;hitspark = s7700, s7702, s7703
;wall hit = 6777
;launch = 4444
;hyper background = 32710
;guard push = 7020
;recovery roll = checked
;normal throw = checked (F, HP)
;5300, 5500, 7696

;Var (0)
;Var (1)
;Var (2) = P2 Pos X (Fire Explod)
;Var (3) = P2 Pos Y (Fire Explod)
;Var (8 - 11) = Announcer Text
;Var (12) = Super Jump
;Var(59) = AI


;===========================================================================
;Super Marvel vs. Capcom - Eternity of Heroes - Constants Template
;===========================================================================
[Data]
life = 1000
attack = 100
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 = 900
draw.offset = 0,0

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

[Movement]
airjump.num = 2
airjump.height = 35
yaccel = .41
stand.friction = .80
crouch.friction = .80
air.friction = .80

[Quotes]
victory1 = "BIG HERO SIX!"
victory2 = "I am the flame of Japan!"
victory3 = "Mine is the soul of a Samurai!"
victory4 = "I was too busy trying to kill you to notice your hideous costume"
victory5 = "You don't fight fire with fists!"
victory6 = "I shall avenge the incalculable wrong done my people"
victory7 = "I shall smite the eternal enemy"
victory8 = "No not this time, not with all these vast powers at my command!"

;[ja.Quotes]
;victory1 = ""

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
velset = 7, 0

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

[State 100, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

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

[State 100, 4]
type = PlaySnd
trigger1 = time = 19
value = 8100,0

[State 100, 5]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2, 4

[State 100, 8]
type = VelAdd
triggerall = Vel X > 0
trigger1 = time > 15
x = -.3

[State 100, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

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

[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 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,300

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [0,100]
triggerall = (palno = 1)
value = 1811

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [0,100]
triggerall = (palno = 2)
value = 1812

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [0,100]
triggerall = (palno = 3)
value = 1813

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [0,100]
triggerall = (palno = 4)
value = 1814

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [0,100]
triggerall = (palno = 5)
value = 1815

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [0,100]
triggerall = (palno = 6)
value = 1816

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

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

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

[Statedef 1811]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1811
velset = 0,0

[state 1811, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 1811, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1911
ID = 191
pos = -20,-120
postype = p1
facing = 1
vfacing = 1
accel = 0.15,0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 1811, 1]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 0,6

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 0
value = S180,0

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 1
value = S180,1

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 2
value = S180,2

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 3
value = S180,3

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 4
value = S180,4

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 5
value = S180,5

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 6
value = S180,6

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = time = 5
trigger2 = time = 25
trigger3 = time = 45
trigger4 = time = 65
value = S15,4
channel = -1

[State 1811, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;Win Pose 1B

[Statedef 1812]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1812
velset = 0,0

[state 1812, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 1812, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1911
ID = 1812
pos = -20,-120
postype = p1
facing = 1
vfacing = 1
accel = 0.15,0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 1811, 1]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 0,6

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 0
value = S180,0

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 1
value = S180,1

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 2
value = S180,2

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 3
value = S180,3

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 4
value = S180,4

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 5
value = S180,5

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 6
value = S180,6

[State 1812, PlaySnd]
type = PlaySnd
trigger1 = time = 5
trigger2 = time = 25
trigger3 = time = 45
trigger4 = time = 65
value = S15,4
channel = -1

[State 1812, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;Win Pose 1C

[Statedef 1813]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1813
velset = 0,0

[state 1813, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 1813, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1911
ID = 1813
pos = -20,-120
postype = p1
facing = 1
vfacing = 1
accel = 0.15,0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 1811, 1]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 0,6

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 0
value = S180,0

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 1
value = S180,1

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 2
value = S180,2

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 3
value = S180,3

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 4
value = S180,4

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 5
value = S180,5

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 6
value = S180,6

[State 1813, PlaySnd]
type = PlaySnd
trigger1 = time = 5
trigger2 = time = 25
trigger3 = time = 45
trigger4 = time = 65
value = S15,4
channel = -1

[State 1813, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;Win Pose 1D

[Statedef 1814]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1814
velset = 0,0

[state 1814, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 1814, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1911
ID = 1814
pos = -20,-120
postype = p1
facing = 1
vfacing = 1
accel = 0.15,0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 1811, 1]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 0,6

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 0
value = S180,0

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 1
value = S180,1

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 2
value = S180,2

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 3
value = S180,3

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 4
value = S180,4

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 5
value = S180,5

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 6
value = S180,6

[State 1814, PlaySnd]
type = PlaySnd
trigger1 = time = 5
trigger2 = time = 25
trigger3 = time = 45
trigger4 = time = 65
value = S15,4
channel = -1

[State 1814, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;Win Pose 1E

[Statedef 1815]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1815
velset = 0,0

[state 1815, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 1815, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1911
ID = 1815
pos = -20,-120
postype = p1
facing = 1
vfacing = 1
accel = 0.15,0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 1811, 1]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 0,6

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 0
value = S180,0

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 1
value = S180,1

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 2
value = S180,2

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 3
value = S180,3

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 4
value = S180,4

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 5
value = S180,5

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 6
value = S180,6

[State 1815, PlaySnd]
type = PlaySnd
trigger1 = time = 5
trigger2 = time = 25
trigger3 = time = 45
trigger4 = time = 65
value = S15,4
channel = -1

[State 1815, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;Win Pose 1F

[Statedef 1816]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1816
velset = 0,0

[state 1816, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 1816, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1911
ID = 1816
pos = -20,-120
postype = p1
facing = 1
vfacing = 1
accel = 0.15,0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 1811, 1]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 0,6

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 0
value = S180,0

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 1
value = S180,1

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 2
value = S180,2

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 3
value = S180,3

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 4
value = S180,4

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 5
value = S180,5

[State 1811, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(3) = 6
value = S180,6

[State 1816, PlaySnd]
type = PlaySnd
trigger1 = time = 5
trigger2 = time = 25
trigger3 = time = 45
trigger4 = time = 65
value = S15,4
channel = -1

[State 1816, 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,-3

[State 182, Explod]
type = Explod
trigger1 = timemod = 15,1
anim = 1403
ID = 182
pos = 0,20
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1.5,1.25
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 22
trigger3 = time = 45
trigger4 = time = 60
trigger4 = time = 87
trigger4 = time = 99
value = S15,1
channel = 5

[State 182, 1]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 0,3

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(4) = 0
value = S180,7

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(4) = 1
value = S180,8

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(4) = 2
value = S180,9

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(4) = 3
value = S180,10

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

[State 182, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183]
type = AssertSpecial
trigger1 = Time < 190
flag = roundnotover

