; Gi Gi's constants and state file.
; Character coding done by Trasgo7

[Data]
;Amount of life to start with
;懱椡僎乕僕偺弶婜抣
life = 1100
;attack power (more is stronger)
;峌寕僟儊乕僕
attack = 100
;defensive power (more is stronger)
;懱椡僷儚乕
defence = 105
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = -100
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 0.5         ;Horizontal scaling factor.
yscale = 0.5           ;Vertical scaling factor.
ground.back = 15   ;Player width (back, ground)
ground.front = 60    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 120          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 1     ;Set to 1 to scale projectiles too
head.pos = -5, -110   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = -2     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2      ;Walk forward
walk.back = -2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)
run.back = -5.5,-6.8 ;Hop backward (x, y)
jump.neu = 0,-10.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 170]
type = S
ctrl = 0
anim = ifelse(var(5)=1,5300,6300)
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose
[Statedef 181]
type = S
ctrl = 0
anim = ifelse(var(5),181,1815)
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S200,1

[State 181, GroundGate]
type = Explod
trigger1 = animelem = 3
anim = 182
ID = 182
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 = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 181, Pillar 1]
type = Explod
trigger1 = animelem = 3
anim = 183
ID = 183
pos = -180,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 181, Pillar 2]
type = Explod
trigger1 = animelem = 3
anim = 183
ID = 184
pos = -60,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 181, Pillar 3]
type = Explod
trigger1 = animelem = 3
anim = 183
ID = 185
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 181, Pillar 4]
type = Explod
trigger1 = animelem = 3
anim = 183
ID = 186
pos = 180,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 181, Inca]
type = Explod
trigger1 = animelem = 1
anim = 184
ID = 187
pos = -320,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
;bindtime = -1
vel = 2.2,0
accel = 0,0
random = 0,0
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = -7
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 220
flag = roundnotover




;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  anim = 190
flag = noshadow

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

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 190
trigger1 = animelem = 22
value = S40,0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, chair helper]
type = Helper
trigger1 = anim = 190 && animelem = 1
helpertype = normal ;player
name = "Chair"
ID = 192
stateno = 192
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 191, 3]
type = VelSet
triggerall = anim = 190
trigger1 = Animelem = 31
y = -10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 190 && animelem = 31
value = S600,0

[State 191, come down]
type = changeanim
trigger1 = pos y <= -380
value = 191

[State 0, SprPriority]
type = SprPriority
trigger1 = anim = 191
value = 1
;ignorehitpause =
;persistent =


[State 191, comedown 2]
type = velset
triggerall = anim = 191
trigger1 = animelem = 1
y = 12

[State 191, land velocity]
type = velset
triggerall = anim = 191
triggerall = animelem = 2
trigger1 = pos y > 0
y = 0

[State 191, land positioning]
type = posset
triggerall = anim = 191
trigger1 = pos y > 0
y = 0

[State 191, land stop vel]
type = velset
triggerall = anim = 191
trigger1 = pos y = 0
y = 0

[State 191, land animation]
type = changeanim
triggerall = anim = 191
trigger1 = vel y = 0
value = 40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 47 && animelem = 1
value = S40,0


[State 191, end]
type = changestate
trigger1 = anim = 40 && animtime = 0
value = 0



[Statedef 192]
type = A
physics = N
movetype = H
anim = 192
ctrl = 0
sprpriority = -1

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

[State 192, Trans]
type = Trans
triggerall = time >= 140
trigger1 = 1
trans = addalpha
alpha = 256-(time-140)*3, (time-140)*3

[State 192, die]
type = DestroySelf
trigger1 = parent,anim = 47




;---------------------------------------------------------------------------
; Introduction
[Statedef 193]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = -3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  anim = 190
flag = noshadow

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

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 190
trigger1 = animelem = 22
value = S40,0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PosSet]
type = PosSet
triggerall = anim = 190
trigger1 = animtime <= 210
y = -56

[State 191, fountain]
type = Explod
trigger1 = time = 1
anim = 197
ID = 197
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 298
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 191, Open Wall]
type = Explod
trigger1 = time = 1
anim = 193
ID = 193
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 230
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time < 20
time = 20
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 191, chair helper]
type = Helper
trigger1 = anim = 190 && animelem = 1
helpertype = normal ;player
name = "Chair"
ID = 19992
stateno = 19992
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 191, Background]
type = Explod
trigger1 = time = 1
anim = 194
ID = 194
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 281
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 191, wallClose]
type = Explod
trigger1 = time = 230
anim = 196
ID = 196
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 78
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 262
value = S800,0

[State 0, EnvShake]
type = EnvShake
trigger1 = time =262
time = 20
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 191, 3]
type = VelSet
triggerall = anim = 190
trigger1 = Animelem = 31
y = -10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 190 && animelem = 31
value = S600,0

