Roll ------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Near Foward Recovery Roll

[Statedef 831]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 831
sprpriority = -1

[State 831, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 831, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 831, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 831, 5]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 831, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 832]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 832
sprpriority = -1

[State 832, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 832, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 832, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 832, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 832, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 832, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Far Foward Recovery Roll

[Statedef 840]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 840
sprpriority = -1

[State 840, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 840, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 840, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 840, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 840, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 840, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Near Backward Recovery Roll

[Statedef 850]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 850
sprpriority = -1

[State 850, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 850, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 850, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 850, 5]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 850, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 855]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 855
sprpriority = -1

[State 855, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 855, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 855, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 855, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 855, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 855, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Far Backward Recovery Roll

[Statedef 860]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 860
sprpriority = -1

[State 860, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 860, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 860, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 860, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 860, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 860, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Recovery Roll - Variable "Reset"

[State -2, 1]
type = VarSet
trigger1 = (StateNo != 5050) && (StateNo != 5071)
v = 30
value = 0

;-------------------------------------------------------------------------
; A.I. - Far Foward Recovery Roll

[State -2, 2]
type = ChangeState
triggerall = (RoundState = 2)&&(Var(59) = 2)
triggerall = (StateType != S)&&(StateType != L)
triggerall = (P2Life != 0)&&(Alive = 1)
triggerall = (Pos Y = [-10,0])
triggerall = (StateNo = 5050)||(StateNo = 5071)||(StateNo = 50700)
trigger1 = (P2Dist X)+(BackEdgeDist) <= 160
trigger2 = (Enemy, NumProj > 0)
value = 840

;-------------------------------------------------------------------------
; A.I. - Far Backward Recovery Roll

[State -2, 3]
type = ChangeState
triggerall = (RoundState = 2)&&(Var(59) = 2)
triggerall = (StateType != S)&&(StateType != L)
triggerall = (P2Life != 0)&&(Alive = 1)
triggerall = (Pos Y = [-10,0])
trigger1 = (StateNo = 5050)||(StateNo = 5071)||(StateNo = 50700)
trigger1 = (P2Dist X)+(BackEdgeDist) > 160
value = 55

;-------------------------------------------------------------------------
; A.I. - Lie Down Forward Recovery Roll

[State -2, 4]
type = ChangeState
triggerall = (RoundState = 2)&&(Var(59) = 2)
triggerall = (StateType != S)&&(StateType = L)
triggerall = (P2Life != 0)&&(Alive = 1)
triggerall = (StateNo = 5120)&&(StateNo = 51200)
trigger1 = Time = 1
trigger1 = (P2Dist X)+(BackEdgeDist) <= 160
trigger2 = (Enemy, NumProj > 0)
value = 832

;-------------------------------------------------------------------------
; A.I. - Lie Down Backward Recovery Roll

[State -2, 5]
type = ChangeState
triggerall = (RoundState = 2)&&(Var(59) = 2)
triggerall = (StateType != S)&&(StateType = L)
triggerall = (P2Life != 0)&&(Alive = 1)
trigger1 = (StateNo = 5120)&&(StateNo = 51200)
trigger1 = Time = 1
trigger1 = (P2Dist X)+(BackEdgeDist) > 160
value = 855

;---------------------------------------------------------------------------
;Falling

[Statedef 950]
type    = A
movetype= I
physics = A
anim = 950
sprpriority = 1

[State 1201, Ctrl]
type = CtrlSet
trigger1 = prevstateno = 4100
value = 0

[State 1201, Ctrl]
type = CtrlSet
triggerall = prevstateno != 4100
trigger1 = Var(12) = 0
value = 0

[State 1201, Ctrl]
type = CtrlSet
triggerall = prevstateno != 4100
trigger1 = Var(12) = 1
value = 1

[State 1201, Turn]
type = Turn
trigger1 = P2Dist X < -5

[State 1201, VelSet]
type = VelSet
trigger1 = FrontEdgeBodyDist <= 0
x = 0

[State 1201, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 52

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

;---------------------------------------------------------------------------------------------
;Special1_X - Cresent

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

[State 1050, 1]
type = Helper
trigger1 = animelem = 2
pos = 70,-75
postype = p1
stateno = 1050
helpertype = normal
name = "Cresent"
id = 1050
keyctrl = 0
ownpal = 1

[State 1000, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Cresent

[Statedef 1050]
type = S
movetype = A
physics = N
anim = 1010
velset = 9,0
id = 1050
ctrl = 0

[State 1050, No hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1050, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  60
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 1
trans = addalpha
alpha = 100, 255

[State 1050, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 25,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,14
sparkno = s9990
sparkxy = -10,0
guard.sparkno = s6767
hitsound = 5,1
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

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
trigger2 = time = 30
x = -3
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root, Stateno = 1080
trigger2 = time = 100

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

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

[State 1050, 1]
type = Helper
trigger1 = animelem = 2
pos = 70,-75
postype = p1
stateno = 1060
helpertype = normal
name = "Cresent"
id = 1060
keyctrl = 0
ownpal = 1

[State 1010, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Cresent

[Statedef 1060]
type = S
movetype = A
physics = N
anim = 1010
velset = 12,0
ctrl = 0

[State 1050, No hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11005, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  60
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 1
trans = addalpha
alpha = 100, 255

[State 210, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 25,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,14
sparkno = s9990
sparkxy = -10,0
guard.sparkno = s6767
hitsound = 5,1
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

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
trigger2 = time = 50
x = -6
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root, Stateno = 1080
trigger2 = time = 100

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

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

[State 1050, 1]
type = Helper
trigger1 = animelem = 2
pos = 70,-75
postype = p1
stateno = 1070
helpertype = normal
name = "Cresent"
id = 1070
keyctrl = 0
ownpal = 1

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


;---------------------------------------------------------------------------------------------
;Cresent

[Statedef 1070]
type = S
movetype = A
physics = N
anim = 1010
velset = 15,-2 +(random/500)
ctrl = 0

[State 1050, No hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11005, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  60
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 1
trans = addalpha
alpha = 100, 255

[State 210, HitDef]
type = HitDef
triggerall = root, stateno != 3000
trigger1 = time = 0
attr = S,NA
damage = 15,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,4
sparkno = s9990
sparkxy = -10,0
guard.sparkno = s6767
hitsound = 5,1
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

[State 210, HitDef]
type = HitDef
triggerall = root, stateno = 3000
trigger1 = time = 0
attr = S,NA
damage = 20,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,15
sparkno = s9990
sparkxy = -10,0
guard.sparkno = s6767
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,-4
air.type = Low
air.hittime = 15
air.velocity = -6,-5
fall = 1

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = -9
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root, Stateno = 1080
trigger2 = time = 100

;---------------------------------------------------------------------------------------------
;Catch Cresent
[Statedef 1080]
type = S
movetype = H
physics = S
velset = 0
ctrl = 0
anim = 1080

[State 1080, VarSet]
type = VarSet
trigger1 = time = 0
v = 33
value = 0

[State 1080, HitDef]
type = HitDef
trigger1 = time=0
attr = S,NA
damage = 15,1
animtype = Med
guardflag = MA
hitflag = HAF
priority = 4, Hit
pausetime = 10,10
sparkno = s7770
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = 5,0
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 1080, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1

[State 1080, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1

;-------------------------------------------------------------------------------
; Staff Slash Start
[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= 80
juggle = 1
velset = 0,0
anim = 1100
ctrl = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = ifelse(command = "holdfwd", 6, ifelse(command = "holdback", 1.5, 3))
y = ifelse(command = "holdup", -9, -6)

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .49

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1100 && AnimElemTime(12) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 270, hit]
type=hitdef
trigger1=time = 0
attr=A,SA
damage=30,1
animtype=Hard
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=1
sparkxy=-20,-18
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=20
ground.hittime=20
ground.velocity=-9
air.type=Low
air.velocity = -9,4
air.hittime = 18
getpower=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,1
volume = 0
channel = -1

[State 1100, 5]
type = ChangeState
triggerall = animelemtime(4) >= 0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 1105
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash A
[Statedef 1105]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 8,0
anim = 1105
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1105 && AnimElemTime(13) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 1105, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Heavy
damage = 30,2
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkno=1
sparkxy = -5,-85
hitsound = S1,6
guardsound = S2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.type = High
air.velocity = -5,-4
yaccel = .5

[State 1105, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash Start
[Statedef 1101]
type    = S
movetype= A
physics = S
poweradd= 80
juggle = 1
velset = 0,0
anim = 1100
ctrl = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = ifelse(command = "holdfwd", 6, ifelse(command = "holdback", 1.5, 3))
y = ifelse(command = "holdup", -9, -6)

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .49

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1100 && AnimElemTime(12) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 270, hit]
type=hitdef
trigger1=time = 0
attr=A,SA
damage=30,1
animtype=Hard
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=1
sparkxy=-20,-18
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=20
ground.hittime=20
ground.velocity=-9
air.type=Low
air.velocity = -9,4
air.hittime = 18
getpower=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,1
volume = 0
channel = -1

[State 1100, 5]
type = ChangeState
triggerall = animelemtime(4) >= 0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 1110
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash B
[Statedef 1110]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 8,0
anim = 1110
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1110 && AnimElemTime(13) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 1200, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Heavy
damage = 30,2
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkno=1
sparkxy = -5,-85
hitsound = S1,6
guardsound = S2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.type = High
air.velocity = -5,-4
yaccel = .5

[State 1110, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash Start
[Statedef 1102]
type    = S
movetype= A
physics = S
poweradd= 80
juggle = 1
velset = 0,0
anim = 1100
ctrl = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = ifelse(command = "holdfwd", 6, ifelse(command = "holdback", 1.5, 3))
y = ifelse(command = "holdup", -9, -6)