;---------------------------------------------------------------------------------------------
;Win Pose 3

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

[State 183, 1]
type = VarRandom
trigger1 = Time = 0
v = 5
range = 0,3

[State 183, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(5) = 0
value = S180,11

[State 183, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(5) = 1
value = S180,12

[State 183, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(5) = 2
value = S180,13

[State 183, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(5) = 3
value = S180,14


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


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

[State 183]
type = AssertSpecial
trigger1 = Time < 250
flag = roundnotover

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

[Statedef 190]
type = S

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

[State 190, 2]
type = ChangeState
trigger1 = Var(1) = [0,150]
;triggerall = (palno = 1)
value = 191

;[State 190, 2]
;type = ChangeState
;trigger1 = Var(1) = [0,150]
;triggerall = (palno = 2)
;value = 192

;[State 190, 2]
;type = ChangeState
;trigger1 = Var(1) = [0,150]
;triggerall = (palno = 3)
;value = 193

;[State 190, 2]
;type = ChangeState
;trigger1 = Var(1) = [0,150]
;triggerall = (palno = 4)
;value = 194

;[State 190, 2]
;type = ChangeState
;trigger1 = Var(1) = [0,150]
;triggerall = (palno = 5)
;value = 196

;[State 190, 2]
;type = ChangeState
;trigger1 = Var(1) = [0,150]
;triggerall = (palno = 6)
;value = 197

[State 190, 3]
type = ChangeState
trigger1 = Var(1) = [151,200]
value = 198

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

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 1)
value = 191

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 2)
value = 192

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 3)
value = 193

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 4)
value = 194

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 5)
value = 196

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 6)
value = 197

[State 1911, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1911
ID = 191
pos = 20,-20
postype = p1
facing = 1
vfacing = 1
accel = -0.15,-0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 191, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,10

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 0
value = S190,0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 1
value = S190,1

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 1
value = S190,1

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 2
value = S190,2

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 3
value = S190,3

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 4
value = S190,4

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 5
value = S190,5

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 6
value = S190,6

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 7
value = S190,7

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 8
value = S190,8

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 9
value = S190,9

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 10
value = S190,10

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,1
channel = 3

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

[State 191, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0;199

;---------------------------------------------------------------------------------------------
;Intro1
[Statedef 192]
type = S
movetype = I
physics = N
ctrl = 0
anim = 190
velset = 0,0
spriority = 0

[State 192, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 2)
value = 192

[State 1911, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1911
ID = 192
pos = 20,-20
postype = p1
facing = 1
vfacing = 1
accel = -0.15,-0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 192, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,9

[State 192, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,1
channel = 3

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

[State 192, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 199

;---------------------------------------------------------------------------------------------
;Intro1
[Statedef 193]
type = S
movetype = I
physics = N
ctrl = 0
anim = 190
velset = 0,0
spriority = 0

[State 193, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 3)
value = 193

[State 1911, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1911
ID = 193
pos = 20,-20
postype = p1
facing = 1
vfacing = 1
accel = -0.15,-0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 193, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,9

[State 193, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,1
channel = 3

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

[State 193, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 199

;---------------------------------------------------------------------------------------------
;Intro1
[Statedef 194]
type = S
movetype = I
physics = N
ctrl = 0
anim = 190
velset = 0,0
spriority = 0

[State 194, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 4)
value = 194

[State 1911, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1911
ID = 191
pos = 20,-20
postype = p1
facing = 1
vfacing = 1
accel = -0.15,-0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 194, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,9

[State 194, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,1
channel = 3

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

[State 194, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 199

;---------------------------------------------------------------------------------------------
;Intro1
[Statedef 196]
type = S
movetype = I
physics = N
ctrl = 0
anim = 190
velset = 0,0
spriority = 0

[State 196, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 5)
value = 196

[State 1911, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1911
ID = 196
pos = 20,-20
postype = p1
facing = 1
vfacing = 1
accel = -0.15,-0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 196, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,9

[State 196, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,1
channel = 3

[State 196, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 196, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 199

;---------------------------------------------------------------------------------------------
;Intro1
[Statedef 197]
type = S
movetype = I
physics = N
ctrl = 0
anim = 190
velset = 0,0
spriority = 0

[State 197, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
triggerall = (palno = 6)
value = 197

[State 1911, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1911
ID = 197
pos = 20,-20
postype = p1
facing = 1
vfacing = 1
accel = -0.15,-0.25
random = 1,1
removetime = 29
scale = 1.5,2
sprpriority = -2
ontop = 1

[State 197, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,9

[State 197, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,1
channel = 3

[State 197, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 197, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 199

;---------------------------------------------------------------------------------------------
;Intro2
[Statedef 198]
type = S
movetype = I
physics = N
ctrl = 0
anim = 198
velset = 0,0
spriority = 0

[State 198, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 198, PosSet]
type = PosSet
trigger1 = time = 0
y = -170

[State 198, VelSet]
type = VelSet
trigger1 = time = 1
x = 0
y = .75

[State 198, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,2

[State 198, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 0
value = S190,11

[State 198, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 1
value = S190,12

[State 198, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 2
value = S190,13

[State 198, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 20
trigger2 = time = 30
value = S15,4
channel = -1

[State 198, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 198, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 0;199

;-----------------------------------------------
[Statedef 199]; Move around before match
type = S
physics =S
sprpriority = 0

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

[State 0, 2]
type = VelSet
trigger1 = animelem = 1;Time = 0
y = 0


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

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

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

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

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

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

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

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

[State var]
type = VarSet
trigger1 = roundstate != 2
var(9) = floor(pos x)

[State F]
type = posset
trigger1 = roundstate = 2
trigger1 = var(9) != 0
x = var(9)

[State F]
type = varset
trigger1 = roundstate = 2
var(9) = 0

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

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

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

[State 195, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,4

[State 195, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 0
value = S195,0

[State 195, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 1
value = S195,1

[State 195, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 2
value = S195,2

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

[State 195, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Var(2) = 4
value = S195,4

[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 = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,7
sparkno = s7700
sparkxy = -20, -85
;guard.sparkno = 8430
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
envshake.time = 1
envshake.ampl = 1
;palfx.time = 30
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15


[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 = time = 0
attr = S,NA
damage = 25,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10,-85
;guard.sparkno = 8430
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = Low
air.hittime = 15
air.velocity = -4
envshake.time = 1
envshake.ampl = 1
;palfx.time = 35
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = 210
poweradd = 35
sprpriority = 2

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

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

[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 25,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10,-85
;guard.sparkno = 8430
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = Low
air.hittime = 15
air.velocity = -4
envshake.time = 1
envshake.ampl = 1
;palfx.time = 35
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = .8