[State 191, come down]
type = changeanim
trigger1 = pos y <= -380
value = 191

[State 0, SprPriority]
type = SprPriority
trigger1 = anim = 191
value = 1

[State 191, comedown 2]
type = velset
triggerall = anim = 191
trigger1 = animelem = 1
y = 12

[State 191, land velocity]
type = velset
triggerall = anim = 191
triggerall = animelem = 2
trigger1 = pos y > 0
y = 0

[State 191, land positioning]
type = posset
triggerall = anim = 191
trigger1 = pos y > 0
y = 0

[State 191, land stop vel]
type = velset
triggerall = anim = 191
trigger1 = pos y = 0
y = 0

[State 191, land animation]
type = changeanim
triggerall = anim = 191
trigger1 = vel y = 0
value = 47


[State 191, end]
type = changestate
trigger1 = anim = 47 && animtime = 0
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 47 && animelem = 1
value = S40,0

[Statedef 19992]
type = A
physics = N
movetype = H
anim = 192
ctrl = 0
sprpriority = -3

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -56
;ignorehitpause =
;persistent =


[State 192, die]
type = DestroySelf
trigger1 = parent,anim = 47



;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Kitsushiza
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = ifelse(var(5)=1,200,205)  ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 5                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = -1;s7010                      ;Spark anim no (Def: set above)
guard.sparkno = -1;s6767
sparkxy = -10, -76+ifelse(p2dist y <= -10,ceil(p2dist y)+30,0);X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = s5, 0+(random%4)       ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7010
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Pakusaza
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 65
ctrl = 0
velset = 0,0
anim = ifelse(var(5)=1,210,215)
sprpriority = -1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 57, 8
guardflag = MA
pausetime = 8,9
sparkno = -1;s7020
guard.sparkno = -1;s6767
sparkxy = -10,-70+ceil(p2dist y)
hitsound = s5, 0+(random%4)
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7020
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Zahikinguza
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = ifelse(var(5)=1,240,245)
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 3
value = 0, 3

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = Heavy
damage    = 63, 9
guardflag = MA
pausetime = 12,12
sparkno = -1;s7030
guard.sparkno = -1;s6767
sparkxy = -10,-60+ceil(p2dist y)
hitsound = s5, 0+(random%4)
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7030
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 240, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
animtype  = Medium
damage    = 63, 9
guardflag = MA
pausetime = 12,12
sparkno = -1;s7030
guard.sparkno = -1;s6767
sparkxy = -20,-80+ceil(p2dist y)
hitsound = s5, 0+(random%4)
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
fall = 1
air.fall = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7030
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Jump Zahikinguza 1
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = ifelse(var(5)=1,600,605)
sprpriority = 2

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20, 3
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = -1;s7010
guard.sparkno = -1;s6767
sparkxy = -10,-58
hitsound = s5, 0+(random%4)
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7010
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Zahikinguza 2
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = ifelse(var(5)=1,600,605)
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
;trigger2 = animelem = 4
attr = A, NA
damage = 50, 5
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1;s7020
guard.sparkno = -1;s6767
sparkxy = -10,-55
hitsound =s5, 0+(random%4)
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7020
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

;---------------------------------------------------------------------------
;Kienpiza
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = ifelse(var(5)=1,640,645)
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 75, 8
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1;s7030
guard.sparkno = -1;s6767
sparkxy = -10,-40
hitsound = s5, 0+(random%4)
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
fall = 1
air.fall = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7030
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

;---------------------------------------------------------------------------
;SPECIAL MOVES
;---------------------------------------------------------------------------

;Melichiakachiaku
[Statedef 1000]
type = S
physics = S
movetype = A
anim = ifelse(var(5)=1,1100,1600)
ctrl = 0
poweradd = 50
juggle = 1
air.juggle = 1
sprpriority = 1
;ignorehitpause = 1

[State 1100, vel]
type = velset
trigger1 = time >= 24
x = 1.5

[State 1100, var test for helper]
type = varset
trigger1 = time = 23
v = 17
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S200,0

[State 0, Offset]
type = Offset
trigger1 = time >=23
y = var(17)

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 8
trigger3 = animelem = 10
trigger4 = animelem = 12
trigger5 = animelem = 14
trigger6 = animelem = 16
trigger7 = animelem = 18
trigger8 = animelem = 20
trigger9 = animelem = 22
trigger10= animelem = 24
trigger11= animelem = 26
trigger12= animelem = 28
trigger13= animelem = 30
trigger14= animelem = 32
trigger15= animelem = 34
trigger16= animelem = 36
trigger17= animelem = 38
trigger18= animelem = 40
trigger19= animelem = 42
value = 0, 0+(random%3)