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .49

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1100 && AnimElemTime(12) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 270, hit]
type=hitdef
trigger1=time = 0
attr=A,SA
damage=30,1
animtype=Hard
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=1
sparkxy=-20,-18
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=20
ground.hittime=20
ground.velocity=-9
air.type=Low
air.velocity = -9,4
air.hittime = 18
getpower=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,1
volume = 0
channel = -1

[State 1100, 5]
type = ChangeState
triggerall = animelemtime(4) >= 0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 1120
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash C
[Statedef 1120]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 12,0
anim = 1120
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1120 && AnimElemTime(14) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 1120, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Heavy
damage = 30,3
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkno=2
sparkxy = -15,-44
hitsound = S1,6
guardsound = S2,0
fall.xvelocity = 0
fall.yvelocity = 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9,-4
air.type = Low
air.velocity = -8,4
yaccel = .5
fall = 1
fall.recover = 0

[State 1120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
 ;Grenades
;---------------------------------------------------------------------------------------------
;Grenades
[Statedef 1200]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1200
juggle  = 4

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

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Granade1"
ID = 1205
stateno = 1205
pos = 35,-90
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

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

;---------------------------------------------------------------------------------------------
;Grenade
[Statedef 1210]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1200
juggle  = 4

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

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Granade2"
ID = 1205
stateno = 1205
pos = 35,-90
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

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

;----------
;Shock Grenade
[Statedef 1205]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1020
velset = 7,-4

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = movehit >=1
value = S15,5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = ,NA,SA,HA,NT,ST,HT
time = -1

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AP; SCA,AA,AT,AP
slot = 1
stateno = 1203
time = -1

[State 200, HitDef]
type = HitDef
trigger1 = anim = 1020
attr = A,SP
damage = 50,15
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,5
sparkno = -1;s7770
sparkxy = 0, 25
guard.sparkno = s6767
hitsound = S7,0
guardsound = S7,1
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
p2stateno = 7696

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 1020 && movecontact > 0
value = 8880

[State 0, VelSet]
type = VelSet
trigger1 = anim = 8880
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 8880
movetype = I

[State 0, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist <= -15
trigger2 = anim = 8880 && animtime = 0


;---------------------------------------------------------------------------------------------
;Grenade
[Statedef 1220]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1200
juggle  = 4

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

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Granade7"
ID = 1205
stateno = 1205
pos = 35,-90
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

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


;--------  grenade shared stuff-----
;Grenade hitting ground
[Statedef 1202]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8880
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,0

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,200

[State 0, DestroySelf]
type = DestroySelf
trigger1 = anim = 8880 && animtime = 0

;Grenadehit by projectile
[Statedef 1203]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8880
velset = 0,0

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 180

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


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

;Glide
[Statedef 1300]
type    = A
movetype= A
physics = A
juggle  = 1
anim = 1300
ctrl = 0
sprpriority = 2

[State 41, JumpFX]
type = Afterimage
trigger1 = time = 0
time    = 5
length  = 20
paladd = 0,0,0
palcontrast =  255, 255, 255
palbright = 180,40,40
timegap = 1
framegap = 4
trans = addalpha
alpha = 200, 200

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 8
y = 4

[State 1300, HitDef]
type = HitDef
trigger1 = time =0
trigger1 = movecontact < 1
attr = A,SA
damage = 40,10
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
givepower = 90
pausetime = 13,14
sparkno = s8881
sparkxy = -10, -53
guard.sparkno = s6767
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -10
air.type = High
air.velocity = -12,10
air.fall = 1
air.hittime = 25

[State 1322, Change]
type = ChangeState
trigger1 = MoveContact
value = 1310

[State 1322, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 47

;Roll End
[Statedef 1310]
type    = A
movetype= I
physics = A
juggle  = 1
anim = 1310
ctrl = 0
sprpriority = 2

[State 1310, Velocity]
type = Velset
trigger1 = Time = 0
x = -2
y = -4

[State 1310, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 47
;-------------------------------------------------------------------------------
;Standing Striking Punch

[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1400
poweradd = 35
sprpriority = 2

[State 1400, VelMul, corrida]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 1400, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 20
y = 0

[State 1400, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 2
value = 8400,1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1400,0
volume = 255
channel = 4

[State 1400, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S,SA
damage = 25,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7771
sparkxy = -10,-60
guard.sparkno = s6767
hitsound = s1400,2
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 1400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Backhand Striking Punch

[Statedef 1410]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1410
poweradd = 55
sprpriority = 2

[State 1410, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 5
y = 0

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1400,1
volume = 255
channel = 4

[State 1410, VelMul, corrida]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .4

[State 1410, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 1410, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA
damage = 35,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,14
sparkno = s7772
sparkxy = -10, -60
guard.sparkno = s6767
hitsound = S1400,2
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-2
air.type = Low
air.hittime = 18
air.velocity = -6,-7
fall = 1
envshake.time = 4
envshake.ampl = 4

[State 1410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Nunchuck Strike

[Statedef 1420]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1420
poweradd = 55
sprpriority = 2

[State 1420, VelMul, corrida]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 1420, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 10
y = 0

[State 1420, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 1420, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SA
damage = 25,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,4
sparkno = s7770
sparkxy = -10, -23
guard.sparkno = s6767
hitsound = 5,0
guardsound = 6,0
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

[State 1420, HitDef]
type = HitDef
trigger1 = animelem = 7
attr = C,SA
damage = 45,7
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,4
sparkno = s7770
sparkxy = -10, -23
guard.sparkno = s6767
hitsound = 5,0
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2,-10
air.type = Low
air.hittime = 3
air.velocity = -1,-10

[State 1420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Trucheon Swing
[Statedef 1500]
;type = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 42

[State 1500, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1500,1
volume = 255
channel = 4

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1500,2
volume = 255
channel = 5

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 13
trigger4 = animelem = 21
value = S1500,3
volume = 255
channel = 4

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 22
value = S1500,0
volume = 255
channel = 5

[State 1500, PosAdd]
type = PosAdd
trigger1 = time = 0 && statetype = S
y = -40

[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0
statetype = A

[State 1500, VelSet]
type = VelSet
trigger1 = time = 0 && statetype = S
y = -6

[State 1500, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1500, PosAdd]
type = PosAdd
trigger1 = Animtime = 0
x = 110
y = 30

[State 1500, VelSet]
type = VelSet
trigger1 = animtime = 0
y = -6
x = 4



[State 1500, 1]
type = HitDef
trigger1 = movecontact = 0
attr = A, SA                     ;Attribute: Standing, Normal Attack
damage = 26, 5                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 4                 ;Time attacker pauses, time opponent shakes
sparkno = 4                      ;Spark anim no (Def: set above)
sparkxy = -10, 0               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
getpower = 16,6
givepower = 22, 8
fall = 1
fall.recover = 0
air.fall = 1

[State 1500, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Fire"
ID = 1510
stateno = 1510
pos = 0,0
postype = p1
bindtime = -1

[State 1500, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "Chain"
ID = 1502
stateno = 1502
pos = -40,-40
postype = p1
bindtime = 5

[State 1500, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal
name = "Chain"
ID = 1502
stateno = 1502
pos = -35,-40
postype = p1
bindtime = 5

[State 1500, Helper]
type = Helper
trigger1 = animelem = 9
helpertype = normal
name = "Chain"
ID = 1503
stateno = 1503
pos = 0,-40
postype = p1
bindtime = 5

[State 1500, Helper]
type = Helper
trigger1 = animelem = 11
helpertype = normal
name = "Chain"
ID = 1504
stateno = 1504
pos = 55,0
postype = p1
bindtime = 5

[State 1500, Helper]
type = Helper
trigger1 = animelem = 13
helpertype = normal
name = "Chain"
ID = 1505
stateno = 1505
pos = 70,0
postype = p1
bindtime = 5

[State 1500, Helper]
type = Helper
trigger1 = animelem = 15
helpertype = normal
name = "Chain"
ID = 1506
stateno = 1506
pos = 85,0
postype = p1
bindtime = 5

[State 1500, Helper]
type = Helper
trigger1 = animelem = 17
helpertype = normal
name = "Chain"
ID = 1507
stateno = 1507
pos = 100,0
postype = p1
bindtime = 5

[State 1500, Helper]
type = Helper
trigger1 = animelem = 19
helpertype = normal
name = "Chain"
ID = 1508
stateno = 1508
pos = 115,0
postype = p1
bindtime = 5

[State 1500, Helper]
type = Helper
trigger1 = animelem = 21
helpertype = normal
name = "Chain"
ID = 1509
stateno = 1509
pos = 130,0
postype = p1
bindtime = 5


[State 1500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501
ctrl = 1

;-----------------------------
[Statedef 1501]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 1501
sprpriority = 2

[State 1501, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 1501, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,NA
damage = 35,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7771
sparkxy = -10,-68
guard.sparkno = s6767
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = -3.2, -7.5
air.hittime = 25

[State 1501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 1502]
type = A
movetype = A
physics = N
anim = 1502
velset = 0,0
sprpriority = -9

[State 1502, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -50
ignorehitpause = 1
persistent = 1

[State 1502, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1502, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1500

[Statedef 1503]
type = A
movetype = A
physics = N
anim = 1502
velset = 0,0
sprpriority = -9

[State 1502, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -25
ignorehitpause = 1
persistent = 1

[State 1502, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1502, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1500

[Statedef 1504]
type = A
movetype = A
physics = N
anim = 1502
velset = 0,0
sprpriority = -9

[State 1502, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -10
ignorehitpause = 1
persistent = 1