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

[State 220, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 35,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
sparkno = s7700
sparkxy = -10, -80
;guard.sparkno = 8430
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
air.type = Low
air.hittime = 18
air.velocity = -10
envshake.time = 2
envshake.ampl = 2
;palfx.time = 40
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

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

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

[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 220
poweradd = 55
sprpriority = 2

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

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

[State 221, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 35,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
sparkno = s7700
sparkxy = -10, -80
;guard.sparkno = 8430
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
air.type = Low
air.hittime = 18
air.velocity = -10
envshake.time = 2
envshake.ampl = 2
;palfx.time = 40
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[State 221, 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 = 7,7
sparkno = s7700
sparkxy = -10,-30
;guard.sparkno = 8430
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.type = Low
air.hittime = 3
air.velocity = -3
;palfx.time = 30
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = 9,9
sparkno = s7700
sparkxy = -10, -65
;guard.sparkno = 8430
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4
air.type = Low
air.hittime = 5
air.velocity = -4
;palfx.time = 35
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = 240
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 = 9,9
sparkno = s7700
sparkxy = -10,-65
;guard.sparkno = 8430
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4
air.type = Low
air.hittime = 5
air.velocity = -4
;palfx.time = 35
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = time = 0
attr = S,NA
damage = 55,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
sparkno = s7700
sparkxy = -10, -60
;guard.sparkno = 8430
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8
air.type = Low
air.hittime = 5
air.velocity = -8
;palfx.time = 40
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = 250
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 = time = 0
attr = S,NA
damage = 45,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
sparkno = s7700
sparkxy = -10, -60
;guard.sparkno = 8430
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8
air.type = Low
air.hittime = 5
air.velocity = -8
;palfx.time = 40
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = time = 0
attr = C,NA
damage = 15,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,7
sparkno = s7700
sparkxy = -10, -43
;guard.sparkno = 8430
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 = -3
;palfx.time = 30
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = 35
sprpriority = 2

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

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

[State 410, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 35,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10,-50
;guard.sparkno = 8430
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4
air.type = Low
air.hittime = 5
air.velocity = -4
;palfx.time = 35
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

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

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

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

;Launch circle
[State 450, 4]
type = Explod
trigger1 = MoveHit
removetime = -2
id = 6003
anim = 4444
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
;supermove = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64

[State 420, 5]
type = Explod
trigger1 = MoveHit
removetime = -2
id = 6003
anim = 4445
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
;supermove = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64


[State 200, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

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

[State 700, AirFollow]
type = ChangeState
value = 7000
triggerall = movecontact > 0
trigger1 = (command = "airfollow") && p2statetype = A
ctrl = 1

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

[State 420, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 45,1
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11,14
sparkno = s7700
sparkxy = -20, -93
;guard.sparkno = 8430
hitsound = 5,4
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = 0, -14
air.velocity = 0,-14
airguard.velocity = -6,0
;yaccel = 0.45+(enemynear,const(movement.yaccel)/2)
fall.recover=0
;palfx.time = 40
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

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

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

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 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 = time = 0
attr = C,NA
damage = 15,1
animtype = Light
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 7,7
sparkno = s7700
sparkxy = -10, -10
;guard.sparkno = 8430
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.type = Low
air.hittime = 3
air.velocity = -3
;palfx.time = 30
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = time = 0
attr = C,NA
damage = 35,1
animtype = Medium
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10,-20
;guard.sparkno = 8430
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4
air.type = Low
air.hittime = 5
air.velocity = -4
;palfx.time = 35
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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
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 = 11,11
sparkno = s7700
sparkxy = -10, -30
;guard.sparkno = 8430
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
;palfx.time = 40
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[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 = time = 0
attr = A,NA
damage = 15,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,7
sparkno = s7700
sparkxy = -10, -93
;guard.sparkno = 8430
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -4
air.fall = 0
air.velocity = 0,((vel y)-.2)
;palfx.time = 30
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[State 600, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1201

;---------------------------------------------------------------------------------------------
;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 = time = 0
attr = A,NA
damage = 35,1
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10,-98
;guard.sparkno = 8430
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -5
air.fall = 0
air.velocity = 0,((vel y)-.2)
;palfx.time = 35
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[State 610, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1201

;---------------------------------------------------------------------------------------------
;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 650, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 45,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
sparkno = s7700
sparkxy = -30, -23
;guard.sparkno = 8430
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -10
air.velocity = -10,((vel y)-.2)
air.fall = 1
air.hittime = 25
fall.recover = 0
;palfx.time = 40
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15



[State 620, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1201

;---------------------------------------------------------------------------------------------
;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
trigger1 = time = 0
attr = A,NA
damage = 15,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,7
sparkno = s7700
sparkxy = -10, -23
;guard.sparkno = 8430
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.fall = 0
air.velocity = 0,((vel y)-.2)
air.hittime = 25
;palfx.time = 30
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[State 630, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201


;---------------------------------------------------------------------------------------------
;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 = time = 0
attr = A,NA
damage = 35,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -20,-48
;guard.sparkno = 8430
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = 0,((vel y)-.2)
air.hittime = 25
;palfx.time = 35
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[State 640, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

;---------------------------------------------------------------------------------------------
;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 620, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 45,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,3
sparkno = s7700
sparkxy = -10, -23
;guard.sparkno = 8430
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
fall.recover=0
;palfx.time = 40
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15

[State 650, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201


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

[State 800, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1, 1

[State 800, 2]
type = HitDef
Trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 2, Miss
;snap = 64, 0, 0, 1
sparkno = -1
p2facing = 1
p1stateno = 810
p2stateno = 820

[State 800, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----P1-----
[Statedef 810]
type = S
movetype = I
physics = N
ctrl = 0
anim = 810

[State 810, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 53

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S8000,2

[State 810, 2]
type = Sprpriority
trigger1 = Animelem >= 5
value = -1

[State 810, 3]
type = Width
trigger1 = AnimElem = 1
edge = 40, 0

[State 810, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 810, Explod]
type = Explod
trigger1 = animelem = 3
anim = 815
ID = 810
pos = 45,-75
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,0.5
sprpriority = 0
;ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 810, PalFX]
type = PalFX
trigger1 = animelem = 3
time = 20
add = 72,-19,-204
mul = 338,389,256
sinadd = 61,20,10,15
invertall = 1
color = 15

[State 810, 5]
type = explod
trigger1 = animelem = 12
Anim = F72
postype = P2
pos = -20, -48
persistent = 0

;-----P2-----
[Statedef 820]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -1