[State 1100, hitdef]
type = hitdef
trigger1 = animelem = 6
trigger2 = animelem = 8
trigger3 = animelem = 10
trigger4 = animelem = 12
trigger5 = animelem = 14
trigger6 = animelem = 16
trigger7 = animelem = 18
trigger8 = animelem = 20
trigger9 = animelem = 22
trigger10= animelem = 24
trigger11= animelem = 26
trigger12= animelem = 28
trigger13= animelem = 30
trigger14= animelem = 32
trigger15= animelem = 34
trigger16= animelem = 36
trigger17= animelem = 38
trigger18= animelem = 40
trigger19= animelem = 42
attr=S,NA
damage = 8,4
guardflag = MA
hitflag = MAIHF
priority = 4, Hit
pausetime = 4,4
sparkno = -1;s7030
guard.sparkno = -1;s6767
sparkxy = -10,-55 + ceil(p2dist y)
hitsound = s5, 0+(random%4)
guardsound = s6,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = -5,0
air.type = High
air.hittime = 17
air.velocity = -3,-2
ground.cornerpush.veloff = -4.5
guard.cornerpush.veloff = -4.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7030
postype = p1
pos = 120,-90
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p1
pos = 120,-90
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "Bottom"
ID = 1100
stateno = 1100
pos = 0,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
scale = const(size.xscale),const(size.yscale)

[State 1000, end]
type = ChangeState
trigger1 = animtime = 0
value = 240
ctrl = 1

[Statedef 1100]
type = S
physics = S
movetype = A
anim = ifelse(parent,anim = 1100,1000,1500)
ctrl = 0
poweradd = 50
juggle = 1
air.juggle = 1
sprpriority = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 1
v = 17
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 2
v = 17
value = -1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 3
v = 17
value = -2

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 4
v = 17
value = -4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 5
v = 17    ;fv =
value = -3

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 6
v = 17
value = 2

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 7
v = 17
value = 6

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 8
v = 17
value = 8

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 9
v = 17
value = 2

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 10
trigger2 = animelem = 11
v = 17
value = -2

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animelem = 12
v = 17
value = -1




[State 1100, BindToParent]
type = BindToParent
trigger1 = parent,stateno=1000
pos = 0,0
ignorehitpause = 1


[State 1100, end]
type = DestroySelf
trigger1 = parent,stateno != 1000



;Lunliguzachiaku
[Statedef 1200]
type = S
physics = S
movetype = A
anim = ifelse(var(5)=1,1200,1700)
ctrl = 0
poweradd = 50
juggle = 1
air.juggle = 1
sprpriority = 1
;ignorehitpause = 1

[State 1200, vel]
type = velset
trigger1 = time >= 16 && time <= 180
x = 1.5

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S100,2
volume = 0


[State 1200, hitdef]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 12
attr=S,NA
damage = 12,6
guardflag = MA
hitflag = MAIHF
priority = 4, Hit
pausetime = 4,4
sparkno = -1;s7030
guard.sparkno = -1;s6767
sparkxy = -10,-55 + ceil(p2dist y)
hitsound = s5, 0+(random%4)
guardsound = s6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 15
ground.velocity = -5,0
airguard.velocity = -.3,-1.6
air.type = High
air.hittime = 17
air.velocity = -3,-2
ground.cornerpush.veloff = -4.5
guard.cornerpush.veloff = -4.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = ifelse(time >= 164,1,0)
air.fall = ifelse(time >= 164,1,0)

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7030
postype = p1
pos = 120,-90
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p1
pos = 120,-90
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1200, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Bottom"
ID = 1210
stateno = 1210
pos = 0,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
[State 1200, endanim]
type = ChangeAnim
trigger1 = time = 180
value = ifelse(var(5)=1,1205,1705)

[State 1200, end]
type = ChangeState
triggerall = anim = 1205 || anim = 1705
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 1210]
type = S
physics = S
movetype = A
anim = ifelse(parent,anim = 1200,1210,1710)
ctrl = 0
poweradd = 50
juggle = 1
air.juggle = 1
sprpriority = 0

[State 1210, BindToParent]
type = BindToParent
trigger1 = parent,stateno=1200
pos = 0,0
ignorehitpause = 1


[State 1210, end]
type = DestroySelf
trigger1 = parent,stateno != 1200


; Weak Zakikukan
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 10
velset = 0,0
poweradd = 40
anim = ifelse(var(5)=1,1300,1800)
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,2


[State 1300, Hitdef]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = 50,5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
sparkno=-1;s7030
sparkxy = -10, -130
guard.sparkno = -1;s6767
hitsound = s5, 0+(random%4)
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5,-11
air.type = Low
air.hittime = 25
air.velocity = -5,-8
fall = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7030
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1300, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Med Zakikukan
[Statedef 1301]
type    = S
movetype= A
physics = N
juggle  = 10
velset = 0,0
poweradd = 45
anim = ifelse(var(5)=1,1300,1800)
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,2

[State 1301, Hitdef]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = 70,7
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
sparkno=-1;s7030
sparkxy = -10, -130
guard.sparkno = -1;s6767
hitsound = s5, 0+(random%4)
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5,-14
air.type = Low
air.hittime = 25
air.velocity = -5,-11
fall = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7030
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1301, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


