[Statedef 7000] 
type    = A
movetype= I
physics = N
ctrl = 0

[State 2000, 0]
type = VelSet
trigger1 = !time
trigger1 = Pos Y >= 0
y = -3
x = 0
persistent=0

[State 2000, 0]
type = VelSet
trigger1 = !time
trigger1 = Pos Y <= -30
y = -2
x = 0
persistent=0

[State 777, ch]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = !time
value = 7000
ctrl = 1

[State 2000, A4]
type = PlaySnd
trigger1 = !time
value = 6,8

[State 2000, A1]
type = VarSet
trigger1 = !Time
V = 8
Value = 650 ;450

[State 2000, aa1]
type = Explod 
trigger1 = Pos Y >= 0
trigger1 = !time
sprpriority = 10
anim = 10110               ;polvo
pos = -30, 3
removeongethit = 1
scale = .77,.77
bindtime = 1
supermovetime = 99
pausemovetime = 99

[State 2000, A2]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001 


[Statedef 7001]
type    = A
movetype= I
ctrl = 0
anim = 7002
velset = 0,0

[State 2000, A4]
type = PlaySnd
trigger1 = anim = 2015 
value = 6,8
persistent=0

[State 2000, A4]
type = PlaySnd
trigger1 = anim = 2030 
value = 6,8
persistent=0

[State 2000, A4]
type = PlaySnd
trigger1 = anim = 2040 
value = 6,8
persistent=0

[State 2000, A4]
type = PlaySnd
trigger1 = anim = 2045 
value = 6,8
persistent=0

[State 2001, B1]
type = PosSet
trigger1 = Pos Y < -270
y = -270

[State 2001, B2]
type = PosSet
trigger1 = Pos Y > -30
y = -30

[State 2001, B5]
type = VelSet
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger2 = Pos Y < -270
trigger3 = Pos Y > -30
x = 0
y = 0

[State 2001, aa] 
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 2001, B6]
type = ChangeAnim
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
triggerall = anim != 7002
value = 7002

[State 2001, B7]
type = ChangeAnim
trigger1 = command = "holdup"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
triggerall = anim != 7001
value = 7001

[State 2001,B8]
type = VelSet
trigger1 = command = "holdup"
y = -3.5 


[State 2001, B9]
type = ChangeAnim
trigger1 = command = "holddown"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
triggerall = anim != 7005
value = 7005


[State 2001,C1]
type = VelSet
trigger1 = command = "holddown"
y = 3.5


[State 2001, C2]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
triggerall = anim != 7010
value = 7010

[State 2001,C3]
type = VelSet
trigger1 = command = "holdback"
x = -3.5

[State 2001, C4]
type = ChangeAnim
trigger1 = command = "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
triggerall = anim != 7020
value = 7020

[State 2001,C5]
type = VelSet
trigger1 = command = "holdfwd"
x = 4

[State 2001, C6]
type = ChangeAnim
trigger1 = command = "holdfwd" && command = "holdup"
triggerall = anim != 7020
value = 7020

[State 2001, C7]
type = ChangeAnim
trigger1 = command = "holdup" && command = "holdback"
triggerall = anim != 7010
value = 7010

[State 2001, C8]
type = ChangeAnim
trigger1 = command = "holdfwd" && command = "holddown"
triggerall = anim != 7020
value = 7020

[State 2001, C9]
type = changeanim
trigger1 = command = "holddown" && command = "holdback"
triggerall = anim != 7010
value = 7010

[State 2001, D3]
type = Turn
trigger1 = P2Dist X < 0

[State 2001, A3]
type = ChangeState
triggerall = command !="Flying"
trigger1= command = "x"
value = 7600

[State 2001, A4]
type = ChangeState
triggerall = command !="Flying"
trigger1= command = "y"
value = 7610

[State 2001, A5]
type = ChangeState
triggerall = command !="Flying"
trigger1= command = "z"
value = 7620

[State 2001, A6]
type = ChangeState
triggerall = command !="Flying"
trigger1= command = "a"
value = 7630

[State 2001, A7]
type = ChangeState
triggerall = command !="Flying"
trigger1= command = "b"
value = 7640

[State 2001, A8]
type = ChangeState
triggerall = command !="Flying"
trigger1= command = "c"
value = 7650

[State 2001, A8]
type = ChangeState
triggerall = command !="Flying"
trigger1= command = "typhoonx"
value = 7111

