;---------------------------------------------------------------------------
; Standing Light Punch
[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
;velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd =20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,105]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = time = 1
value = S3,0
volume = 0
channel = 5

[State 200, hit]
type=hitdef
trigger1=anim=200
attr=S,NA
damage=15,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = -15,-87
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type=High
ground.slidetime=10
ground.hittime=10
ground.velocity=ifelse((prevstateno=230||prevstateno=400||prevstateno=430),-6,-3)
ground.cornerpush.veloff=ifelse((prevstateno=230||prevstateno=400||prevstateno=430),-9,-6)
air.cornerpush.veloff=ifelse((prevstateno=230||prevstateno=400||prevstateno=430),-9,-6)
air.type=Low
air.hittime=10
air.velocity=-5,-3
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
;velset = 0,0
anim = ifelse(p2bodydist x<=30,215,210)

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,105]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 500
trigger1 = anim = 210
trigger1 = animelem = 2
trigger2 = anim = 215
trigger2 = animelem = 1
value = S3,1
volume = 0
channel = 5

[State 205, hit]
type=hitdef
trigger1=anim=210
attr=S,NA
damage=45,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-20,-107
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-5
ground.cornerpush.veloff=-10
air.type=Low
air.hittime=15
air.velocity=-7,-5
air.cornerpush.veloff=-10
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 205, hit]
type=hitdef
trigger1=anim=215
attr=S,NA
damage=35,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,ifelse(p2bodydist X <= 15, -120,-136)
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=15
ground.hittime=15
ground.velocity=-5
ground.cornerpush.veloff=-10
air.type=Low
air.hittime=15
air.velocity=-7,-5
air.cornerpush.veloff=-10
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 210
triggerall = AnimElemTime(10) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

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

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
;velset = 0,0
anim = 220

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,105]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 400
trigger1 = animelem = 2
value = S3,2
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10,1
volume = 0
channel = -1

[State 210, hit]
type=hitdef
trigger1=anim=220
attr=S,NA
damage=70,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-83
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=-12,-5
ground.cornerpush.veloff=-15
air.type=Low
air.hittime=18
air.velocity=-9,-7
air.cornerpush.veloff=-12
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 220
triggerall = AnimElemTime(13) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
;velset = 0,0
anim = 230

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,105]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = time = 1
value = S3,0
volume = 0
channel = 5

[State 215, hit]
type=hitdef
trigger1 =time = 0
attr=S,NA
damage=20,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist x >=30,-15,-25),-30
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=ifelse((prevstateno=200||prevstateno=400||prevstateno=430),-8,-4)
ground.cornerpush.veloff=ifelse((prevstateno=200||prevstateno=400||prevstateno=430),-12,-8)
air.cornerpush.veloff=ifelse((prevstateno=200||prevstateno=400||prevstateno=430),-12,-8)
air.type=Low
air.hittime=12
air.velocity=-6,-3
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 240

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,105]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 500
trigger1 = time = 1
value = S3,1
volume = 0
channel = 5

[State 240, hit]
type=hitdef
trigger1=time=0
attr=S,NA
damage=40,0
id = 240
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,ifelse(p2bodydist X <= 20, -113,-148)
hitsound=s1,0
guardsound=s2,0
ground.type=Low
ground.slidetime=15
ground.hittime=15
ground.velocity = 0,-13.5
air.type=Low
air.hittime=15
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 0, TargetState]
type = TargetState
triggerall = anim = 240
trigger1 = movehit=1
value = 5051
id = 240
persistent = 0
ignorehitpause = 1

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd=60
ctrl = 0
;velset = 0,0
anim = 250

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,105]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 400
trigger1 = animelem = 4
value = S3,2
volume = 0
channel = 5

[State 225, hit]
type=hitdef
trigger1=anim=250
attr=S,NA
damage=60,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-87
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-10
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -10
air.type=Low
air.hittime=18
air.velocity=-5,-7
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 20
ctrl = 0
anim = 400

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != 100
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = time = 1
value = S3,0
volume = 0
channel = 5

[State 230, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=15,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-59
hitsound=s1,5
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=ifelse((prevstateno=200||prevstateno=230||prevstateno=430),-6,-3)
ground.cornerpush.veloff=ifelse((prevstateno=200||prevstateno=230||prevstateno=430),-9,-6)
air.type=Low
air.hittime=12
air.velocity=-5,-3
air.cornerpush.veloff=ifelse((prevstateno=200||prevstateno=230||prevstateno=430),-9,-6)
yaccel=.5
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 40
ctrl = 0
anim = 410

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != 100
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 500
trigger1 = time = 1
value = S3,1
volume = 0
channel = 5

[State 235, hit]
type=hitdef
trigger1=time=0
attr=C,NA
damage=30,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-59
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=15
ground.hittime=15
ground.velocity=-5
ground.cornerpush.veloff = -10
air.type=Low
air.hittime=15
air.velocity=-7,-5
air.cornerpush.veloff=-10
yaccel=.5
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 60
ctrl = 0
anim = 420

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != 100
trigger1 = time = 0
x = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = prevstateno=750
value = SCA

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 400
trigger1 = AnimElem = 4
value = S3,2
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S10,2
volume = 0
channel = -1

[State 240, hit]
type=hitdef
trigger1=time=0
attr=C,NA
damage=70,0
animtype=Hard
guardflag=MA
hitflag=MAF
id = 420
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-58
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = 0,-13.5
air.type=Low
air.hittime=18
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 420
triggerall = AnimElemTime(25) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = anim = 420
trigger1 = movehit=1
value = 5051
id = 420
persistent = 0
ignorehitpause = 1