[State 1502, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1502, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1500

[Statedef 1505]
type = A
movetype = A
physics = N
anim = 1502
velset = 0,0
sprpriority = -9

[State 1502, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -5
ignorehitpause = 1
persistent = 1

[State 1502, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1502, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1500

[Statedef 1506]
type = A
movetype = A
physics = N
anim = 1502
velset = 0,0
sprpriority = -9

[State 1502, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 1502, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1502, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1500

[Statedef 1507]
type = A
movetype = A
physics = N
anim = 1502
velset = 0,0
sprpriority = -9

[State 1502, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 5
ignorehitpause = 1
persistent = 1

[State 1502, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1502, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1500

[Statedef 1508]
type = A
movetype = A
physics = N
anim = 1503
velset = 0,0
sprpriority = -9

[State 1502, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 10
ignorehitpause = 1
persistent = 1

[State 1502, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1502, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1500

[Statedef 1509]
type = A
movetype = A
physics = N
anim = 1533
velset = 0,-5
sprpriority = -9

[State 1502, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 15
ignorehitpause = 1
persistent = 1

[State 1502, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1502, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
;trigger2 = parent, anim != 1500

;-------------------------------------------------------------------------------
[Statedef 1510]
type = A
movetype = A
physics = N
anim = 1510
velset = 3,-5
sprpriority = 9

[State 1510, Explod]
type = Explod
trigger1 = time = 2
anim = 1533
ID = 1510
pos = 10,-0
postype = p1
facing = 1
vfacing = 1
bindtime = 5
vel = 0,0
removetime = 5
scale = 1,1
sprpriority = 8

[State 1510, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1510, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
;trigger2 = parent, anim != 1500



;---------------------------------------------------------------------------------------------
;Rolling Truncheon

[Statedef 1600]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 1600
poweradd = 55
sprpriority = 2
velset = 10,0

[State 1600, VelMul, corrida]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo = 100
x = .8

[State 1600, VelSet]
type = VelSet
trigger1 = animelem = 3
trigger2 = movehit = 1
x = 10
y = 0

[State 1600, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 1600, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
attr = C,SA
damage = 27,5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7770
sparkxy = -10, -23
guard.sparkno = s6767
hitsound = 5,0
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

[State 1600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------------------------
;Hypers
;---------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------------------------
;Hyper1

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

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S3000,0
volume = 255
channel = 5

;------------------------------Start of Hyper Effects

[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = time = 5
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = time = 5
Time = 60
pos = 25,-65
sound = S8889,0
poweradd = -1000
movetime = 60

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

;------------End of Hyper Effects

[State 3000, 1]
type = Helper
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 20
trigger6 = animelem = 23
trigger7 = animelem = 27
trigger8 = animelem = 30
trigger9 = animelem = 32
trigger10 = animelem = 34
trigger11 = animelem = 36
trigger12 = animelem = 37
trigger13 = animelem = 39
pos = 70,-75
postype = p1
stateno = 1070
helpertype = normal
name = "Cresent"
id = 1070
keyctrl = 0
ownpal = 1

[State 3000, 1]
type = Helper
trigger1 = animelem = 42
pos = 70,-75
postype = p1
stateno = 1070
helpertype = normal
name = "Cresent"
id = 1070
keyctrl = 0
ownpal = 1

[State 3000, End]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;Hyper2  Staff Slash Start

[Statedef 3100]
type    = S
movetype= A
physics = S
poweradd= 80
juggle = 1
velset = 0,0
anim = 1100
ctrl = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S3100,0
volume = 255
channel = 5

;------------------------------Start of Hyper Effects

[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = time = 5
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = time = 5
Time = 60
pos = 25,-65
sound = S8889,0
poweradd = -1000
movetime = 60

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

;------------End of Hyper Effects
[State 3100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = ifelse(command = "holdfwd", 6, ifelse(command = "holdback", 1.5, 3))
y = ifelse(command = "holdup", -9, -6)

[State 3100, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .49

[State 3100, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1100 && AnimElemTime(12) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 3100, hit]
type=hitdef
trigger1=time = 0
attr=A,HA
damage=30,1
animtype=Hard
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=1
sparkxy=-20,-18
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=2
ground.hittime=2
ground.velocity=-9
air.type=Low
air.velocity = -9,4
air.hittime = 18
getpower=0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,1
volume = 0
channel = -1

[State 3100, 5]
type = ChangeState
triggerall = animelemtime(4) >= 0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 3101
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash A
[Statedef 3101]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 8,0
anim = 1105
ctrl = 0

[State 3101, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 3101, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1105 && AnimElemTime(13) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 3101, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Heavy
damage = 30,2
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkno=1
sparkxy = -5,-85
hitsound = S1,6
guardsound = S2,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -6
air.type = High
air.velocity = -5,-4
yaccel = .5

[State 3101, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3102
ctrl = 1

;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; Staff Slash B
[Statedef 3102]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 8,0
anim = 1110
ctrl = 0

[State 3102, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 3102, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1110 && AnimElemTime(13) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 3102, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Heavy
damage = 30,2
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkno=1
sparkxy = -5,-85
hitsound = S1,6
guardsound = S2,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -6
air.type = High
air.velocity = -5,-4
yaccel = .5

[State 3102, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3103
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash B
[Statedef 3103]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 8,0
anim = 1400
ctrl = 0

[State 3103, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 3103, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1110 && AnimElemTime(13) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 3103, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Heavy
damage = 30,2
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno=1
sparkxy = -5,-85
hitsound = S1,6
guardsound = S2,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -6
air.type = High
air.velocity = -5,-4
yaccel = .5

[State 3103, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3104
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash C
[Statedef 3104]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 12,0
anim = 1120
ctrl = 0

[State 3104, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1120 && AnimElemTime(14) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 3104, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = Heavy
damage = 30,3
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkno=2
sparkxy = -15,-44
hitsound = S1,6
guardsound = S2,0
fall.xvelocity = 0
fall.yvelocity = 0
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -5,-4
air.type = Low
air.velocity = -5,4
yaccel = .5

[State 3104, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3105
ctrl = 1


;-------------------------------------------------------------------------------
; Staff Slash A
[Statedef 3105]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 8,0
anim = 1410
ctrl = 0

[State 3105, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 3105, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1105 && AnimElemTime(13) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 3105, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Heavy
damage = 30,2
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno=1
sparkxy = -5,-85
hitsound = S1,6
guardsound = S2,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -6
air.type = High
air.velocity = -5,-4
yaccel = .5

[State 3105, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3106
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash B
[Statedef 3106]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 8,0
anim = 3099
ctrl = 0

[State 3106, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 3106, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1110 && AnimElemTime(13) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 3106, hitdef]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype = Heavy
damage = 30,2
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno=1
sparkxy = -5,-85
hitsound = S1,6
guardsound = S2,0
ground.type = Heavy
ground.slidetime = 22
ground.hittime  = 32
ground.velocity = -26,-13
air.type = High
air.velocity = -15,-16
yaccel = .5
fall = 1
air.fall = 1
fall.recover = 0

[State 3106, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3107
ctrl = 1

;-------------------------------------------------------------------------------
; Staff Slash nunchuck
[Statedef 3107]
type    = S
movetype= A
physics = S
poweradd= 0
juggle = 0
velset = 8,0
anim = 3100
ctrl = 0

[State 3107, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 3107, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1110 && AnimElemTime(13) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 3107, hitdef]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype = Heavy
damage = 30,2
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno=1
sparkxy = -5,-85
hitsound = S1,6
guardsound = S2,0
ground.type = Heavy
ground.slidetime = 22
ground.hittime  = 32
ground.velocity = -26,-13
air.type = High
air.velocity = -15,-16
yaccel = .5
fall = 1
air.fall = 1
fall.recover = 0

[State 3107, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;--------------------------------------------------------------------
; Uzi Hyper
[StateDef 3200]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 20
sprpriority = 2

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
trigger1 = Animelem = 4
value = S3200,1
volume = 255
channel = 4

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 5
value = S3200,0
volume = 255
channel = 5

;------------------------------Start of Hyper Effects

[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = time = 5
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = time = 5
Time = 60
pos = 25,-65
sound = S8889,0
poweradd = -1000
movetime = 10

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

;------------End of Hyper Effects

[State 3200]
type=width
trigger1=animelemtime(4)=0
value=40,0

[State 3200]
type=width
trigger1=animelemtime(5)=0
value=50,0

[State 3200]
type=width
trigger1=animelemtime(6)=0
value=65,0

[State 3200, Gun Explod Forward]
type = Explod
trigger1 = AnimElem = 8  && stateno = 3200
trigger2 = AnimElem = 10  && stateno = 3200
trigger3 = AnimElem = 12  && stateno = 3200
trigger4 = AnimElem = 14  && stateno = 3200
trigger5 = AnimElem = 16  && stateno = 3200
trigger6 = AnimElem = 18  && stateno = 3200
trigger7 = AnimElem = 20  && stateno = 3200
trigger8 = AnimElem = 22  && stateno = 3200
trigger9 = AnimElem = 24  && stateno = 3200
trigger10 = AnimElem = 26 && stateno = 3200
trigger11 = AnimElem = 28 && stateno = 3200
trigger12 = AnimElem = 30 && stateno = 3200
trigger13 = AnimElem = 32 && stateno = 3200
trigger14 = AnimElem = 34 && stateno = 3200
trigger15 = AnimElem = 36 && stateno = 3200
anim = 3299
postype = p1
pos = 69,-89
ownpal = 1
ontop = 0
sprpriority = 1