; Heavy Zakikukan
[Statedef 1302]
type    = S
movetype= A
physics = N
juggle  = 10
velset = 0,0
poweradd = 50
anim = ifelse(var(5)=1,1300,1800)
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,2

[State 1302, Hitdef]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = 85,8
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
sparkno=-1;s7030
sparkxy = -10, -130
guard.sparkno = -1;s6767
hitsound = s5, 0+(random%4)
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5,-17
air.type = Low
air.hittime = 25
air.velocity = -5,-14
fall = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7030
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1302, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------
;If GiGi had Hypers, these would be they
;---------------------------------------

;Pichikikan 1 (Pillars)
[Statedef 15000]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= -1000
ctrl = 0
velset = 0,0
anim = ifelse(var(5)=1,15000,15010)
sprpriority = 2

[State 15000, Explod]
type = Explod
trigger1 =animelem = 5
anim = 15050
ID = 15050
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 15000, Explod Ground]
type = Explod
triggerall = anim = 15000 || anim = 15010
trigger1 =animelem = 2
anim = 182
;ID = 15050
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 146
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1
removeongethit = 1


[State 15000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S200,1

[State 15000, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Pillar 1 of 3"
ID = 15001
stateno = 15001
pos = 110,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 15000, Helper2]
type = Helper
trigger1 = time = 45
helpertype = normal
name = "Pillar 2 of 3"
ID = 15002
stateno = 15001
pos = 190,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 15000, Helper3]
type = Helper
trigger1 = time = 60
helpertype = normal
name = "Pillar 3 of 3"
ID = 15003
stateno = 15001
pos = 270,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 15000, 4]
type = ChangeAnim
trigger1 = Time = 150
value = ifelse(var(5)=1,15001,15011)

[State 15000, Explod Ground2]
type = Explod
triggerall = anim = 15001 || anim = 15011
trigger1 = animelem = 1
anim = 1825
;ID = 15050
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 15000, 4]
type = ChangeState
triggerall = anim = 15001 || anim = 15011
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 15001]
type = S
movetype = A
physics = S
anim = 15060
ctrl = 0
poweradd = 50
juggle = 20
air.juggle = 20
sprpriority = 1

[State 15001, 1]
type = HitDef
triggerall = !moveguarded
triggerall = !movehit
trigger1 = 1
attr = S, NA
animtype  = Heavy
damage    = 165,35
hitflag = MAF
guardflag = MAF
pausetime = 0,0
sparkno = -1;s7800
guard.sparkno = -1;s6767
sparkxy = -10, ceil(p2dist y)
hitsound = s1000, 0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
air.hittime = 10
guard.velocity = -13
air.guard.velocity = -13
airguard.velocity = -3
ground.velocity = -6.5, -8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -6.5,-7
fall = 1
air.fall = 1
ignorehitpause = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7800
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 15001, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1


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

[State 15001, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =







;Pichikikan 2 (Spears)
[Statedef 15100]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= -1000
ctrl = 0
velset = 0,0
anim = ifelse(var(5)=1,15000,15010)
sprpriority = 2

[State 15100, Explod]
type = Explod
trigger1 =animelem = 5
anim = 15050
ID = 15050
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 15100, Explod Ground]
type = Explod
triggerall = anim = 15000 || anim = 15010
trigger1 =animelem = 2
anim = 182
;ID = 15050
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 146
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 15100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S200,1


[State 15000, Helper]
type = Helper
trigger1 = time = 25
trigger2 = time = 75
helpertype = normal
name = "Spear 1"
ID = 15004
stateno = 15002
pos = 80,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 15000, Helper]
type = Helper
trigger1 = time = 35
trigger2 = time = 85
helpertype = normal
name = "Spear 2"
ID = 15005
stateno = 15002
pos = 130,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 15000, Helper]
type = Helper
trigger1 = time = 45
trigger2 = time = 95
helpertype = normal
name = "Spear 3"
ID = 15006
stateno = 15002
pos = 180,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 15000, Helper]
type = Helper
trigger1 = time = 55
trigger2 = time = 105
helpertype = normal
name = "Spear 4"
ID = 15007
stateno = 15002
pos = 230,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 15000, Helper]
type = Helper
trigger1 = time = 65
trigger2 = time = 115
helpertype = normal
name = "Spear 5"
ID = 15008
stateno = 15002
pos = 280,0
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 15000, Helper]
type = Helper
trigger1 = time = 25
trigger2 = time = 85
helpertype = normal
name = "Spear mini 1"
ID = 15009
stateno = 15003
pos = 255,-7
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
size.xscale = 0.25
size.yscale = 0.25