[State 2001, D6]
type = ChangeState
trigger1 = Win
trigger2 = Lose
trigger3 = Var(8) <= 0
value = 50

;-------------------------------------------------------------------------------------
;Special's
;-------------------------------------------------------------------------------------
;Typhoon Weak - in air
[Statedef 71003]
type = A
movetype = A
physics = S
anim = 1000
poweradd = 100 
ctrl = 0

[State 1003, vel]
type = velset
trigger1 = time = 0
trigger1 = pos y < 0
x = (vel x)*(0.1)
y = 0

[State 1003, velstop]
type = velset
trigger1 = pos y >= 0
x = 0
y = 0

[State 1003, veladd]
type = veladd
trigger1 = pos y < 0
y = 0.015

[State 1003, Explod]
type = Explod
trigger1 = time = 0
anim = 1001
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
name = "Attack Explod"
id = 1001

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,9
channel = 1

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,10
channel = 2

[State 1003, Helper]
type = Helper
trigger1 = AnimElem = 3, = 4
stateno = 1010
postype = p1
pos = 0,0
bindtime = 1
ownpal = 1
name = "Typhoon"
id = 1010

[State 2600, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1

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

;Up Typhoon Weak - In Air
[Statedef 71501]
type = A
movetype = A
physics = S
anim = 1500
velset = 0,0
poweradd = 100 
ctrl = 0

[State 1501, vel]
type = velset
trigger1 = time = 0
trigger1 = pos y < 0
x = (vel x)*(0.1)
y = 0

[State 1501, velstop]
type = velset
trigger1 = pos y >= 0
x = 0
y = 0

[State 1501, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,9
channel = 1

[State 1501, Helper]
type = Helper
trigger1 = time = 39;AnimElem = 3, = 4
stateno = 1510
postype = p2
pos = -5,0
bindtime = 1
ownpal = 1
name = "UpTyphoon1"
id = 1510

[State 1501, Helper]
type = Helper
trigger1 = time = 40;AnimElem = 3, = 4
stateno = 1512
postype = p2
pos = 17,0
bindtime = 1
ownpal = 1
name = "UpTyphoon2"
id = 1510

[State 2600, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1

;-------------------------------------------------------------------------------------
;Punches :P
;-------------------------------------------------------------------------------------
[Statedef 7600]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 15
ctrl = 0
sprpriority = 2
hitcountpersist =1

[State 777, A0]
type = Velset
trigger1 =!time
y = 0
x = 0

[State 777, hsp]
type = helper
trigger1 = !var(55) && movehit 
helpertype = normal
stateno = 10005
ID = 10005
name = "hitspark1"
postype = p2
pos = ifelse(p2statetype=A,(target ,const(size.mid.pos.x)),(target ,const(size.head.pos.x))),ifelse(p2statetype=A,(target ,const(size.mid.pos.y)),(target ,const(size.head.pos.y)))
facing = -1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent=0
ownpal = 1

[State 600, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 1
value = 2000,0
channel = 3
ignorehitpause = 1
persistent = 0

[State 600, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 2
value = 2000,0
channel = 3
ignorehitpause = 1
persistent = 0


[State 777, ch]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = !time
value = 600
ctrl = 1

[State 600, snd]
type = playsnd
trigger1 = animelem = 2
value = 1000, 6
channel = 2

[State 620, Explod]
type = Explod
trigger1 = anim = 600 && AnimElem = 1
anim = 601
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
id = 601

[State 600, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 1
value = 2000,0
channel = 3
ignorehitpause = 1
persistent = 0

[State 600, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 2
value = 2000,0
channel = 3
ignorehitpause = 1
persistent = 0

[State 600, guardsnd]
type = playsnd
trigger1 = moveguarded
value = 0,3
channel = 3
ignorehitpause = 1
persistent = 0

[State 600, 2]
type = HitDef
trigger1 = !Time
attr = A, NA
damage = 30
hitflag = MAF
guardflag = HA
priority = 3, Hit 
pausetime = 6,6
sparkno = 0;S10005
;guard.sparkno = S10003
sparkxy = -10,-90
hitsound   = S5,2
guardsound = S7,1
air.type = low
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
ground.cornerpush.veloff = -8
air.velocity = 0,-9;-8
air.hittime  = 20
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
airguard.velocity = -3,-3
getpower  = 20
givepower = 10
palfx.time = 25
palfx.add  = -90,0,140
palfx.sinadd = 100,100,100,10
Palfx.color = 0 
envshake.time = 6
envshake.freq = 50
envshake.ampl = -6