[State 3200, Gun Explod Forward]
type = Explod
trigger1 = AnimElem = 7 && stateno = 3200
trigger2 = AnimElem = 9 && stateno = 3200
trigger3 = AnimElem = 11 && stateno = 3200
trigger4 = AnimElem = 13 && stateno = 3200
trigger5 = AnimElem = 15 && stateno = 3200
trigger6 = AnimElem = 17 && stateno = 3200
trigger7 = AnimElem = 19 && stateno = 3200
trigger8 = AnimElem = 21 && stateno = 3200
trigger9 = AnimElem = 23 && stateno = 3200
trigger10 = AnimElem = 25 && stateno = 3200
trigger11 = AnimElem = 27 && stateno = 3200
trigger12 = AnimElem = 29 && stateno = 3200
trigger13 = AnimElem = 31 && stateno = 3200
trigger14 = AnimElem = 33 && stateno = 3200
trigger15 = AnimElem = 35 && stateno = 3200
trigger16 = AnimElem = 37 && stateno = 3200
anim = 3299
postype = p1
pos = 65,-81
ownpal = 1
ontop = 1
sprpriority = 13

[State 3200, Explod]
type = Explod
trigger1 = AnimElem = 8  && stateno = 3200
trigger2 = AnimElem = 10  && stateno = 3200
trigger3 = AnimElem = 12  && stateno = 3200
trigger4 = AnimElem = 14  && stateno = 3200
trigger5 = AnimElem = 16  && stateno = 3200
trigger6 = AnimElem = 18  && stateno = 3200
trigger7 = AnimElem = 20  && stateno = 3200
trigger8 = AnimElem = 22  && stateno = 3200
trigger9 = AnimElem = 24  && stateno = 3200
trigger10 = AnimElem = 26 && stateno = 3200
trigger11 = AnimElem = 28 && stateno = 3200
trigger12 = AnimElem = 30 && stateno = 3200
trigger13 = AnimElem = 32 && stateno = 3200
trigger14 = AnimElem = 34 && stateno = 3200
trigger15 = AnimElem = 36 && stateno = 3200
anim = 3298
ID = 3298
pos = -38,-5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = -2,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = AnimElem = 7 && stateno = 3200
trigger2 = AnimElem = 9 && stateno = 3200
trigger3 = AnimElem = 11 && stateno = 3200
trigger4 = AnimElem = 13 && stateno = 3200
trigger5 = AnimElem = 15 && stateno = 3200
trigger6 = AnimElem = 17 && stateno = 3200
trigger7 = AnimElem = 19 && stateno = 3200
trigger8 = AnimElem = 21 && stateno = 3200
trigger9 = AnimElem = 23 && stateno = 3200
trigger10 = AnimElem = 25 && stateno = 3200
trigger11 = AnimElem = 27 && stateno = 3200
trigger12 = AnimElem = 29 && stateno = 3200
trigger13 = AnimElem = 31 && stateno = 3200
trigger14 = AnimElem = 33 && stateno = 3200
trigger15 = AnimElem = 35 && stateno = 3200
trigger16 = AnimElem = 37 && stateno = 3200
anim = 3298
ID = 3298
pos = -38,-4
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = -1,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 3200]
type=VarRandom
trigger1=1
v=42
range=30,40

[State 3200]
type=VarRandom
trigger1=1
v=43
range=-75,5

[State 2, 1]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 23
trigger7 = AnimElem = 26
trigger8 = AnimElem = 29
trigger9 = AnimElem = 32
trigger10 = AnimElem = 35
projanim = 3297
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-31
velocity = 19,-0.5
attr = S, HP
damage   = 5
animtype = Low
guardflag = MA
hitflag = MAFDP
pausetime = 2,10
hitsound   = 5,2
sparkno = s7770
sparkxy=var(42),var(43)
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.fall = 0
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 2, 1]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 15
trigger4 = AnimElem = 18
trigger5 = AnimElem = 21
trigger6 = AnimElem = 24
trigger7 = AnimElem = 27
trigger8 = AnimElem = 30
trigger9 = AnimElem = 33
trigger10 = AnimElem = 36
projanim = 3297
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-31
velocity = 19
attr = S, HP
damage   = 9
animtype = Low
guardflag = MA
hitflag = MAFDP
pausetime = 2,10
hitsound   = 5,2
sparkno = s7770
sparkxy=var(42),var(43)
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.fall = 0
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
air.fall = 1

[State 2, 3]
type = Projectile
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
trigger4 = AnimElem = 19
trigger5 = AnimElem = 22
trigger6 = AnimElem = 25
trigger7 = AnimElem = 28
trigger8 = AnimElem = 31
trigger9 = AnimElem = 34
projanim = 3297
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-31
velocity = 19, 0.5
attr = S, HP
damage   = 5
animtype = Low
guardflag = MA
hitflag = MAFDP
pausetime = 2,10
hitsound   = 5,2
sparkno = s7770
sparkxy=var(42),var(43)
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.fall = 0
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 2, 3]
type = Projectile
trigger1 = AnimElem = 37
projanim = 3297
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-31
velocity = 19, 0.5
attr = S, HP
damage   = 77
animtype = Heavy
guardflag = MA
hitflag = MAFDP
pausetime = 2,10
hitsound   = 5,2
sparkno = s7772
sparkxy=var(42),var(43)
guardsound = S6,0
ground.type = Heavy
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 3200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Hyper4
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Hyper4 Attributes

[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3300
ctrl = 0
sprpriority = 2


[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S3300,0
volume = 255
channel = 5

;------------------------------Start of Hyper Effects

[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay


[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = time = 5
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = time = 5
Time = 60
pos = 25,-65
sound = S8889,0
poweradd = -1000
movetime = 60

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

;------------End of Hyper Effects



[State 3300, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3300, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3302
ID = 3302
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = 108
vel = 0,0
accel = 0,0
random = 0,0
removetime = 108
supermove
scale = 0.66,0.66
sprpriority = -99
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 3300, Explod]
type = Explod
trigger1 = animelem = 1
anim = 3309
ID = 3309
pos = -50,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 35
vel = 0,0
accel = 0,0
random = 0,0
removetime = 68
supermove
scale = 0.46,0.46
sprpriority = -9
ontop = 1
shadow = 0,0,0
ownpal = 1

[State 3300, Explod]
type = Explod
trigger1 = animelem = 1
anim = 3310
ID = 3310
pos = 0,-200
postype = P1
facing = 1
vfacing = 1
bindtime = 35
vel = 0,0
accel = 0,0
random = 0,0
removetime =35
supermove
scale = 0.36,0.36
sprpriority = -9
ontop = 1
shadow = 0,0,0
ownpal = 1

[State 3300, Explod]
type = Explod
trigger1 = animelem = 1
anim = 3308
ID = 3308
pos = 0,-50
postype = P1
facing = 1
vfacing = 1
bindtime = 105
vel = 0,0
accel = 0,0
random = 0,0
removetime = 105
supermove
scale = 0.66,1.22
sprpriority = -9
ontop = 1
shadow = 0,0,0
ownpal = 1

[State 3300, VarSet]
type = VarRandom
trigger1 = Time = 0
triggerall = !numexplod(3304)
triggerall = !var(10)
v = 10
range = 0,3

[State 3300, End]
type = ChangeState
trigger1 = animelem = 2 ;"Resurrection"
trigger1 = Var(10) = 0
value = 3304
ctrl = 1

[State 3300, End]
type = ChangeState
trigger1 = animelem = 2 ;"Shield"
trigger1 = Var(10) = 1
value = 3305
ctrl = 1

[State 3300, End]
type = ChangeState
trigger1 = animelem = 2; "Strength"
trigger1 = Var(10) = 2
value = 3306
ctrl = 1

[State 3300, End]
type = ChangeState
trigger1 = animelem = 2; "Stealth"
trigger1 = Var(10) = 3
value = 3307
ctrl = 1

[State 3300, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Resurrection
[Statedef 3304]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3301
ctrl = 0
sprpriority = 2


[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3304, sense bar]
type = Explod
trigger1 = time =1
anim = 3304
id = 3304
pos = ifelse(TeamSide = 1, 1, 319), 240
postype = left
facing = ifelse(TeamSide = 1, 1, -1)
bindtime = -1
removetime = -2
sprpriority = 90
ignorehitpause = 1
ownpal = 1

[State 3304, sense bar]
type = Explod
trigger1 = time =1
anim = 3303
id = 3303
pos = ifelse(TeamSide = 1, 48, 271), 240
postype = left
facing = 1
bindtime = -1
removetime = -2
sprpriority = 92
ignorehitpause = 1
ownpal = 1

[State 3304, VarSet]
type = VarSet
trigger1 = time =1
v = 17
value = 3

[State 3304, PalFX]
type = PalFX
trigger1 = var(17) = 3
time = 270
add = 185,60, 65
mul =  155,40, 45
sinadd = 65,15,155,35
ignorehitpause = 1

[State 3304, LifeAdd]
type = LifeAdd
triggerall = life < 50
triggerall = numexplod(3303) = 1
trigger1 = Timemod = 3,1
trigger1 = var(17) = 3
value = 18

[State 3304, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;-------------------------------------------------------------------------------
;Durability
[Statedef 3305]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3301
ctrl = 0
sprpriority = 2


[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3305, sense bar]
type = Explod
trigger1 = time =1
anim = 3305
id = 3305
pos = ifelse(TeamSide = 1, 1, 319), 240
postype = left
facing = ifelse(TeamSide = 1, 1, -1)
bindtime = -1
removetime = -2
sprpriority = 90
ignorehitpause = 1
ownpal = 1