[State 15000, Helper]
type = Helper
trigger1 = time = 40
trigger2 = time = 100
helpertype = normal
name = "Spear mini 2"
ID = 150091
stateno = 15003
pos = 215,-7
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
size.xscale = 0.25
size.yscale = 0.25

[State 15000, Helper]
type = Helper
trigger1 = time = 55
trigger2 = time = 115
helpertype = normal
name = "Spear mini 3"
ID = 150092
stateno = 15003
pos = 155,-7
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
size.xscale = 0.25
size.yscale = 0.25

[State 15000, Helper]
type = Helper
trigger1 = time = 70
trigger2 = time = 130
helpertype = normal
name = "Spear mini 4"
ID = 150093
stateno = 15003
pos = 115,-7
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
size.xscale = 0.25
size.yscale = 0.25




[State 15100, 4]
type = ChangeAnim
trigger1 = Time = 150
value = ifelse(var(5)=1,15001,15011)

[State 15100, Explod Ground2]
type = Explod
triggerall = anim = 15001 || anim = 15011
trigger1 = animelem = 1
anim = 1825
;ID = 15050
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 15100, 4]
type = ChangeState
triggerall = anim = 15001 || anim = 15011
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 15002]
type = S
movetype = A
physics = S
anim = 15070
ctrl = 0
poweradd = 1
juggle = 5
air.juggle = 5
sprpriority = 1

[State 15002, 1]
type = HitDef
triggerall = !moveguarded
triggerall = !movehit
trigger1 = 1
attr = S, NA
animtype  = Heavy
damage    = 42,9
hitflag = MAIFD
guardflag = LAF
pausetime = 0,0
sparkno = -1;s7800
guard.sparkno = -1;s6767
sparkxy = -10,ceil(p2dist y)
hitsound = s5, 0+(random%4)
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2, -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-2
fall = 1
air.fall = 1
ignorehitpause = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7800
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 15002, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S200,0



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

[State 15002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

[Statedef 15003]
type = S
movetype = A
physics = S
anim = 15070
ctrl = 0
poweradd = 1
juggle = 5
air.juggle = 5
sprpriority = 0

[State 15003, 1]
type = HitDef
triggerall = !moveguarded
triggerall = !movehit
trigger1 = 1
attr = S, NA
animtype  = Heavy
damage    = 42,9
hitflag = MAIFD
guardflag = LAF
pausetime = 0,0
sparkno = -1;s7800
guard.sparkno = -1;s6767
sparkxy = -10,ceil(p2dist y)
hitsound = s5, 0+(random%4)
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2, -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-2
fall = 1
air.fall = 1
ignorehitpause = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7800
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 15003, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1

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

[State 15003, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


;Pichikikan 3 (Blocks)
[Statedef 15200]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= -1000
ctrl = 0
velset = 0,0
anim = ifelse(var(5)=1,15000,15010)
sprpriority = 2

[State 15200, Explod]
type = Explod
trigger1 =animelem = 5
anim = 15050
ID = 15050
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 15200, Explod Ground]
type = Explod
triggerall = anim = 15000 || anim = 15010
trigger1 =animelem = 2
anim = 182
;ID = 15050
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 146
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 15000, Helper]
type = Helper
trigger1 = time = 50
trigger2 = time = 60
trigger3 = time = 70
trigger4 = time = 80
trigger5 = time = 90
trigger6 = time = 100
helpertype = normal
name = "Block 1"
ID = 15004
stateno = 15004
pos = 50+(random%300),-300
postype = p1
facing = 1
removeongethit = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 15200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S200,1

[State 15200, 4]
type = ChangeAnim
trigger1 = Time = 150
value = ifelse(var(5)=1,15001,15011)

[State 15200, Explod Ground2]
type = Explod
triggerall = anim = 15001 || anim = 15011
trigger1 = animelem = 1
anim = 1825
;ID = 15050
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 15200, 4]
type = ChangeState
triggerall = anim = 15001 || anim = 15011
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 15004]
type = C
movetype=H
physics=C
anim = 15080
ctrl = 0
poweradd = 5
juggle = 5
air.juggle = 5
sprpriority = 1

[State 15004, 1]
type = HitDef
triggerall = !moveguarded
triggerall = !movehit
trigger1 = 1
attr = S, NA
animtype  = Heavy
damage    = 87,25
hitflag = MAFD
guardflag = ;MAF
pausetime = 0,0
sparkno = -1;s7800
guard.sparkno = -1;s6767
sparkxy = -10,ceil(p2dist y)
hitsound = s1000, 1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2, -2
air.velocity = -2,-2
fall = 1
air.fall = 1
ignorehitpause = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7800
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6767
postype = p2
pos = 20,-90
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, VelAdd]
type = VelAdd
triggerall = vel y <= 8
trigger1 = time >= 0
y = .15

[State 0, PlaySnd]
type = PlaySnd
triggerall = !movehit
trigger1 = pos y >= 0
value = S1000,1