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

[State 820, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
edge = 0, 0

[State 820, 3]
type = LifeAdd
Trigger1 = AnimElem = 4
value = -110

[State 820, 4]
type = VelAdd
trigger1 = time = 28
y = -5

[State 820, 4]
type = VelAdd
trigger1 = AnimElem = 4
x = -15

[State 820, 4]
type = VelAdd
trigger1 = time = 50
y = 7

[State 820, 5]
type = EnvShake
Trigger1 = Time = 48
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 820, 6]
type = SelfState
trigger1 = time > 47
trigger1 = !gethitvar(isbound)
value = 5050

[State 820, 7]
type = SelfState
trigger1 = animtime = 0
value = 5050
ctrl = 0

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

[Statedef 1201]
type    = A
movetype= I
physics = A
anim = 44
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
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Special Moves
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------------------------
; Flame Ball A

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S15,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1001,0
channel = 4

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projhitanim = 1002
projscale = 1,1
projhits = 1
offset = 70, -75
velocity = 3,0
projid = 1000
attr = S, SP
damage = 20,5
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound = S8000,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

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

;---------------------------------------------------------------------------------------------
; Flame Ball B

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S15,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1001,0
channel = 4

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projhitanim = 1002
projscale = 0.8,0.8
projhits = 1
offset = 70, -75
velocity = 5,0
projid = 1000
attr = S, SP
damage = 20,5
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound = S8000,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

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

;---------------------------------------------------------------------------------------------
; Flame Ball C

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S15,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1001,0
channel = 4

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projhitanim = 1002
projhits = 1
projscale = .66,.66
offset = 70,-75
velocity = 9,0
projid = 1000
attr = S, SP
damage = 20,5
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound = S8000,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

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

;---------------------------------------------------------------------------------------------
; Flame Ball A air

[Statedef 1030]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 620;1000
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S15,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1001,0
channel = 4

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1002
projscale = 1,1
projhits = 1
offset = 70, -70
velocity = 2.75,3.5
projid = 1000
attr = S, SP
damage = 20,5
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound = S8000,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1000, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------------------------
; Flame Ball B air

[Statedef 1040]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 620;1000
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S15,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1001,0
channel = 4

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1002
projscale = 0.75,0.75
projhits = 1
offset = 70, -70
velocity = 3.75,2.25
projid = 1000
attr = S, SP
damage = 20,5
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound = S8000,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1010, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------------------------
; Flame Ball C air

[Statedef 1050]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 620;1000
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S15,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1001,0
channel = 4

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projhitanim = 1002
projhits = 1
projscale = .5,.5
offset = 70, -70
velocity = 5,1.5
projid = 1000
attr = S, SP
damage = 20,5
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound = S8000,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1020, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------------------------
; Flame Thrower C (Diag UP)
[Statedef 1100]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1110
juggle  = 4

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,2
channel = -1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0
channel = 4

[State 1100, Explod]
type = Explod
trigger1 = time = 10
anim = 1106
ID = 1100
pos = 45,-100
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 1100, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA
damage = 55,1
ProjID = 1000
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7702
sparkxy = -10, -100
;guard.sparkno = 8430
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
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

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

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

;---------------------------------------------------------------------------------------------
; Flame Thrower B

[Statedef 1110]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1100
juggle  = 4

[State 1110, Explod]
type = Explod
trigger1 = time = 10
anim = 1101
ID = 1100
pos = 60,-75
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = 22
scale = 0.75,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,2
channel = -1

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0
channel = 4

[State 1100, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA
damage = 55,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7702
sparkxy = -10, -100
;guard.sparkno = 8430
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
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1100, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

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

;---------------------------------------------------------------------------------------------
;Flame Floor
[Statedef 1120]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1120
juggle  = 4

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,3
channel = -1

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0
channel = 4

[State 1120, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1911
ID = 1813
pos = 50,-50
postype = p1
facing = 1
vfacing = 1
accel = 0.25,0.25
random = 1,1
removetime = 29
scale = 1,1
sprpriority = -2
ontop = 1

[State 1120, 1]
type = Projectile
trigger1 = AnimElem = 6
ProjID =1200
projanim = 1202
projhitanim = 1202
projhits = 3
offset = 50,0
velocity = 0,0
projremovetime = 62
attr = S, SP
damage = 15,5
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound = S15,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

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

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

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,3
channel = -1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,0
channel = 4

[State 1200, 1]
type = Projectile
trigger1 = AnimElem = 8
ProjID =1200
projanim = 1204
projhits = 3
offset = 80,10
velocity = 0,0
projremovetime = 62
attr = S, SP
damage = 15,5
getpower = 6
givepower = 4
scale  = 1.25,1.25
guardflag = MA
pausetime = 0,12
hitsound = S15,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1202
ID = 1200
pos = -50,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 1.15,0
accel = 0,0
random = 0,0
removetime = -2
scale =0.75,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1200, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,3
channel = -1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,0
channel = 4

[State 1210, 1]
type = Projectile
trigger1 = AnimElem = 8
ProjID =1200
projanim = 1204
projhits = 3
offset = 150,10
velocity = 0,0
projremovetime = 62
attr = S, SP
damage = 15,5
getpower = 6
givepower = 4
scale  = 1.25,1.25
guardflag = MA
pausetime = 0,12
hitsound = S15,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1202
ID = 1200
pos = -40,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 2.25,0
accel = 0,0
random = 0,0
removetime = -2
scale =0.75,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 1210, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,3
channel = -1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,0
channel = 4

[State 1220, 1]
type = Projectile
trigger1 = AnimElem = 8
ProjID =1200
projanim = 1204
projhits = 3
offset = 220,10
velocity = 0,0
projremovetime = 62
attr = S, SP
damage = 15,5
getpower = 6
givepower = 4
scale  = 1.25,1.25
guardflag = MA
pausetime = 0,12
hitsound = S15,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1202
ID = 1200
pos = -30,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 4.5,0
accel = 0,0
random = 0,0
removetime = -2
scale =0.75,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 1220, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------------------------
; Burn Notice
[Statedef 1300]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1300

[State 1300,PlaySnd]
type = PlaySnd
trigger1 = AnimElem=1
value = 1300,0
channel = 4

[State 1300,PlaySnd]
type = PlaySnd
trigger1 = AnimElem=3
value = 15,2

[State 1300, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SA
priority = 7, Hit
damage    = 65,7
animtype  = Heavy
givepower = 2,2
hitflag = MAFP
guardflag = M
pausetime = 11,11
sparkno = s7700
sparkxy = -10, -100
hitsound = S8000,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
guard.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
air.hittime = 13
ground.velocity = -25.65
guard.velocity = -10.65
air.velocity = -5,-6
fall.xvelocity = -2
air.fall = 1
yaccel = .4
fall.recover = 0
air.recover = 0
forcestand=1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15
fall= 1