[State 3305, sense bar]
type = Explod
trigger1 = time =1
anim = 3303
id = 3303
pos = ifelse(TeamSide = 1, 48, 271), 240
postype = left
facing = 1
bindtime = -1
removetime = -2
sprpriority = 92
ignorehitpause = 1
ownpal = 1

[State 3305, VarSet]
type = VarSet
trigger1 = time =1
v = 19
value = 3

[State 3305, HitOverride]
type = HitOverride
trigger1 = var(19) = 3
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 280
stateno = 120

[State 3305, PalFX]
type = PalFX
trigger1 = var(19) = 3
time = 270
add = 60, 185, 165
mul = 40, 155, 155
sinadd = 65,15,155,35
ignorehitpause = 1

[State 3305, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;Strength power up
[Statedef 3306]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3301
ctrl = 0
sprpriority = 2


[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3306, PalFX]
type = PalFX
trigger1 = var(20) = 3
time = 280
add = 170, 135, 0
mul = 255 ,240,100
sinadd = 65,15,155,35
ignorehitpause = 1

[State 3306, sense bar]
type = Explod
trigger1 = time =1
anim = 3306
id = 3306
pos = ifelse(TeamSide = 1, 1, 319), 240
postype = left
facing = ifelse(TeamSide = 1, 1, -1)
bindtime = -1
removetime = -2
sprpriority = 90
ignorehitpause = 1
ownpal = 1

[State 3306, sense bar]
type = Explod
trigger1 =  time =1
anim = 3303
id = 3303
pos = ifelse(TeamSide = 1, 48, 271), 240
postype = left
facing = 1
bindtime = -1
removetime = -2
sprpriority = 92
ignorehitpause = 1
ownpal = 1

[State 3306, VarSet]
type = VarSet
trigger1 =  time =1
v = 20
value = 3

[State 3306, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; Cloaking
[Statedef 3307]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3301
ctrl = 0
sprpriority = 2


[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3307, sense bar]
type = Explod
trigger1 = animelem = 1
anim = 3307
id = 3307
pos = ifelse(TeamSide = 1, 1, 319), 240
postype = left
facing = ifelse(TeamSide = 1, 1, -1)
bindtime = -1
removetime = -2
sprpriority = 90
ignorehitpause = 1
ownpal = 1

[State 3307, sense bar]
type = Explod
trigger1 = animelem = 1
anim = 3303
id = 3303
pos = ifelse(TeamSide = 1, 48, 271), 240
postype = left
facing = 1
bindtime = -1
removetime = -2
sprpriority = 92
ignorehitpause = 1
ownpal = 1

[State 3307, VarSet]
type = VarSet
trigger1 = animelem = 1
v = 18
value = 3

[State 3307, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;--------------------------------------------------------------------
;-------------------------------------------------------------------------------
;--------------------------------------------------------------------
;Hyper 3
[StateDef 3600]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3600
poweradd=0

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20

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

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1090
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, assertspecial]
type = assertspecial
trigger1 = time = [0,60]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, Hyper Background]
type = explod
trigger1 = time = 42
anim = 750
id = 306
postype = back
sprpriority = -4
supermovetime = 99999999
pausemovetime = 99999999
shadow = 68,68,68
ownpal = 1
removetime = 150
pos = 0,0
bindtime = -1
removeongethit = 1
ignorehitpause = 1

[State 3000, Hyper Black]
type = explod
trigger1 = time = 42
anim = 751
id = 306
postype = back
sprpriority = -4
supermovetime = 99999999
pausemovetime = 99999999
shadow = 68,68,68
ownpal = 1
removetime = 150
pos = 0,0
bindtime = -1
removeongethit = 1
ignorehitpause = 1

[State 3100, Hyper Explode]
type = Explod
trigger1 = time = 15
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3100, Hyper Circle]
type = Explod
trigger1 = Time = 30
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3100, Sound]
type = PlaySnd
trigger1 = Time = 12
value = 8889,0

[State 3100, Ground Flash]
type = Explod
trigger1 = time = 15
anim = 6666
ID = 8400
postype = P1
pos = -40,0
sprpriority = 3
ownpal = 1
supermovetime = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 50
movetime = 50
sound = s3000,10
darken = 0
pos = 9999999,99999999
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 51
value = SCA
time = 1

[State 4000, hit]
type=hitdef
trigger1=time ;&& enemynear
trigger1=p2movetype!=H&&p2stateno!=40
attr=S,HT
hitflag=M
priority=7,Miss
numhits=0
sparkno=-1
p1facing=1
p2facing=1
p1stateno=3601
p2stateno=3605
;guard.dist=0
fall=1
fall.recover=0
ID=3600

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 50
time = 2
length = 18
framegap = 8
timegap = 1
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S2000,12
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S2000,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S1100,1
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
trigger1 = time >= 50
x = 7.8
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = Time >= 90
x = 0
y = 0


[State 3600, end]
type = ChangeState
trigger1 = Time >= 90
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;p1state
[Statedef 3601]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 3601				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 801, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = s1100, 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 80
value = S16,3
volume = 0
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
id = -1
pos = 45,0
;ignorehitpause =
;persistent =

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time >=30
time = 2
add = -255,-255,-255

[State 901:Assertspecial]
type = assertspecial
trigger1 = time >=30
flag = nobardisplay

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
trigger8 = animelem = 9
trigger9 = animelem = 10
trigger10 = animelem = 11
trigger11 = animelem = 12
trigger12 = animelem = 13
trigger13 = animelem = 14
trigger14 = animelem = 15
trigger15 = animelem = 16
trigger16 = animelem = 17
trigger17= animelem = 18
trigger18= animelem = 19
trigger19= animelem = 20
trigger20= animelem = 21
trigger21= animelem = 22
trigger22= animelem = 23
trigger23= animelem = 24
trigger24= animelem = 25
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
trigger8 = animelem = 9
trigger9 = animelem = 10
trigger10 = animelem = 11
trigger11 = animelem = 12
trigger12 = animelem = 13
trigger13 = animelem = 14
trigger14 = animelem = 15
trigger15 = animelem = 16
trigger16 = animelem = 17
trigger17= animelem = 18
trigger18= animelem = 19
trigger19= animelem = 20
trigger20= animelem = 21
trigger21= animelem = 22
trigger22= animelem = 23
trigger23= animelem = 24
trigger24= animelem = 25
value = S8000,0
volume = 255
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
trigger8 = animelem = 9
trigger9 = animelem = 10
trigger10 = animelem = 11
trigger11 = animelem = 12
trigger12 = animelem = 13
trigger13 = animelem = 14
trigger14 = animelem = 15
trigger15 = animelem = 16
trigger16 = animelem = 17
trigger17= animelem = 18
trigger18= animelem = 19
trigger19= animelem = 20
trigger20= animelem = 21
trigger21= animelem = 22
trigger22= animelem = 23
trigger23= animelem = 24
trigger24= animelem = 25
time = 5
freq = 60
ampl = -2
;phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
trigger8 = animelem = 9
trigger9 = animelem = 10
trigger10 = animelem = 11
trigger11 = animelem = 12
trigger12 = animelem = 13
trigger13 = animelem = 14
trigger14 = animelem = 15
trigger15 = animelem = 16
trigger16 = animelem = 17
trigger17= animelem = 18
trigger18= animelem = 19
trigger19= animelem = 20
trigger20= animelem = 21
trigger21= animelem = 22
trigger22= animelem = 23
trigger23= animelem = 24
trigger24= animelem = 25
anim = 9990+(random%2)
ID = 9990
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 55,55
removetime = -2
supermove = 999999999
pausemove = 999999999
scale = 1.1,1.1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3602
ctrl = 1

;---------------------------------------------------------------------------
;p2state
[Statedef 3602]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0
anim = 3602				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = -1	;Set layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S8200,0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = -295
ID = -1
kill = 1
absolute = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = enemynear,life >0
trigger1 = time = 0
time = 15
freq = 60
ampl = -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = enemynear,life >0
trigger1 = time = 0
value = S3000,11
volume = 0
channel = -1

[State 3805, end]
type=selfstate
trigger1 = animtime =0
value=0
ctrl=1
;---------------------------------------------------------------------------
;p2state
[Statedef 3605]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 3		;Set layering priority to 2 (in front)

[State 0, ChangeState]
type = ChangeState
trigger1 = (time =[10,30]) && (enemynear,stateno != 3601 ) && (anim = 3605)
value = 0
ctrl = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3605
ontop = 1
;elem = 1
;ignorehitpause =
;persistent =

[State 3805, end]
type=changestate
trigger1 = time >=336
value=3606
;---------------------------------------------------------------------------
;p2state
[Statedef 3606]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2		;Set layering priority to 2 (in front)

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3606
;elem = 1
;ignorehitpause =
;persistent =

[State 3805, end]
type=selfstate
triggerall = time >=120
trigger1=!alive
value=5150

[State 3805, end]
type=selfstate
triggerall = time >=120
;trigger1=!animtime
trigger1= alive
value=5120
 ;----------------------------[2002 UM MAX2 BG]----------------------------------
[Statedef 40001]
anim = 9999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG

;[State 40001, Tile #1-7]
;type = Explod
;triggerall = !numexplod(15600)
;trigger1 = !time
;anim = 15600
;ID = 15600
;pos = 0,0
;postype = left  ;p2,front,back,left,right
;removetime = 10
;pausemovetime = -1
;supermovetime = -1
;scale = 1.1,1.1
;sprpriority = -20
;ownpal = 1
;ignorehitpause = 1
;bindtime = -1
;persistent = 0