[State 15004, DestroySelf]
type = ChangeState
trigger1 = movehit
trigger2 = pos y >= 0
value = 15005
ctrl = 1

[Statedef 15005]
type = C
movetype = H
physics = C
anim = 15081
ctrl = 0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time < 1
x = 0
y = -4.2

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
x = 0+(random%3)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = .25

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

[State 15005, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Piece 2 of 9"
stateno = 15082
pos x = 0
postype = p1
facing = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 15005, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Piece 3 of 9"
stateno = 15083
pos x = 0
postype = p1
facing = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 15005, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Piece 4 of 9"
stateno = 15084
pos x = 0
postype = p1
facing = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 15005, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Piece 5 of 9"
stateno = 15085
pos x = 0
postype = p1
facing = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 15005, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Piece 6 of 9"
stateno = 15086
pos x = 0
postype = p1
facing = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 15005, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Piece 7 of 9"
stateno = 15087
pos x = 0
postype = p1
facing = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 15005, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Piece 8 of 9"
stateno = 15088
pos x = 0
postype = p1
facing = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 15005, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Piece 9 of 9"
stateno = 15089
pos x = 0
postype = p1
facing = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 80







[Statedef 15082]
type = C
movetype = H
physics = C
anim = 15082
ctrl = 0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time < 1
x = 0
y = -4.2
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
x = 0+-1*(random%3)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = .25
;ignorehitpause =
;persistent =

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 80



[Statedef 15083]
type = C
movetype = H
physics = C
anim = 15083
ctrl = 0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time < 1
x = 0
y = -4.2
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
x = 0+(random%3)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = .25
;ignorehitpause =
;persistent =

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 80


[Statedef 15084]
type = C
movetype = H
physics = C
anim = 15084
ctrl = 0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time < 1
x = 0
y = -4.1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
x = 0+(random%3)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = .25
;ignorehitpause =
;persistent =

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 80


[Statedef 15085]
type = C
movetype = H
physics = C
anim = 15085
ctrl = 0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time < 1
x = 0
y = -4.8
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
x = 0+-1*(random%3)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = .25
;ignorehitpause =
;persistent =

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 80


[Statedef 15086]
type = C
movetype = H
physics = C
anim = 15086
ctrl = 0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time < 1
x = 0
y = -4.3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
x = 0+-1*(random%3)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = .25
;ignorehitpause =
;persistent =

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 80


[Statedef 15087]
type = C
movetype = H
physics = C
anim = 15087
ctrl = 0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time < 1
x = 0
y = -4.4
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
x = 0+-1*(random%3)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = .25
;ignorehitpause =
;persistent =

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 80


[Statedef 15088]
type = C
movetype = H
physics = C
anim = 15088
ctrl = 0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time < 1
x = 0
y = -4.5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
x = 0+-1*(random%3)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = .25
;ignorehitpause =
;persistent =

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 80


[Statedef 15089]
type = C
movetype = H
physics = C
anim = 15089
ctrl = 0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time < 1
x = 0
y = -4.6
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
x = 0+-1*(random%3)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = .25
;ignorehitpause =
;persistent =

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 80













;-----------------------------------
;SUPER JUMP START
;-----------------------------------
; Jump Start
[Statedef 900]
type    = S
physics = S
anim = ifelse(var(5) = 1,40,44)
ctrl = 0
sprpriority = 1

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

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

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

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


;---------------------------------------------------------------------------------------------
;Super Jump

[Statedef 7001]
type = A
physics = A
ctrl = 1
anim = 41
velset = 0,-13

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43 && Anim != 48
x = -0.1

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42 && anim != 46
x = 0.25

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 42 || Anim = 46
trigger1 = Time = [0,5]
x = 4

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 43 || Anim = 48
trigger1 = Time = [0,5]
x = -3.5

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 0
trigger1 = Time = [0,4]
value = ifelse(var(5)=1,41,45)

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 1
trigger1 = Time = [0,4]
value = ifelse(var(5)=1,42,46)

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = -1
trigger1 = Time = [0,4]
value = ifelse(var(5)=1,43,48)

[State 900, jumpsnd]
type = playsnd
trigger1 = time = 1
value = s600,0

[State 7001, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 23
length = 20 ;45
;palcolor = 256
;palinvertall = 1
palbright = 0,0,0
palcontrast = 256,256,256
timegap = 1
framegap = 5
trans = add1

[State 7001, Variavelzinha muito 鷗il]
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








;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

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

[State -2, custom state correction... not as instant as I'd like]
type = changeanim
triggerall = var(5) != 1
trigger1 = anim >= 5000 && anim < 6000
value = anim+1000

[State -2, Debug]
type=displaytoclipboard
trigger1= 1
text="var(19) = %d"; vel y = %f"
params=var(19);, vel y

;[State -2, die when you're dead]
;type = changestate
;triggerall = life = 0
;trigger1 = stateno != 5150
;value = 5150