[State 1300, VelSet]
type = PosAdd
trigger1 = AnimElem =1
x = 10

[State 1300, VelSet]
type = PosAdd
trigger1 = AnimElem =3
x = 10

[State 1300, VelSet]
type = PosAdd
trigger1 = AnimElem =4
x = 20

[State 1300, VelSet]
type = PosAdd
trigger1 = AnimElem =6
x = 30

[state 1300,exit]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1


;---------------------------------------------------------------------------------------------
;Solar Flare A

[Statedef 1400]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 5,0
poweradd = 120
anim = 1400
ctrl = 0
sprpriority = 2

[State 1400, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1403
ID = 1400
pos = 40,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1.5,1.25
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1400, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1404
ID = 1400
pos = 50,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 3,1
sprpriority = -4
;ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S15,3

[State 1400, HitDef]
type = HitDef
trigger1 = timemod =2,1
attr = A,SA
damage = 28,5
animtype = Medium
guardflag = SA
hitflag = MAF
priority = 4, Hit
pausetime = 3,4
sparkno = s7703
sparkxy = -10, -53
;guard.sparkno = 8430
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
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1400, PalFX]
type = PalFX
trigger1 = animelem = 1
time = 30
add = 72,-19,-204
mul = 338,389,256
sinadd = 61,20,10,15
invertall = 1
color = 15

[State 1400, Change]
type = ChangeState
trigger1 = movehit = 1
trigger2 = moveguarded = 1
value = 1401

[State 1400, End]
type = ChangeState
triggerall = pos y > -10
trigger1 = FrontEdgeBodyDist < 0
trigger2 = time > 25
value = 1402

[State 1400, End]
type = ChangeState
triggerall = pos y <= -10
trigger1 = FrontEdgeBodyDist < 0
trigger2 = time > 25
value = 50

[Statedef 1401]
type = A
physics = N
velset = -4,-7
anim = 1401
ctrl = 0

[State 1401, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 1401, Sound]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1401, Change]
type = ChangeState
trigger1 = Pos Y > 1
value = 1402

[Statedef 1402]
type = S
physics = S
velset = 0,0
anim = 1402
ctrl = 0

[State 1402, Possition]
type = posset
trigger1 = Time = 0
y = 0

[State 1402, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Solar Flare B

[Statedef 1410]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 7,0
poweradd = 120
anim = 1400
ctrl = 0
sprpriority = 2

[State 1410, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1403
ID = 1400
pos = 40,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1.5,1.25
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1410, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1404
ID = 1400
pos = 50,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 3,1
sprpriority = -4
;ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S15,3

[State 1400, HitDef]
type = HitDef
trigger1 = timemod =2,1
attr = A,SA
damage = 28,5
animtype = Medium
guardflag = SA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7703
sparkxy = -10, -53
;guard.sparkno = 8430
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
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1410, PalFX]
type = PalFX
trigger1 = animelem = 1
time = 30
add = 72,-19,-204
mul = 338,389,256
sinadd = 61,20,10,15
invertall = 1
color = 15

[State 1410, Change]
type = ChangeState
trigger1 = movehit = 1
trigger2 = moveguarded = 1
value = 1411

[State 1410, End]
type = ChangeState
triggerall = pos y > -10
trigger1 = FrontEdgeBodyDist < 0
trigger2 = time > 38
value = 1412

[State 1410, End]
type = ChangeState
triggerall = pos y <= -10
trigger1 = FrontEdgeBodyDist < 0
trigger2 = time > 38
value = 50

[Statedef 1411]
type = A
physics = N
velset = -4,-7
anim = 1401
ctrl = 0

[State 1411, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 1411, Sound]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1411, Change]
type = ChangeState
trigger1 = Pos Y > 1
value = 1412

[Statedef 1412]
type = S
physics = S
velset = 0,0
anim = 1402
ctrl = 0

[State 1412, Possition]
type = posset
trigger1 = Time = 0
y = 0

[State 1412, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Solar Flare C

[Statedef 1420]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 9,0
poweradd = 120
anim = 1400
ctrl = 0
sprpriority = 2

[State 1420, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1403
ID = 1400
pos = 40,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1.5,1.25
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1420, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1404
ID = 1400
pos = 50,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 32
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 3,1
sprpriority = -4
;ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S15,3

[State 1420, HitDef]
type = HitDef
trigger1 = timemod =2,1
attr = A,SA
damage = 28,5
animtype = Medium
guardflag = SA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = s7703
sparkxy = -10, -53
;guard.sparkno = 8430
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
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 1420, PalFX]
type = PalFX
trigger1 = animelem = 1
time = 30
add = 72,-19,-204
mul = 338,389,256
sinadd = 61,20,10,15
invertall = 1
color = 15


[State 1420, Change]
type = ChangeState
trigger1 = movehit = 2
trigger2 = moveguarded = 1
value = 1421

[State 1420, End]
type = ChangeState
triggerall = pos y > -10
trigger1 = FrontEdgeBodyDist < 0
trigger2 = time > 50
value = 1422

[State 1420, End]
type = ChangeState
triggerall = pos y <= -10
trigger1 = FrontEdgeBodyDist < 0
trigger2 = time > 50
value = 50

[Statedef 1421]
type = A
physics = N
velset = -4,-7
anim = 1401
ctrl = 0

[State 1421, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 1421, Sound]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1421, Change]
type = ChangeState
trigger1 = Pos Y > 1
value = 1422

[Statedef 1422]
type = S
physics = S
velset = 0,0
anim = 1402
ctrl = 0

[State 1422, Possition]
type = posset
trigger1 = Time = 0
y = 0

[State 1422, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;
;                  HYPERS
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------------------------
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3000
sprpriority = 0

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = AnimElem = 5
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = AnimElem = 5
Time = 30
;anim =-1;s3012
pos = -28,-65
sound = S8889,0
poweradd = -1000
movetime = 0

[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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1


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

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3000,0
channel = 5

[State 3000, Helper]
type = Helper
trigger1 = animelem = 9
helpertype = normal
ID = 3001
pos = 30, -80
stateno = 3001
postype = p1
bindtime = 99

[State 3001, PalFX]
type = PalFX
trigger1 = animelem = 7 & palno != 7
time = 80
add = 72,19,-104
mul = 338,389,356
sinadd = 61,20,10,15
color = 15