[State 40001, Tile #1-7]
type = Explod
trigger1 = !time
trigger2 = numexplod(15601) = 0
anim = 15600
ID = 15601
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1.1,1.1
sprpriority = -9999
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 40001, Glass Break]
type = ChangeState
;trigger1 = root, stateno != 3300 && root, stateno != 3350
;trigger2 = root, stateno = 3300 && root,animelemtime(61) = 1  || root, stateno = 3350 && root,animelemtime(50) = 1
trigger1 = root, stateno !=[3000,4999]
;trigger2 = root, NumHelper(8400) !=0|| root, NumHelper(8420) !=0
value = stateno+1

[Statedef 40002]
anim = 9999

;[State 40002, RemoveExplod]
;type = RemoveExplod
;trigger1 = !time
;id = 15600

[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15601

[State 40002, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S14001,0
volume = 200

[State 40001, Glass Break]
type = Explod
triggerall = !numexplod(15640)
trigger1 = !time
anim = 15604
ID = 15640
pos = 0,0
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
scale = 1,1
sprpriority = -20
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;--------------------------[2002 UM MAX2 PORTRAIT]------------------------------
[Statedef 40003]
anim = 9999

[State 40001, P1 BG]
type = Explod
triggerall = !numexplod(15650)
triggerall = teamside = 1
trigger1 = !time
anim = 15605
ID = 15650
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P2 BG]
type = Explod
triggerall = !numexplod(15651)
triggerall = teamside = 2
trigger1 = !time
anim = 15606
ID = 15651
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P1 PORTRAIT]
type = Explod
triggerall = !numexplod(15660)
triggerall = teamside = 1
trigger1 = !time
anim = 15607
ID = 15660
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40001, P2 PORTRAIT]
type = Explod
triggerall = !numexplod(15661)
triggerall = teamside = 2
trigger1 = !time
anim = 15607
ID = 15661
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15650
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15650
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15651
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15651
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15660
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15660
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15661
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15661
scale = 1,1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 40004]
anim = 9999

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1

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



;---------------------------------------------------------------------------------------------
;Beginning of the super jump
[Statedef 7000]
type = A
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 = 48
velset = 0,-16.3

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "TruncheonSwing"
value = 1500
ctrl = 0

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.1

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 42
trigger1 = Time = [0,5]
x = 4

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 43
trigger1 = Time = [0,5]
x = -3.5

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 0
trigger1 = Time = [0,4]
value = 48


[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 1
trigger1 = Time = [0,4]
value = 48

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = -1
trigger1 = Time = [0,4]
value = 48

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

[State 7001, Explod]
type = Explod
trigger1 = Time = 0
ID = 474
anim = 6669
postype = p1
pos = 12, 60
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.20 - (time * 0.15), 1.54 - (time * 0.15) 

[State 7001, explod]
type = Explod
trigger1 = Time = 0
ID = 474
anim = 6699
postype = p1
pos = 5, 60
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.20 - (time * 0.15), 1.54 - (time * 0.15) 

[State 7001, explod]
type = Explod
trigger1 = Time = 0
ID = 474
anim = 9006
postype = p1
pos = 0, 20
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 2, 2
 
[State 7001, Variavelzinha muito útil]
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

;----------------------------------------------------------------
; Electricity
[Statedef 7696]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0
anim = 5030
juggle = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 20
trigger3 = time = 40
value = S15,5

[State 7696, Shock Animation]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 7696, Fau-Shock]
type = Palfx
trigger1 = !AnimExist(7696) && TimeMod = 3, 1
time = 2
mul = 199,198,226

[State 7696, Fau-Shock]
type = Palfx
trigger1 = !AnimExist(7696) && TimeMod = 4, 2
time = 3
mul = 50,26,50

[State 7696, No hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7696, Fall Back]
type = velset
trigger1 = Time = 30
x = -1.8
y = -9.4

[State 7696, Fall Back]
type = gravity
trigger1 = Time >= 30

[State 7696, Change]
type = Selfstate
trigger1 = Pos Y > 0
value = 5100


;----------------------------------------------------------------
; Frozen
[Statedef 7991]
type    = U
MoveType = H
physics = U
velset = 0,0
ctrl = 0
anim = 5000
juggle = 0

[State 7991, Frozen Animation]
type = ChangeAnim
trigger1 = AnimExist(7991)
trigger1 = Anim != 7991
value = 7991

[State 0, Fau-Frozen]
type = PalFX
trigger1 = !AnimExist(7991)
time = 100
add = 5,0,72
mul = 338,389,256
invertall = 1
color = 15

[State 7600, Change]
type = Selfstate
trigger1 = time = 100
value = 5100

;---------------------------------------------------------------------------------------------
[Statedef 8882]
type = S
physics = S
anim = 0
sprpriority = 1
ctrl = 0

[State 8882, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 8882, ChangeState]
type = Changestate
trigger1 = time = 30
value = 8883

[Statedef 8883]
type = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0

[State 8883, PlaySnd]
type = PlaySnd
trigger1 = (AnimElem = 5) || (AnimElem = 9)
value = 8100,0

[State 8883, VelSet]
type = VelSet
trigger1 = 1
x = 8

[State 8883, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 8883, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 8883, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 8883, ChangeState]
type = ChangeState
trigger1 = p2bodydist x <= 190
value = 101
ctrl = 0

;---------------------------------------------------------------------------------------------
[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, Pó]
type = Explod
trigger1 = Stateno = 52 && time = 1
trigger2 = Stateno = 240 && animelem = 8
trigger3 = Stateno = 1102 && time = 1
trigger4 = Stateno = 1112 && time = 1
trigger5 = Stateno = 1122 && time = 1
trigger6 = Stateno = 106 && time = 1
trigger7 = Stateno = 352 && AnimElemTime(2) = 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, Explod]
type = RemoveExplod
trigger1 = StateNo != [3000,4999]
ID = 8900

[State -3, Explod]
type = RemoveExplod
trigger1 = Roundstate = 4
ID = 8901

[State -3, Explod]
type = RemoveExplod
trigger1 = Var(20) > 0
ID = 8900

[State -3, Explod]
type = RemoveExplod
trigger1 = StateNo != [3000,4999]
ID = 8998

[State -3, Explod]
type = RemoveExplod
trigger1 = Roundstate = 4
ID = 8998

[State -3, Explod]
type = RemoveExplod
trigger1 = Var(20) > 0
ID = 8998

[State -3, Explod]
type = RemoveExplod
trigger1 = StateNo != [3000,4999]
ID = 8997

[State -3, Explod]
type = RemoveExplod
trigger1 = Roundstate = 4
ID = 8997

[State -3, Explod]
type = RemoveExplod
trigger1 = Var(20) > 0
ID = 8997

[State -3, Explod]
type = RemoveExplod
trigger1 = StateNo != [3000,4999]
ID = 8999

[State -3, Explod]
type = RemoveExplod
trigger1 = Roundstate = 4
ID = 8999

[State -3, Explod]
type = RemoveExplod
trigger1 = Var(20) > 0
ID = 8999

[State -3, MSSM]
type = VarRandom
trigger1 = 1
v = 23
range = 0,8

[State -3, Super Jump]
type = VarSet
trigger1 = Stateno = 0
v = 12
value = 0

;[State -3, Afterimagetime]
type = Afterimagetime
trigger1 = stateno != [3000,4999] 
time = 0

[State -3, ctrl set]
type = ctrlset
trigger1 = roundstate = 4
value = 0

;---------------------------------------------------------------------------
;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 = 3333
postype = p1
pos = 53,-50
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7

[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

[Statedef 6310];--------------crouch
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 = 3333
postype = p1
pos = 33,-45
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7

[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


[Statedef 6320];------------air
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 = 3333
postype = p1
pos = 33,-55
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7

[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

[Statedef 6350];guard push helper
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



;---------------------------------------------------------------------------
;--------------------------------- Roll ------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Near Roll

[Statedef 890]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 20
velset = 4,0
ctrl = 0
anim = 810
sprpriority = -1

[State 890, 1]
type = VelSet
trigger1 = Time != 1
x = 4

[State 890, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 890, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 890, 5]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 0,1

[State 890, 6.1]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 0
value = 810,0

[State 890, 6.2]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 1
value = 810,1

[State 890, 7]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
length = 20
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3
trans = add1
ignorehitpause = 1

[State 890, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Medium Roll

[Statedef 895]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 20
velset = 4,0
ctrl = 0
anim = 810
sprpriority = -1

[State 895, 1]
type = VelSet
trigger1 = Time != 1
x = 5

[State 895, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 815, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 895, 5]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 0,1

[State 895, 6.1]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 0
value = 810,0

[State 895, 6.2]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 1
value = 810,1

[State 895, 7]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
length = 20
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3
trans = add1
ignorehitpause = 1

[State 895, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Far Roll

[Statedef 898]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 20
velset = 4,0
ctrl = 0
anim = 810
sprpriority = -1

[State 898, 1]
type = VelSet
trigger1 = Time != 1
x = 6

[State 898, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 898, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 898, 5]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 0,1

[State 898, 6.1]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 0
value = 810,0

[State 898, 6.2]
type = PlaySnd
trigger1 = AnimElem = 2 && Var(4) = 1
value = 810,1

[State 898, 7]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
length = 20
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3
trans = add1
ignorehitpause = 1

[State 898, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;------------------------------ Recovery Roll ------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Near Foward Recovery Roll

[Statedef 831]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 831
sprpriority = -1

[State 831, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 831, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 831, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 831, 5]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 831, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 832]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 832
sprpriority = -1

[State 832, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 832, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 832, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 832, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 832, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 832, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Far Foward Recovery Roll

[Statedef 840]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 840
sprpriority = -1

[State 840, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 840, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 840, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 840, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 840, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 840, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Near Backward Recovery Roll

[Statedef 850]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 850
sprpriority = -1