[State -2, reflection projectile variable fix]
type = varset
trigger1 = stateno > 160
trigger2 = stateno < 120
var(16) = 0

[State -2, reflection projectile variable fix2]
type = varset
trigger1 = stateno > 160
trigger2 = stateno < 120
var(19) = 0


[State -2, reflection projectile]
type = projectile
triggerall = life > 0
triggerall = numprojID(13000)=0
trigger1 = var(16) = 10 && time > 2
projID = 13000
projanim = 13000
projhitanim = 13001
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = 0
offset = 50, -70
sparkno=s7030
;sparkxy = (target,pos x), 0+(target,pos y)
velocity = 4
attr = S, SP
damage   = 75,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 18,18
hitsound   = s800,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0




;REMOVE BLOCK EXPLODS IF IN A CUSTOM STATE!!!!!
[State -2, Remove block gate air]
type = RemoveExplod
trigger1 = stateno != 132 && stateno != 155
id =  1292

[State -2, Remove block gate hit air]
type = RemoveExplod
trigger1 = stateno != 154
id =  1297

[State -2, Remove crouch block gate hit]
type = RemoveExplod
trigger1 = stateno != 152 ;&& stateno != 130
id =  1296

[State -2, Remove CROUCH block gate]
type = RemoveExplod
trigger1 = stateno != 131 && stateno != 153 ;&& stateno != 153
id =  1291

[State -2, Remove block gate hit]
type = RemoveExplod
trigger1 = stateno != 150
id =  1295

[State -2, Remove block gate]
type = RemoveExplod
trigger1 = stateno != 130 && stateno != 140 && stateno != 120 && stateno != 151
id =  1290

[State -2, Remove block bubble hit air]
type = RemoveExplod
trigger1 = stateno != 154 && stateno != 143
id =  1287

[State -2, Remove block bubble air]
type = RemoveExplod
trigger1 = stateno != 132 && stateno != 155
id =  1282

[State -2, Remove crouch block bubble hit]
type = RemoveExplod
trigger1 = stateno != 152 && stateno != 142
id =  1286

[State -2, Remove CROUCH block bubble]
type = RemoveExplod
trigger1 = stateno != 131 && stateno != 153
id =  1281

[State -2, Remove block bubble hit]
type = RemoveExplod
trigger1 = stateno != 150 && stateno != 141
id =  1285

[State -2, Remove block bubble]
type = RemoveExplod
trigger1 = stateno != 130 && stateno != 140 && stateno != 120 && stateno != 151
id =  1280










;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3, ColorVar 1]
;If the color is already red
type = varset
trigger1 = anim = 0 && prevstateno != 52
trigger2 = anim = 7
trigger3 = anim = 47 && p2dist x < 0
trigger4 = anim = 17 && animtime = 0
var(5) = 1

[State -3, ColorVar 2]
;If the color is already blue
type = varset
trigger1 = anim = 1 && prevstateno != 52
trigger2 = anim = 6
trigger3 = anim = 49 && p2dist x < 0
trigger4 = anim = 16 && animtime = 0
var(5) = 0

[State -3, holddown correction for dashing... ugh...]
type = varset
triggerall = prevstateno = 100
triggerall = p2dist x < 0
trigger1 = command = "holddown"
;trigger2 = command = "Jump"
var(5) = ifelse(var(5) = 1,0,1)


[state 130, varset]
type = varset
triggerall = stateno = 130 || stateno = 131 || stateno = 132
trigger1 = time = 1
var(19) = life

[state 140, varset]
type = varset
triggerall = stateno = 140
trigger1 = time = 1
var(19) = life


[State -3, block bubble]
type = Explod
triggerall = var (5) = 1
triggerall = numexplod(1280) = 0
trigger1 = stateno =  130 && time = 1
trigger2 = stateno = 140 && time = 1
trigger3 = stateno = 120 && time = 1
trigger4 = stateno = 151 && time = 1
anim = 128
ID = 1280
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 = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove block bubble]
type = RemoveExplod
trigger1 = stateno != 130 && stateno != 140 && stateno != 120 && stateno != 151
id =  1280

[State -3, block bubble hit]
type = Explod
triggerall = var (5) = 1
triggerall = numexplod(1285)=0
triggerall = numexplod(12851)=0
trigger1 = stateno =  150 ;&& time = (-1||1)
trigger2 = stateno = 141
anim = ifelse(stateno=141,12851,1285)
ID = 1285
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 = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State -3, Remove block bubble hit]
type = RemoveExplod
trigger1 = stateno != 150 && stateno != 141
id =  1285


[State -3, CROUCH block bubble]
type = Explod
triggerall = var (5) = 1
triggerall = numexplod(1281) = 0
trigger1 = stateno = 131 && time = 1
trigger2 = stateno = 153 && time = 1
anim = 128
ID = 1281
pos = -5,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove CROUCH block bubble]
type = RemoveExplod
trigger1 = stateno != 131 && stateno != 153
id =  1281