[State 3001, PalFX]
type = PalFX
trigger1 = animelem = 7 & palno = 7
time = 80
add = 72,19, 104
mul = 338,389,456
sinadd = 61,20,10,15
color = 145


[State 3000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3001]
type = A
movetype = A
physics = N
anim = 3001
velset = 0,0
sprpriority = 99

[State 3001, Explod]
type = Explod
trigger1 = animelem = 1
anim = 3002
ID = 3001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 70
supermove
scale = 1.5,1
sprpriority = 0
ontop = 1
shadow = 100,100,10
ownpal = 0
removeongethit = 0

[State 3001, ParentVarSet]
type = ParentVarSet
trigger1 = enemynear,movetype = H
fv = 27
value = 1

State 3001, PosSet]
type = PosSet
trigger1 = 1
x = parent,pos x 30
y = parent,pos y - 80

[State 3001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = timemod = 5,1
value = 15,3
volume = 255
channel = 5

[State 3001, HitDef]
type = HitDef
trigger1 = timemod= 2,1
attr = S, HP
damage = 11,2
guardflag = MA
pausetime = 0,1
hitsound = S15,0
guardsound = S15,2
sparkno = 3;S7703
guard.sparkno = 0
sparkxy = -40,floor((-60+ random/10))
animtype = Heavy
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-5
guard.velocity = -5
air.velocity = -4,-1
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0
envshake.time = 9
envshake.ampl = 5
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3001, StopSnd]
type = StopSnd
trigger1 =  animtime = 0
trigger2 = parent, anim != 3000
channel = 5

[State 3001, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 3000

;---------------------------------------------------------------------------------------------
; Hyper Flame Ball

[Statedef 3005]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3004
ctrl = 0
sprpriority = 2

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = AnimElem = 2
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = time = 5
Time = 30
;anim =-1;s3012
pos = -56,-90
sound = S8889,0
poweradd = -1000
movetime = 6

[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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1


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

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S15,0

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,1
channel = 4

[State 3005, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3005
projhitanim = 1002
projhits = 1
projscale = 1.5,1.5
offset = 100, -50
velocity = 5,5
projid = 3005
attr = A, HP
damage = 150,15
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound = S15,3
guardsound = S15,2
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3005, Explod]
type = Explod
trigger1 = movehit =1
anim = 1911
ID = 3005
pos = 0,-20
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
scale = 1.75,1.75
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 3005, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201
ctrl = 1

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

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

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = AnimElem = 5
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = AnimElem = 5
Time = 60
;anim =-1;s3012
pos = 30,-90
sound = S8889,0
poweradd = -1000
movetime = 0

[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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1


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

[State 3100, PalFX]
type = PalFX
trigger1 = animelem = 3
time = 100
add = 172,119,-104
mul = 338,389,256
sinadd = 161,-20,10,10
invertall = 1
color = 10

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 21
trigger2 = time = 41
trigger3 = time = 61
trigger4 = time = 81
trigger5 = time = 101
value = 15,1
volume = 255
channel = 4
[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3100,0
channel = 5

[State 3100, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 1
y = -3

[State 3100, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 1
y = -2

[State 3100, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 0
y = 0

[State 3100, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3101
ID = 3100
pos = 30,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 105
vel = 0,0
accel = 0,0
random = 0,0
removetime = 105
supermove
scale = 1.5,1.75
sprpriority = -2
ontop = 0
shadow = 100,100,100
ownpal = 1
removeongethit = 0


[State 3100, HitDef]
type = HitDef
trigger1 = timemod = 3,1
attr = S,HA
damage = 10,2
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,1
sparkno = 3;s7703
;sparkxy = -10, -100
;guard.sparkno = 8430
hitsound = S15,3
guardsound = S15,2
ground.type = High
ground.slidetime = 0;13
ground.hittime = 1
ground.velocity = -1,-2
air.type = Low
air.hittime = 5
air.velocity = -1,0
fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = hitcount >= 4
value = S15,13

[State 3105, Gravity]
type = Gravity
trigger1 = animelem = 8

[State 3100, End]
type = ChangeState
trigger1 = animtime=0
trigger1 = BackEdgeBodyDist > -1
value = 1201;50
ctrl = 1

;---------------------------------------------------------------------------------------------
;Hyper2 Air

[Statedef 3105]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3100
ctrl = 0
sprpriority = 2

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = AnimElem = 5
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = AnimElem = 5
Time = 60
;anim =-1;s3012
pos = 30,-90
sound = S8889,0
poweradd = -1000
movetime = 0

[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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1


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

[State 3105, PalFX]
type = PalFX
trigger1 = animelem = 3
time = 100
add = 172,119,-104
mul = 338,389,256
sinadd = 161,-20,10,10
invertall = 1
color = 10

[State 3105, PlaySnd]
type = PlaySnd
trigger1 = time = 21
trigger2 = time = 41
trigger3 = time = 61
trigger4 = time = 81
trigger5 = time = 101
value = 15,1
volume = 255
channel = 4

[State 3105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3100,0
channel = 5

[State 3105, Ground Flash]
type = Explod
trigger1 = time = 15
anim = 6666
ID = 8400
postype = P1
pos = -40,0
sprpriority = 3
ownpal = 1
supermovetime = 0

[State 3105, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3101
ID = 3100
pos = 30,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 105
vel = 0,0
accel = 0,0
random = 0,0
removetime = 105
supermove
scale = 1.5,1.75
sprpriority = -2
ontop = 0
shadow = 100,100,100
ownpal = 1
removeongethit = 0


[State 3105, HitDef]
type = HitDef
trigger1 = timemod = 3,1
attr = S,HA
damage = 10,2
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,1
sparkno = 3;s7703
;sparkxy = -10, -100
;guard.sparkno = 8430
hitsound = S15,3
guardsound = S15,2
ground.type = High
ground.slidetime = 0;13
ground.hittime = 1
ground.velocity = -1,-2
air.type = Low
air.hittime = 5
air.velocity = -1,0
fall = 1
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3105, Gravity]
type = Gravity
trigger1 = animelem = 8

[State 3105, End]
type = ChangeState
trigger1 = animtime = 0
value = 1201
ctrl = 1

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

;---------------------------------------------------------------------------
;Hyper 3 Combo
;---------------------------------------------------------------------------
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3200

[State 3200, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 8
y = 0

[State 3200, 0]
type = Width
trigger1 = 1
value = 30,0

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = AnimElem = 3
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = AnimElem = 3
Time = 60
;anim =-1;s3012
pos = 8,-55
sound = S8889,0
poweradd = -1000
movetime = 0

[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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1