[State 2600, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1





[Statedef 7610]
type    = A
movetype= A
physics = N
juggle  = 2
poweradd= 25
ctrl = 0
sprpriority = 2
hitcountpersist =1

[State 777, A0]
type = Velset
trigger1 =!time
y = 0
x = 0

[State 52, 4]
type = turn
trigger1 = p2dist X <= -3
trigger1 = time >= 38

[State 777, hsp]
type = helper
trigger1 = !var(55)&& movehit 
helpertype = normal
stateno = 10005
ID = 10005
name = "hitspark2"
postype = p2
pos = ifelse(p2statetype=A,(target ,const(size.mid.pos.x)),(target ,const(size.head.pos.x))),ifelse(p2statetype=A,(target ,const(size.mid.pos.y)),(target ,const(size.head.pos.y)))
facing = -1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent=0
ownpal = 1

[State 777, hdf]
type = helper
trigger1 = !var(55)&& moveguarded 
helpertype = normal
stateno = 8716
ID = 8716
name = "defend"
postype = p2
pos = ifelse(p2statetype=A,(target ,const(size.mid.pos.x)),(target ,const(size.head.pos.x))),ifelse(p2statetype=A,(target ,const(size.mid.pos.y)),(target ,const(size.head.pos.y)))
facing = -1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent=0
ownpal = 1

[State 52, 4]
type = turn
trigger1 = p2dist X <= -3
trigger1 = time >= 38

[State 777, a01]
type = ChangeAnim
trigger1 = !time && prevstateno != 9000
value = 610
ctrl = 1

[State 610, snd]
type = playsnd
trigger1 = animelem = 6
value = 1000, 1
channel = 1

[State 610, snd]
type = playsnd
trigger1 = animelem = 6
value = 1000, 7
channel = 2

State 610, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 1
value = 2000,1
channel = 3
ignorehitpause = 1
persistent = 0

[State 610, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 2
value = 2000,1
channel = 3
ignorehitpause = 1
persistent = 0

[State 610, guardsnd]
type = playsnd
trigger1 = moveguarded
value = 0,3
channel = 3
ignorehitpause = 1
persistent = 0


[State 620, Explod]
type = Explod
trigger1 = anim = 610 && AnimElem = 1
anim = 614
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
id = 610

[State 1000, Proj]
type = projectile
trigger1 = animelem = 8
trigger1 = movecontact = 0
projid = 617
projanim = 617
velocity = 8.5, 3
accel = 0,0
offset = 40, -82
projshadow = 0,0,0; 255, 255, 255
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 40, 2			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
pausetime = 12,12
sparkno = S10005
;guard.sparkno = s10003; s20020
hitsound = S2000, 1
guardsound = S0, 12
sparkxy = 70, 0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6
air.velocity = -2, -3
palfx.time = 40
palfx.add  = -90,0,140
palfx.sinadd = 100,100,100,10
Palfx.color = 0 
envshake.time = 6
envshake.freq = 50
envshake.ampl = -6
;p2stateno = 623

[State 2610, UpBorder]
type = PosSet
trigger1 = Pos Y < -300
y = -300

[State 2610, UpBorder]
type = PosSet
trigger1 = Pos Y > -20
y = -20

[State 2610, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1


[Statedef 7620]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 35
ctrl = 0
sprpriority = 2
hitcountpersist =1

[State 777, A0]
type = Velset
trigger1 =!time
y = 0
x = 0

[State 52, 4]
type = turn
trigger1 = p2dist X <= -3
trigger1 = time >= 31

[State 777, hsp]
type = helper
trigger1 = !var(55)&& movehit 
helpertype = normal
stateno = 10005
ID = 10005
name = "hitspark3"
postype = p2
pos = ifelse(p2statetype=A,(target ,const(size.mid.pos.x)),(target ,const(size.head.pos.x))),ifelse(p2statetype=A,(target ,const(size.mid.pos.y)),(target ,const(size.head.pos.y)))
facing = -1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent=0
ownpal = 1

[State 777, ch]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = !time
value = 620
ctrl = 1

[State 620, snd]
type = playsnd
trigger1 = animelem = 3
value = 1000, 1
channel = 1

[State 620, snd]
type = playsnd
trigger1 = animelem = 3
value = 1000, 8
channel = 2

[State 620, Explod]
type = Explod
trigger1 = anim = 620 && AnimElem = 2
anim = 621
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
id = 621