[State 850, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 850, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 850, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 850, 5]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 850, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 855]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 855
sprpriority = -1

[State 855, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 855, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 855, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 855, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 855, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 855, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Far Backward Recovery Roll

[Statedef 860]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 860
sprpriority = -1

[State 860, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 860, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 860, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 860, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 860, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 860, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Recovery Roll - Variable "Reset"

[State -2, 1]
type = VarSet
trigger1 = (StateNo != 5050) && (StateNo != 5071)
v = 30
value = 0

;-------------------------------------------------------------------------
; A.I. - Far Foward Recovery Roll

[State -2, 2]
type = ChangeState
triggerall = (RoundState = 2)&&(Var(59) = 2)
triggerall = (StateType != S)&&(StateType != L)
triggerall = (P2Life != 0)&&(Alive = 1)
triggerall = (Pos Y = [-10,0])
triggerall = (StateNo = 5050)||(StateNo = 5071)||(StateNo = 50700)
trigger1 = (P2Dist X)+(BackEdgeDist) <= 160
trigger2 = (Enemy, NumProj > 0)
value = 840

;-------------------------------------------------------------------------
; A.I. - Far Backward Recovery Roll

[State -2, 3]
type = ChangeState
triggerall = (RoundState = 2)&&(Var(59) = 2)
triggerall = (StateType != S)&&(StateType != L)
triggerall = (P2Life != 0)&&(Alive = 1)
triggerall = (Pos Y = [-10,0])
trigger1 = (StateNo = 5050)||(StateNo = 5071)||(StateNo = 50700)
trigger1 = (P2Dist X)+(BackEdgeDist) > 160
value = 55

;-------------------------------------------------------------------------
; A.I. - Lie Down Forward Recovery Roll

[State -2, 4]
type = ChangeState
triggerall = (RoundState = 2)&&(Var(59) = 2)
triggerall = (StateType != S)&&(StateType = L)
triggerall = (P2Life != 0)&&(Alive = 1)
triggerall = (StateNo = 5120)&&(StateNo = 51200)
trigger1 = Time = 1
trigger1 = (P2Dist X)+(BackEdgeDist) <= 160
trigger2 = (Enemy, NumProj > 0)
value = 832

;-------------------------------------------------------------------------
; A.I. - Lie Down Backward Recovery Roll

[State -2, 5]
type = ChangeState
triggerall = (RoundState = 2)&&(Var(59) = 2)
triggerall = (StateType != S)&&(StateType = L)
triggerall = (P2Life != 0)&&(Alive = 1)
trigger1 = (StateNo = 5120)&&(StateNo = 51200)
trigger1 = Time = 1
trigger1 = (P2Dist X)+(BackEdgeDist) > 160
value = 855
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, snd]
type = PlaySnd
triggerall = vel x != 0
triggerall = numexplod(72) <= 0
trigger1 = backedgebodydist <= 5
trigger2 = frontedgebodydist <= 5
persistent = 0
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5030, GMA]
type = Explod
triggerall = vel x != 0
triggerall = backedgebodydist <= 5
trigger1 = numexplod(72) <= 0
persistent = 0
ignorehitpause = 1
id = 72
anim = 6777
pos = -20,-75
postype = p1
bindtime = 1

[State 5030, GMA]
type = Explod
triggerall = vel x != 0
triggerall = frontedgebodydist <= 5
trigger1 = numexplod(72) <= 0
persistent = 0
ignorehitpause = 1
id = 72
anim = 6777
pos = 20,-75
sprpriority = 2
facing = -1
bindtime = 1
ownpal = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

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

; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, snd]
type = PlaySnd
triggerall = vel x != 0
triggerall = numexplod(72) <= 0
trigger1 = backedgebodydist <= 5
trigger2 = frontedgebodydist <= 5
persistent = 0
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5035, GMA]
type = Explod
triggerall = vel x != 0
triggerall = backedgebodydist <= 5
trigger1 = numexplod(72) <= 0
persistent = 0
ignorehitpause = 1
id = 72
anim = 6777
pos = -20,-75
postype = p1
bindtime = 1

[State 5035, GMA]
type = Explod
triggerall = vel x != 0
triggerall = frontedgebodydist <= 5
trigger1 = numexplod(72) <= 0
persistent = 0
ignorehitpause = 1
id = 72
anim = 6777
pos = 20,-75
sprpriority = 2
facing = -1
bindtime = 1
ownpal = 1

[State 5035, 3]
type = 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 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[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

[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, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, snd]
type = PlaySnd
triggerall = vel x != 0
triggerall = numexplod(72) <= 0
trigger1 = backedgebodydist <= 5
trigger2 = frontedgebodydist <= 5
persistent = 0
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5050, GMA]
type = Explod
triggerall = vel x != 0
triggerall = backedgebodydist <= 5
trigger1 = numexplod(72) <= 0
persistent = 0
ignorehitpause = 1
id = 72
anim = 6777
pos = -20,-75
postype = p1
bindtime = 1

[State 5050, GMA]
type = Explod
triggerall = vel x != 0
triggerall = frontedgebodydist <= 5
trigger1 = numexplod(72) <= 0
persistent = 0
ignorehitpause = 1
id = 72
anim = 6777
pos = 20,-75
sprpriority = 2
facing = -1
bindtime = 1
ownpal = 1

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

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

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

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

;For debugging purposes
[State -2, Debug Info]
type = DisplayToClipboard
trigger1 = roundstate > 0
text = "Hits: %d, Catch %d, AI On %d, Super Jump %d, Recovery Roll %d"
;text = "Intro No. %d, Win No. %d, Enemy Proj: %d, Enemy Helpers: %d"
;text = "Score %d"
;text = "P2 Distance X from P1 %f, P2 Distance Y from P1 %f"
params = var(8), var(33), var(59), var(0), var(5)
;params = var(1), var(2), var(7), var(6)
;params = var(11)
;params = P2BodyDist X, P2BodyDist Y

;---------------------------------------------------------------------------
;Is DOS or Win?
[State -2, Detect System]
type = Varadd
trigger1 = (var(17)%2 = 0) && (movecontact) > (movecontact = 1)
v = 17
value = 1

;screenpack mvsc2?
[State -2, Detect Screeenpack]
type = Varadd
trigger1 = var(17) < 10 && roundstate < 2 && numexplod(8522) != 0
v = 17
value = 10

;---------------------------------------------------------------------------
; - mvsc2 screen pack
[State -2, Is MvC2 Screeenpack]
type = Explod
trigger1 = var(17) < 10 && roundstate < 2 && numexplod(8522) = 0
id = 8522
anim = 9001
pos = 0,240
postype = p1
removetime = 1
bindtime = -1
sprpriority = -1
ownpal = 1

;---------------------------------------------------------------------------
; - Press Start (from the Mvc2 screen pack)
[State -2, Press Start Label]
type = Explod
triggerall = var(59) = 1 && roundstate >= 0
trigger1 = (gametime%60) = id && life != 0
id = 8620
anim = 9001
pos = ((enemy, id)<id)*172, 0
postype = Left
removetime = 30
bindtime = -1
sprpriority = -1
ownpal = 1
ontop = 1

; Super FX Section ==================================================


; Misc SCtrls Section ==================================================
[State -2, Lie Down Snd]
type = PlaySnd
trigger1 = Time = 1
trigger1 = anim = 5300
value = 3,21
channel = 0

; ----------------------------------------------------------------------
[State -2, NoHitBy]
Type = NotHitBy
trigger1 = (NumHelper(9985) = 1) && (NumHelper(9986) = 1)
trigger1 = Time = 0
value = SCA
Time = 30

[State -2, PalFX]
type = PalFX
trigger1 = (NumHelper(9985) = 1) && (NumHelper(9986) = 1)
time = 1
add = 0, 0, 256
mul = 256,256,256
persistent = 0

; ----------------------------------------------------------------------
[State -2, PosAdd]
type = PosAdd
trigger1 = Stateno = [5030, 5040]
trigger1 = (anim = 5040) && (AnimElem = 1, < 2)
y = -20
persistent = 0

; Reset Super Jump var
[State -2, Super Jump Reset]
type = VarSet
trigger1 = stateno = 52
trigger2 = stateno = 0
var(0) = 0

; Remove Explods Section ==============================================
; Remove Special BG if ------------------------------------------------
; State != 3100:
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3100
id = 9052

[State -1, Play Cape Snd];anim 47 doesn't have an element 4, so the sound won't play
type = PlaySnd
trigger1 = anim = [44,48]
trigger1 = animelem = 4
value = S15,2

[State 0, VarSet];catch Cresent
type = VarSet
trigger1 = numhelper (1050) = 0
trigger1 = numhelper (1060) = 0
trigger1 = numhelper (1070) = 0
v = 33
value = 0

[State 0, VarSet];catch Cresent
type = VarSet
trigger1 = numhelper (1050) = 1
trigger2 = numhelper (1060) = 1
trigger3 = numhelper (1070) = 1
v = 33
value = 1

; Combo Messages and Score control =====================================
; 
[State -2, VS_Combo]
type = VarSet
trigger1 = var(8) >= 3
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(15) = 1+(var(8)>4)+(var(8)>5)+(var(8)>7)+(var(8)>9)+(var(8)>29)+(var(8)>49)+(var(8)>69)-(var(8)=-1)
ignorehitpause = 1

[State -2, Danger]
type = VarSet
trigger1 = var(10) !=1 && roundstate=2 && life = [1,250]
var(15) = 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(15)!=0
persistent = 0;1
value = 230,var(15)
volume=255
ignorehitpause = 1