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

[State 3200, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 3200, Hit]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage    = 10,2
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-70
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = -4
air.type = High
air.velocity = -4,-2
air.juggle = 1
air.fall = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3200, End]
type = ChangeState
triggerall = MoveHit
triggerall = P2StateType != A
trigger1 = AnimElem = 11
value = 3201

[State 3201, PlaySnd]
type = PlaySnd
triggerall = MoveHit
trigger1 = animelem = 8
value = 3200,0
channel = 5

[State 3200, End]
type = ChangeState
trigger1 = AnimElem = 11
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Combo
[Statedef 3201]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 10,0

[State 3201, 0]
type = Width
trigger1 = 1
value = 10,0

[State 3201, AfterImage]
type = AfterImage
trigger1 = Time = 0
palcontrast = 130,130,130
palbright = 0,0,0
paladd= 0,0,0
palmul= 1,1,1
trans = Add1
time = 1

[State 3201, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3201, ChangeState]
type = ChangeState
trigger1 = MoveHit
value = 3201

[State 3201, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
damage    = 10,2
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 1
sparkxy = 0,-60
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
damage    = 10,2
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 1
sparkxy = 0,-70
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
damage    = 10,2
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 0
sparkxy = 0,-70
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
damage    = 10,2
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 0
sparkxy = 0,-70
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage    = 10,2
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-70
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
damage    = 10,2
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-50
forcestand = 1
ground.type = Low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0
air.type = Low
air.velocity = 0,-10
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
damage    = 10,2
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-80
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0,-10
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA
damage    = 20,2
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 0
sparkxy = 0,-30
forcestand = 1
ground.type = Low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0
air.type = Low
air.velocity = 0,-10
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage    = 20,2
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 0
sparkxy = 0,-80
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0,-10
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, Hit]
type = HitDef
trigger1 = AnimElem = 27
attr = S, HA
damage    = 30,2
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-80
;forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0,-10
air.juggle = 1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3202
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Combo - End
[Statedef 3202]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 1200

[State 3202, 0]
type = Width
trigger1 = Anim = 1200
value = 20,0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 15,3
channel = 4

[State 3202, Explod]
type = Explod
trigger1 = animelem = 8
anim = 3303
ID = 3202
pos = 0,0
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
scale = 1.5,2
sprpriority = 99
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 3202, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3202, 1]
type = HitDef
trigger1 = Anim = 1200
trigger1 = AnimElem = 8
attr = S, HA
damage = 140, 17
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 2
sparkxy = -10, -70
ground.type = High
ground.slidetime = 5
ground.hittime  = 50
ground.velocity = 3,-4
airguard.velocity = 0,-11
air.type = High
air.velocity = 0,-21
air.hittime = 10
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3202, 2]
type = HitDef
trigger1 = Anim = 1200
trigger1 = AnimElem = 9
attr = S, HA
damage = 50, 6
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = -10, -50
ground.type = Low
ground.slidetime = 5
ground.hittime  = 50
ground.velocity = 3,-4
airguard.velocity = 0,-11
air.type = High
air.velocity = 0,-21
air.hittime = 10
fall=1
air.fall=1
hitsound = 5,4
guardsound = 6,0
palfx.time = 40
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15

[State 3202, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Hyper 4 Solar Flares
;---------------------------------------------------------------------------

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

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3300,0
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
;anim =-1;s3012
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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
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    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

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

[State 3300, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Solar Radiation"
ID = 3303
stateno = 3303
pos = 0,0
sprpriority = 999
supermove

;--------------------------------------------
[State 3300, sense bar]
type = Explod
trigger1 = animelem = 1
anim = 3301
id = 3301
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 3300, sense bar]
type = Explod
trigger1 = animelem = 1
anim = 3302
id = 3301
pos = ifelse(TeamSide = 1, 48, 271), 240
postype = left
facing = 1;ifelse(TeamSide = 1, 1, -1)
bindtime = -1
removetime = -2
sprpriority = 92
ignorehitpause = 1
ownpal = 1

;--------------------------------------------
[State 3300, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Hyper 4 Charging
[StateDef 3303]
type = A
movetype = A
physics = C
anim = 3201
ctrl = 0
sprpriority = 16

[State 3303, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3303, PosSet]
type = PosSet
trigger1 = 1
x = parent, Pos X
y = parent, Pos Y
sprpriority = 16

[State 3303, Explod]
type = Explod
trigger1 = time = 10
anim = 3303
ID = 3303
pos = 20,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 276
vel = 0,0
accel = 0,0
random = 0,3
removetime = 276
scale = .44,.33
sprpriority = 99
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 3303, Explod]
type = Explod
trigger1 = time = 21
anim = 3303
ID = 3303
pos = -10,-20
postype = p1
facing = 1
vfacing = 1
bindtime = 276
vel = 0,0
accel = 0,0
random = 1,1
removetime = 276
scale = .76,.66
sprpriority = 99
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 3303, Explod]
type = Explod
trigger1 = time = 1
anim = 3303
ID = 3303
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 276
vel = 0,0
accel = 0,0
random = 2,2
removetime = 276
scale = 1.3,1
sprpriority = 99
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 3303, noreversal]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 3303, noreversal2]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NP, SP, HP
ignorehitpause = 1

[State 3303, hitdef]
type = HitDef
trigger1 = TimeMod = 30,0
attr = S,HA
hitflag = MAF
guardflag = MAF
damage = ifelse(enemynear,name="Iceman",3,10),2
pausetime = 0,0
hitsound = S15,0
guardsound = S15,2
sparkno = -1
sparkxy = 0,75
animtype = Heavy
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 2
guard.velocity = 2
air.velocity = 2,-2
kill = 1
guard.kill = 1
fall.kill = 1
palfx.time = 35
palfx.add = 72,-19,-204
palfx.mul = 338,389,256
palfx.sinadd = 61,20,10,15
palfx.invertall = 1
palfx.color = 15
p2stateno = 3304

[State 3303, DestroySelf]
type = DestroySelf
trigger1 = time >=276 || matchover || win || lose

[State 3303, RemoveExplod]
type = RemoveExplod
trigger1 = matchover || win || lose
id = 3303


;P2 state
[Statedef 3304]
type = U
movetype = H

[State 3304, PalFX]
type = PalFX
trigger1 = time = 0
time = 35
add = 72,-19,-204
mul = 338,389,256
sinadd = 61,20,10,15
invertall = 1
color = 15

[State 3304, ChangeState]
type = SelfState
trigger1 = Life <= 0
value = ifelse(StateType = A, 5020,5000)

[State 3304, End]
type = SelfState
trigger1 = time >= 2
value = ifelse(StateType = A, 50,0)
ctrl = 1


 ;----------------------------[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 = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 7000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 12
value = 0