[State 620, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 1
value = 2000,2
channel = 3
ignorehitpause = 1
persistent = 0

[State 620, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 2
value = 2000,2
channel = 3
ignorehitpause = 1
persistent = 0

[State 620, guardsnd]
type = playsnd
trigger1 = moveguarded
value = 0,3
channel = 3
ignorehitpause = 1
persistent = 0

[State 620, aerialrave]
type = HitDef
type = hitdef
trigger1 = time > 1
trigger1 = movecontact = 0
attr = A, NA
animtype  = medium
damage    = 70,2
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2;S3350
;guard.sparkno = S10003
sparkxy = -10,-37
ground.type = high
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = -12.3 
air.velocity = -10.5, 12
fall.envshake.time = 10
air.fall = 1
palfx.time = 40
palfx.add  = -90,0,140
palfx.sinadd = 100,100,100,10
Palfx.color = 0 
fall =0
fall.recover = 0
fall.recovertime = 30
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 50
envshake.ampl = -6
;p2stateno = 623

[State 620, 2a]
type = ScreenBound
trigger1 =  var(1)=1 && time>=5
value = 0
ignorehitpause = 1

[State 620, 4a]
type = VarSet
trigger1 = var(1) = 1 && movehit
v = 18
value = 1
ignorehitpause = 1
persistent=0

[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y < -300
y = -300

[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y > -20
y = -20

[State 2620, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1

;-------------------------------------------------------------------------------------
;Kicks
;-------------------------------------------------------------------------------------
[Statedef 7630]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 15
ctrl = 0
sprpriority = 2
hitcountpersist =1

[State 777, A0]
type = Velset
trigger1 =!time
y = 0
x = 0

[State 52, 4]
type = turn
trigger1 = p2dist X <= -3
trigger1 = time >= 13

[State 77,pa ]
type = Pause
trigger1 = prevstateno = 2999 && movecontact
time =1
ignorehitpause = 1
persistent= 0

[State 777, ch]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = !time
value = 630
ctrl = 1

[State 630, Explod]
type = Explod
trigger1 = anim = 630 && AnimElem = 2
anim = 631
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
id = 631

[State 630, hitsnd]
type = playsnd
trigger1 = time = 1
value = 1000,3
channel = 2
ignorehitpause = 1
persistent = 0

[State 630, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 1
value = 2000,3
channel = 3
ignorehitpause = 1
persistent = 0

[State 630, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 2
value = 2000,3
channel = 3
ignorehitpause = 1
persistent = 0

[State 630, guardsnd]
type = playsnd
trigger1 = moveguarded
value = 0,3
channel = 3
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 630, 2]
type = HitDef
trigger1 = !Time
attr = A, NA
animtype = medium
damage = 30
hitflag = MAF
guardflag = HA
priority = 3, Hit 
pausetime = 6,6
sparkno = 0;S10005
;guard.sparkno = S10003
sparkxy = -5,-35
hitsound   = S5,2
guardsound = S7,1
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
ground.cornerpush.veloff = -8
air.type = low
air.velocity = 0,-8
air.hittime  = 20
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8


[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y < -300
y = -300

[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y > -20
y = -20


[State 2630, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1


[Statedef 7640]
type    = A
movetype= A
physics = N
juggle  = 2
poweradd= 25
ctrl = 0
sprpriority = 2
hitcountpersist =1

[State 777, A0]
type = Velset
trigger1 =!time
y = 0
x = 0

[State 52, 4]
type = turn
trigger1 = p2dist X <= -3
trigger1 = time >= 13

[State 777, ch]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = !time
value = 640
ctrl = 1

[State 630, Explod]
type = Explod
trigger1 = anim = 640 && AnimElem = 2
anim = 641
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
id = 641

[State 630, hitsnd]
type = playsnd
trigger1 = time = 1
value = 1000,4
channel = 2
ignorehitpause = 1
persistent = 0

[State 640, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 1
value = 2000,4
channel = 3
ignorehitpause = 1
persistent = 0

[State 640, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 2
value = 2000,4
channel = 3
ignorehitpause = 1
persistent = 0

[State 640, guardsnd]
type = playsnd
trigger1 = moveguarded
value = 0,3
channel = 3
ignorehitpause = 1
persistent = 0