[State -3, crouch block bubble hit]
type = Explod
triggerall = var (5) = 1
triggerall = numexplod(1286) = 0
;triggerall = numexplod(12851)=0
trigger1 = stateno =  152;3 ;&& time = 1
trigger2 = stateno = 142
anim = 1285;ifelse(stateno=142,12851,1285)
ID = 1286
pos = -5,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove crouch block bubble hit]
type = RemoveExplod
trigger1 = stateno != 152 && stateno != 142
id =  1286

[State -3, block bubble air]
type = Explod
triggerall = var (5) = 1
triggerall = numexplod(1282) = 0
trigger1 = stateno =  132 && time = 1
trigger2 = stateno = 155 && time = 1
anim = 128
ID = 1282
pos = 0,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove block bubble air]
type = RemoveExplod
trigger1 = stateno != 132 && stateno != 155
id =  1282

[State -3, block bubble hit air]
type = Explod
triggerall = var (5) = 1
triggerall = numexplod(1287) = 0
triggerall = numexplod(12851)=0
trigger1 = stateno =  154 ;&& time = 1
trigger2 = stateno = 143
;anim = ifelse(stateno=143,12851,1285)
anim = 1285
ID = 1287
pos = 0,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove block bubble hit air]
type = RemoveExplod
trigger1 = stateno != 154 && stateno != 143
id =  1287


[State -3, PlaySnd]
type = PlaySnd
trigger1 = numexplod(1285) = 1  && time = 1
trigger2 = numexplod(1286) = 1 && time = 1
trigger3 = numexplod(1287) = 1 && time = 1
value = S300,0



[State -3, block gate];129 is the start, 1294 is the stay, 1295 is the hit
type = Explod
triggerall = var (5) != 1
triggerall = numexplod(1290)=0
trigger1 = stateno =  130 && time = 1
trigger2 = stateno = 140 && time = 1
trigger3 = stateno = 120 && time = 1
trigger4 = stateno = 151 && time = 1
anim = ifelse(stateno=151,1294,ifelse(stateno=140,1294,129));4
ID = 1290
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 = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove block gate]
type = RemoveExplod
trigger1 = stateno != 130 && stateno != 140 && stateno != 120 && stateno != 151
id =  1290

[State -3, block gate hit]
type = Explod
triggerall = var (5) != 1
triggerall = numexplod(1295)=0
trigger1 = stateno =  150 ;&& time = 1
anim = 1295
ID = 1295
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 = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove block gate hit]
type = RemoveExplod
trigger1 = stateno != 150
id =  1295

[State -3, CROUCH block gate]
type = Explod
triggerall = var (5) != 1
triggerall = numexplod(1291)=0
trigger1 = stateno = 131 && time = 1
trigger2 = stateno = 153 && time = 1
anim = ifelse(stateno=153,1294,129);4
ID = 1291
pos = -5,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove CROUCH block gate]
type = RemoveExplod
trigger1 = stateno != 131 && stateno != 153 ;&& stateno != 153
id =  1291

[State -3, crouch block gate hit]
type = Explod
triggerall = var (5) != 1
triggerall = numexplod(1296)=0
trigger1 = stateno =  152 ;&& time = 1
anim = 1295
ID = 1296
pos = -5,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove crouch block gate hit]
type = RemoveExplod
trigger1 = stateno != 152 ;&& stateno != 130
id =  1296

[State -3, block gate air]
type = Explod
triggerall = var (5) != 1
triggerall = numexplod(1292)=0
trigger1 = stateno =  132 && time = 1
trigger2 = stateno = 155 && time = 1
anim = ifelse(stateno=155,1294,129);4
ID = 1292
pos = 0,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove block gate air]
type = RemoveExplod
trigger1 = stateno != 132 && stateno != 155
id =  1292

[State -3, block gate hit air]
type = Explod
triggerall = var (5) != 1
triggerall = numexplod(1297)=0
trigger1 = stateno =  154 ;&& time = 1
anim = 1295
ID = 1297
pos = 0,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State -3, Remove block gate hit air]
type = RemoveExplod
trigger1 = stateno != 154
id =  1297



[State -3, Light Ouch]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5001 && anim != 5011 && anim != 5002 && anim !=5012 &&anim != 6001 && anim != 6011 && anim != 6002 && anim !=6012
trigger2 = stateno = 5010
trigger2 = anim != 5021 && anim != 5022 && anim != 6021 && anim != 6022
value = 500,0
channel = 0
ignorehitpause = 1

[State -3, Medium & Hard Ouch]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 6
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010 && anim != 6000 && anim != 6010
trigger2 = stateno = 5010
trigger2 = anim != 5020 && anim != 6020
value = 500,1
channel = 0
ignorehitpause = 1