[State -2, Left]
type = explod
trigger1 = var(8)=0 && var(15)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (8000 + var(15))
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(15)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = (8100+ var(15))
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(15) = 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

;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;Hover
[State -2, VelAdd]
type = VelAdd
triggerall = statetype = A
triggerall = vel y > 2
triggerall = movetype != A
triggerall = movetype != H
triggerall = ctrl
trigger1= command = "holdup"
y = -1.75
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;
;SPELL VARS
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;Resurrection
[State -2]
type = AfterImage
trigger1 = numexplod(3304)>0 && Time%8 = 0
time = 10
ignorehitpause = 1
PalBright = 200, 10, 20
PalContrast =  225,25,55
PalAdd = 50, 5, 0
PalMul = 1,1,1
trans = add
Length = 25
FrameGap = 5

[State -2, LifeAdd]
type = LifeAdd
triggerall = numexplod(3304) > 0
trigger1 = timemod = 15,0
value = 10

[State -2, VarSet]
type = VarSet
trigger1 = var(17)!= 0 && numexplod(3304) = 0
v = 17
value = 0

;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;Shield

[State -2]
type = AfterImage
trigger1 = numexplod(3305)>0 && Time%8 = 0
time = 10
ignorehitpause = 1
PalBright = 0, 120, 150
PalContrast =  0,185,195
PalAdd = 0, 30, 30
PalMul = 0,66,66
trans = add
Length = 15
FrameGap = 4

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = var(19) = 3
value = 0.01

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = var(19) = 0
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(19)!= 0 && numexplod(3305) = 0
v = 19
value = 0

;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;Strength
[State -2]
type = AfterImage
trigger1 = numexplod(3306)>0 && Time%8 = 0
time = 10
ignorehitpause = 1
PalBright = 200, 150, 20
PalContrast =  225,205,55
PalAdd = 50, 0, 0
PalMul = 1,1,1
trans = add
Length = 25
FrameGap = 5

[State -2, Set Powered Up Attack]
type = AttackMulSet
trigger1 =  var(20) = 3
value = 1.5

[State -2, Set Powered Up Attack]
type = AttackMulSet
trigger1 =  var(20) = 0
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(20)!= 0 && numexplod(3306) = 0
v = 20
value = 0

;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;Stealth

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = var(18) = 3
flag = invisible

[State -2, BGPalFX]
type = BGPalFX
trigger1= var(18) = 3
time = 250
add = -210,-255,-200
sinadd = -157,-27,-217,-710
invertall = 0
color = 190

[State -2, PalFX]
type = PalFX
trigger1 = var(18) = 3
time = 250
add =  16,0,16
mul = 16,0,26
;sinadd = 15,1,5,95
invertall = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(18)!= 0 && numexplod(3307) = 0
v = 18
value = 0

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


; ---------------------------------------------------------
; Down message (Appears when partner dies)
; sound First attack
[State -2, Finish]
type = PlaySnd
triggerall = numexplod(8580) = 0
triggerall = roundstate = 2 && p2life = 0
trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899])
trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899])
trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899])
persistent = 0
value = f8560, 0
volume = 255
ignorehitpause = 1

[State -2, Left]
type = explod
triggerall = teamside = 2 && numexplod(8580) = 0
triggerall = roundstate = 2 && p2life = 0
trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899])
trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899])
trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899])
anim = f221
ID = 8580
postype = left
pos = 0,100
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State -2, Right]
type = explod
triggerall = teamside = 1 && numexplod(8580) = 0
triggerall = roundstate = 2 && p2life = 0
trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899])
trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899])
trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899])
anim = f222
ID = 8580
postype = right
pos = -9,100
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1

[state 19]
type = varadd
trigger1 = RoundState = 2
var(17) = 1

[State -3, 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 -3, 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

;**********************************
; super-combo
[Statedef 8500]
physics = N
anim = 8500
sprpriority = -3

[State 8500, 5] 
type = Varadd 
trigger1 = roundstate=3
v=1
value=1 

[State 8500, 5] 
type = VarSet 
trigger1 = Time = 0 
var(2) = root, ID 

[State 8500, 5] 
type = VarSet 
trigger1 = Time = 0 
var(17) = root, var(17) 

[State 8500, 9]
type        = AssertSpecial 
trigger1 = anim=8500;1
flag = noBG 
flag2 = noFG 
ignorehitpause = 1

[State 8500, 9]
type     = PalFx
triggerall = numpartner != 0 && roundstate=2
trigger1 = partner, stateno!=[4400,4499]
trigger1 = (time%30)=0
time = 30
sinadd = ceil(random/16),ceil(random/16),ceil(random/16),50
add = 0,0,0

[State 8500, 9]
type     = PalFx
triggerall = numpartner != 0 && roundstate=2
trigger1 = partner, stateno=[4400,4499]
trigger2 = partner, life=0
triggerall = (time%30)=0
time = 30
add = 0,0,0
sinadd = 0,0,100,50

[State 8500, 9]
type     = PalFx
triggerall = numpartner = 0 && roundstate=2
trigger1 = (time%30)=0
time = 30
add = 0,0,0
sinadd = 0,0,100,50

[State 8500, 9]
type        = Explod 
triggerall = p2life >0
trigger1 = numexplod(8510)=0
anim = 8888 
postype = left
ID = 8510 
sprpriority = -4
supermovetime = 1 
removetime = 123
pos = -30,0
scale = 1.20 , 1.5
bindtime = -1

[State 8500, 9]
type        = Explod 
triggerall = p2life >0
trigger1 = numexplod(8511)=0
anim = 8888
postype = right
ID = 8511 
sprpriority = -4
supermovetime = 1 
removetime = 123
pos = 31,0
scale = 1.20 , 1.5
bindtime = -1
facing=-1

[State 8500, 9]
type        = Explod 
triggerall = p2life >0
trigger1 = numexplod(8500)=0
anim = 8888
postype = left
ID = 8500
sprpriority = -4
supermovetime = 1 
removetime = 123
pos = -30,334
scale = 1.20 , 1.5
bindtime = -1
vfacing=-1

[State 8500, 9]
type        = Explod 
triggerall = p2life >0
trigger1 = numexplod(8513)=0
anim = 8888
postype = right
ID = 8513 
sprpriority = -4
supermovetime = 1 
removetime = 123
pos = 31,334 
scale = 1.20 , 1.5
bindtime = -1
facing=-1
vfacing=-1

[State 8500, 9]
type     = bgPalFx
trigger1 = anim=8500 && roundstate=3 && var(17)<10 && p2life=0
time = 120
add = 192,192,192
sinadd = 190,190,190,150
persistent=1;0;
ignorehitpause=1

[State 8000, 1]
type = ChangeAnim
trigger1 = anim=8500 && roundstate=3 && p2life=0
value = 8550

[State 8500, 7] 
Type = RemoveExplod 
triggerall = root, var(9)<=0
triggerall = anim=8500
trigger1 = root, stateno!=[3000,3003]
trigger1 = root, stateno!=3100
trigger1 = root, stateno!=[3700,3704]
trigger2 = anim=8500 && roundstate=3

[State 8500, 7] 
Type = destroyself 
triggerall = root, var(9)<=0
triggerall = anim=8500 && roundstate!=3
trigger1 = root, stateno!=[3000,3003]
trigger1 = root, stateno!=3100
trigger1 = root, stateno!=[3700,3704]
;trigger2 = root, Numhelper(8550)!=0

;;---------------------------------------------------------
;; Super KO FX
;[Statedef 8550]
;type = A
;movetype = I
;physics = N
;anim = 8550

[State 8550, hyper combo finish!]
type = PlaySnd
triggerall = roundstate=3 && var(17)>=10 && p2life=0
trigger1 = var(1)=2
trigger2 = var(1)=3
trigger3 = var(1)=4
trigger4 = var(1)=1
value = 9999,6
volume=255

[State 8550, 1]
type = null;AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = nobardisplay
flag3 = NoFG
persistent=1;0;
ignorehitpause=1

[State 8550, 2] ;Hyper combo finish (com MvsC2SP)
type = Explod
trigger1 = anim=8550 && animelemtime(1)=0 && var(17)>=10
ID = 222
anim = 9003
postype = left
pos = 0, 0
bindtime = -1
removetime = -2;6
;ownpal = 1
sprpriority = -2
ignorehitpause=1

[State 8550, 2] ;Hyper combo finish (com MvsC2SP)
type = Explod
trigger1 = anim=8550 && animelemtime(1)=0 && var(17)>=10
ID = 222
anim = 9004
postype = right
pos = -1, 0
bindtime = -1
removetime = -2;6
;ownpal = 1
sprpriority = -2
ignorehitpause=1

[State 8550, 2] ;Hyper combo finish (com MvsC2SP)
type = Explod
trigger1 = anim=8550 && animelemtime(1)=0 && var(17)>=10
ID = 222
anim = 9005
postype = left
pos = 0, 239
bindtime = -1
removetime = -2;6
;ownpal = 1
sprpriority = -2
ignorehitpause=1

[State 8550, 2] ;Hyper combo finish (com MvsC2SP)
type = Explod
trigger1 = anim=8550 && animelemtime(1)=0 && var(17)>=10
ID = 222
anim = 9006
postype = right
pos = -1, 239
bindtime = -1
removetime = -2;6
;ownpal = 1
sprpriority = -2
ignorehitpause=1

[State 8550, 7] 
Type = destroyself 
trigger1 = animelemtime(1)=120 && anim=8550
trigger2 = roundstate=4


;;---------------------------------------------------------
; Super KO FX
[Statedef 8550]
type = A
movetype = I
physics = N
anim = 8550

[State 8500, 7] 
Type = destroyself 
trigger1 = 1