[State 640, 3]
type = HitDef
trigger1 = !Time
attr = A, NA
damage    = 40
hitflag = MAF
guardflag = HA
priority = 4, Hit 
pausetime = 6,6
sparkno = 1;S10006
;guard.sparkno = S10003
sparkxy = -10,-40
hitsound   = S5,3
guardsound = S7,1
animtype = medium
air.type=high
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -6,-4
ground.cornerpush.veloff = -8
air.velocity = 0,-4
air.hittime  = 20
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8

[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y < -300
y = -300

[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y > -20
y = -20

[State 2640, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1


[Statedef 7650]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 35
ctrl = 0
sprpriority = 2
hitcountpersist =1

[State 777, A0]
type = Velset
trigger1 =!time
y = 0
x = 0

[State 777, a01]
type = ChangeAnim
trigger1 = !time && prevstateno != 9000
value = 650
ctrl = 1

[State 52, 4]
type = turn
trigger1 = p2dist X <= -3
trigger1 = time >= 39

[State 650, Explod]
type = Explod
trigger1 = anim = 650 && AnimElem = 2
anim = 651
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
id = 651

[State 630, hitsnd]
type = playsnd
trigger1 = time = 1
value = 1000,5
channel = 2
ignorehitpause = 1
persistent = 0

[State 650, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 1
value = 2000,5
channel = 3
ignorehitpause = 1
persistent = 0

[State 650, hitsnd]
type = playsnd
triggerall = movehit
trigger1 = uniqhitcount = 2
value = 2000,5
channel = 3
ignorehitpause = 1
persistent = 0

[State 650, guardsnd]
type = playsnd
trigger1 = moveguarded
value = 0,3
channel = 3
ignorehitpause = 1
persistent = 0

[State 650, 3]
type = HitDef
trigger1 = !Time
attr = A, NA
animtype = hard
damage    = 55
guardflag = MA                  
hitflag = MAF  
priority = 5, Hit 
pausetime = 3,6
sparkno = 2;S10007
;guard.sparkno = S10003
sparkxy = -12,-80
hitsound   = S5,1
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
guard.hittime = 20
ground.velocity = -8
air.type = low
air.velocity = -18,-6
ground.cornerpush.veloff = -6
air.cornerpush.veloff = 0
down.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
airguard.cornerpush.veloff = -6
air.hittime  = 25
fall.recover = 0
;fall = 1
fall.xvelocity =0
fall.yvelocity =0
down.bounce =0
liedown.time = 30
fall.envshake.time = 18
fall.envshake.ampl = -10
getpower  = 40
givepower = 20


[State 650, 1a]
type = VarSet
trigger1 = prevstateno = [600,650] 
trigger1 = P2moveType = H
v = 1
value = 1
ignorehitpause = 1

[State 650, 2a]
type = ScreenBound
trigger1 =  var(1)=1 && time>=5
value = 0
ignorehitpause = 1

[State 650, 4a]
type = VarSet
trigger1 = var(1) = 1 && movehit
v = 18
value = 1
ignorehitpause = 1
persistent=0


[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y < -300
y = -300

[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y > -20
y = -20

[State 2650, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1

;-------------------------------------------------------------------------------------
;Sparks
;-------------------------------------------------------------------------------------
[Statedef 10005]
type = S
movetype = I
physics = N
anim = 3355
sprpriority = 5

[State 8700, A0]
type = screenbound
trigger1 = 1
value = 0

[state 8700, a1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8700, a3]
type = explod
trigger1 = !time
anim = 3356
ID = 3356
sprpriority = 6
postype = p2
pos = -10,-19
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
ownpal=1

[State 8700, a3]
type = explod
trigger1 = !time
anim = 3356
ID = 3356
sprpriority = 5
postype = p2
pos = 0,80
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
ownpal = 1
scale= .8,.8

[State 8700, a4]
type = explod
trigger1 = !time
anim = 3356
ID = 3356
sprpriority = 7
postype = p5
pos = -5,-12
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

[State 8700, a6]
type = destroyself
trigger1 = time >=15

;-------------------------------------------------------------------------------------
[Statedef 10004]
type = S
movetype = I
physics = N
anim = 1006
sprpriority = 7

[State 8716, A0]
type = screenbound
trigger1 = 1
value = 0

[state 8716, a1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8716, a6]
type = destroyself
trigger1 = time >=16

;-------------------------------------------------------------------------------------
[Statedef 10003]
type = S
movetype = I
physics = N
anim = 1003
sprpriority = 7

[State 8716, A0]
type = screenbound
trigger1 = 1
value = 0

[state 8716, a1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8716, a6]
type = destroyself
trigger1 = time >=16