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdfwd"
v = 12
value = 1

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdback"
v = 12
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 = 44
velset = 0,-15.5

[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(12) = 0
trigger1 = Time = [0,4]
value = 48

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(12) = 1
trigger1 = Time = [0,4]
value = 48

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(12) = -1
trigger1 = Time = [0,4]
value = 48

[State 7001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 8,0; 9999,5

[State 7001, Explod]
type = Explod
trigger1 = Time = 0
ID = 474
anim = 9995
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = .5,.5

[State 7001, explod]
type = Explod
trigger1 = Time = 0
ID = 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

;---------------------------------------------------------------------------------------------
;Beginning of the super jump for AI Launcher
[Statedef 7500]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 7500, VarSet]
type = VarSet
trigger1 = Time = 0
v = 12
value = 1

[State 7500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7501
ctrl = 1

;---------------------------------------------------------------------------------------------
;Super Jump  for AI Launcher

[Statedef 7501]
type = A
physics = A
ctrl = 1
anim = 7001
velset = 0,-16.3

[State 7501, VelSet]
type = VelSet
trigger1 = Anim = 48
trigger1 = Time = [0,5]
x = 4

[State 7501, ChangeAnim]
type = ChangeAnim
trigger1 = Var(12) = 1
trigger1 = Time = [0,4]
value = 48

[State 7501, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 9999,5

[State 7501, Explod]
type = Explod
trigger1 = Time = 0
ID = 474
anim = 9995
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = .5,.5

[State 7501, 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 7501, Variavelzinha muito útil]
type = VarSet
trigger1 = Time = 0
v = 12
value = 1

;---------------------------------------------------------------------------------------------
;Super Jump for AI Launcher

[Statedef 7502]
type    = A
physics = A
ctrl = 1

[State 7505, Vel]
type = VelAdd
triggerall = Vel X <= 2.5
;trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25


;---------------------------------------------------------------------------------------------
[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 = 7020
postype = p1
pos = 53,-30
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

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

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

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

[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 = 7020
postype = p1
pos = 33,-45
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

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

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

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


[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 = 7020
postype = p1
pos = 33,-55
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

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

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

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

[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

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

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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; 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
scale = .5,.5

[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
scale = .5,.5

[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
scale = .5,.5

[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
scale = .5,.5

[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
scale = .5,.5

[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
scale = .5,.5

[State 5050, 4] ;Recover near ground
type = null;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 = null;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 = "P2X = %d, P2Y %d,"
;text = "P2 Distance X from P1 %f, P2 Distance Y from P1 %f"
params = var(2), var(3)
;params = P2BodyDist X, P2BodyDist Y


; Fire Section ==================================================
[State -2, Helper]
type = Helper
trigger1 = time =0
trigger1 = numhelper (1) = 0
helpertype = normal ;player
name = "Fire"
ID = 1
stateno = 1
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
keyctrl = 0
ownpal = 1

[State -2, P2 Flames]
type = Explod
triggerall = NumExplod(6000) = 0
trigger1 = (StateNo = 420) && MoveHit
trigger2 = (StateNo = [1000,1499]) && MoveHit
trigger3 = projhit(1000) = 1
trigger4 = projhit(1200) = 1
trigger5 = stateno = 3003 && MoveHit
trigger6 = stateno = 3200 && MoveHit
ID = 6000
anim = 6001
postype = p2
pos = var(2), var(3)
bindtime = -1
removetime = -2
sprpriority = -4
ownpal = 1
ignorehitpause = 9999

[State -2, P2 Flames]
type = VarSet
trigger1 = 1
v = 2
value = floor(EnemyNear, const(size.mid.pos.x))

[State -2, P2 Flames]
type = VarSet
trigger1 = 1
v = 3
value = floor(EnemyNear, const(size.mid.pos.y))

; Misc SCtrls Section ==================================================

[State 3000, assertspecial]
type = assertspecial
trigger1 = numexplod(32710) >= 1
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State -2, Lie Down Snd]
type = PlaySnd
trigger1 = Time = 1
trigger1 = anim = 5300
value = 3,21
channel = 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

;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 = -0.5

; Combo Messages and Score control =====================================
;>3 Yes
;>4 Good
;>5 Great
;>7 Very Good
;>9 Wonderful
;>11 Fantastic
;>14 Monster
;>20 Marvelous

[State -2, VS_Combo]
type = VarSet
trigger1 = var(8) >= 3
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(9) = 1+(var(8)>3)+(var(8)>4)+(var(8)>6)+(var(8)>8)+(var(8)>10)+(var(8)>13)+(var(8)>19)-(var(8)=-1)
ignorehitpause = 1

[State -2, Danger]
type = VarSet
trigger1 = var(10) !=1 && roundstate=2 && life = [1,250]
var(9) = 9
ignorehitpause = 1

[State -2, First Attack]
type = PlaySnd
triggerall = var(8)=-1
triggerall = NumExplod(8701) = 0
trigger1 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
persistent = 0
value = 230,0
volume=255
ignorehitpause = 1

[State -2, Combo Sound]
type = PlaySnd
trigger1 = NumExplod(8701) = 0
trigger1 = var(8)=0 && var(9)!=0
persistent = 0;1
value = 230,var(9)
volume=255
ignorehitpause = 1

[State -2, Left]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (8000 + var(9))
ID = 8701
postype = left
pos = 0,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State -2, Right]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = (8100+ var(9))
ID = 8701
postype = right
pos = -1,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1

[State -2, VS_Combo]
type = VarAdd
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(8) = 1 + (var(8)=-1)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
trigger1 = var(8)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(8)=-1 && stateno = [5000,5899]
var(8) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(8)=0
var(9) = 0
ignorehitpause = 1

[State -2, Score]
type = Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(11) = ceil(stateno/50)*var(8) + (life)*(roundstate=4) + (moveguarded)
ignorehitpause = 1

[State -2, Normalize Score]
type = Varset
triggerall = numpartner=1
trigger1 = var(11)< partner, var(11)
var(11) = partner, var(11)

[State -2, Is Danger]
type = VarSet
trigger2 = var(10) = 0 && life <= 250
trigger1 = var(10) = 1 && roundstate!=2
var(10) = (roundstate>1)
ignorehitpause = 1

[State -2, Is First Attack p3]
type = VarSet
triggerall = numpartner=1
trigger1 = partner, movehit
trigger1 = partner, var(8) != -1
var(8) = 0
ignorehitpause = 1


; ---------------------------------------------------------
; 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 -2, jump landing sound]
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
trigger3 = stateno = 661
type = PlaySnd
persistent = 0
value = 8,1

[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