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Opponent Launched
[Statedef 5051]
type    = A
movetype= H
physics = N
velset = 0, 0
ctrl = 0

[State 5051, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 6051

[State 5051, VelSet]
type = VelSet
trigger1 = AnimElem = 2
y = ifelse(pos y <=-30,-11,-15)

[State 5051, PlaySnd]
type = VelAdd
trigger1 = AnimElem = 2,>= 0
y = .44

[State 5051, ChangeState]
type = SelfState
triggerall = alive = 1
trigger1 = Time > 27
trigger1 = Vel Y >= 0
value = 5040
ctrl = 1

[State 5051, ChangeState]
type = SelfState
triggerall = !alive
trigger1 = Time > 27
trigger1 = Vel Y >= 0
value = 5050

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 20
ctrl = 0
anim = 430

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != 100
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = time = 1
value = S3,0
volume = 0
channel = 5

[State 245, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=20,0
animtype=Light
guardflag=L
hitflag=MAFD
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 20, -14,-4)
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=ifelse((prevstateno=200||prevstateno=230||prevstateno=400),-8,-4)
ground.cornerpush.veloff=ifelse((prevstateno=200||prevstateno=230||prevstateno=400),-12,-8)
air.type=Low
air.hittime=12
air.velocity=-6,-3
air.cornerpush.veloff=ifelse((prevstateno=200||prevstateno=230||prevstateno=400),-12,-8)
down.velocity=-2,-2
yaccel=.5
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 40
ctrl = 0
anim = 440

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != 100
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 500
trigger1 = time = 2
value = S3,1
volume = 0
channel = 5

[State 250, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=40,0
animtype=Medium
guardflag=L
hitflag=MAFD
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 20, -14,-4)
hitsound=s1,0
guardsound=s2,0
ground.type=Low
ground.slidetime=15
ground.hittime=15
ground.velocity=-8
ground.cornerpush.veloff=-12
air.type=Low
air.hittime=12
air.velocity=-8,-5
air.cornerpush.veloff=-12
down.velocity=-4,-2
yaccel=.5
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 60
ctrl = 0
anim = 450

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != 100
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 400
trigger1 = AnimElem = 3
value = S3,2
volume = 0
channel = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = prevstateno=750
value = SCA

[State 255, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=60,0
animtype=Hard
guardflag=L
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 20, -25, -15)
hitsound=s1,6
guardsound=s2,0
ground.type=Trip
ground.slidetime=16
ground.hittime=16
ground.velocity=-1.33,-3
air.type=Low
air.hittime=12
air.velocity=-1.33,-3
air.cornerpush.veloff=0
down.velocity=-4,-2
getpower=0
yaccel=.5
fall=1
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 20
ctrl = 0
anim = 600

[State 0, VelSet]
type = VelSet
trigger1 = var(19)=1
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=1
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=0
trigger1 = animelemtime(6)>=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, ChangeState]
type = ChangeState
trigger1 = var(19)=1
trigger1 = animelemtime(6)>=0
value = 1301
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = time = 1
value = S3,0
volume = 0
channel = 5

[State 260, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=15,0
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-105
hitsound=s1,5
guardsound=s2,0
ground.type=High
ground.slidetime=10
ground.hittime=12
air.hittime = 12
ground.velocity=-3
air.type=Low
air.fall=ifelse(var(19)=1,1,0)
fall.recover=ifelse(var(19)=1,0,1)
air.velocity = -1,ifelse(var(19)=1, -3,((vel y)-.2)-(var(20)))
getpower=0
envshake.time=9
envshake.ampl=1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(6) >=0
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 40
ctrl = 0
anim = 610

[State 0, VelSet]
type = VelSet
trigger1 = var(19)=1
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=1
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=0
trigger1 = animelemtime(22)>=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, ChangeState]
type = ChangeState
trigger1 = var(19)=1
trigger1 = animelemtime(22)>=0
value = 1301
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S0,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 500
trigger1 = AnimElem = 2
value = S3,2
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10,1
volume = 0
channel = -1

[State 265, hit]
type=hitdef
trigger1= time = 0
attr=A,NA
damage=45,0
animtype=Medium
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=10,11
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-36
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-5
air.type=Low
air.fall=ifelse(var(19)=1,1,0)
fall.recover=ifelse(var(19)=1,0,1)
air.velocity = -2,ifelse(var(19)=1, -5,((vel y)-.2)-(var(20)))
envshake.time=9
envshake.ampl=2
getpower=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 610
triggerall = AnimElemTime(8) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(22) >=2
value = 1
;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 60
ctrl = 0
anim = 620
VelSet = Vel X/10, Vel Y/10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10,0
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
triggerall = AnimElemTime(6)<0
trigger1 = Pos Y >=0
trigger1 = Vel Y >=0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = var(19)=1
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=1
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=0
trigger1 = animelemtime(24)>=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, ChangeState]
type = ChangeState
trigger1 = var(19)=1
trigger1 = animelemtime(24)>=0
value = 1301
ctrl = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(621)=0
trigger1 = AnimElem = 5
helpertype = normal ;player
name = "Beam"
ID = 621
stateno = 621
pos = 105,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Width]
type = Width
trigger1 = AnimElemTime(21)<0
value = 45,0

[State 285, hit]
type=hitdef
trigger1=AnimElem=5||AnimElem=6||AnimElem=7
attr=A,NA
damage=25,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=0,4
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-93
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5
air.type=Low
air.velocity = -2,((vel y)-.2)
getpower=0
persistent = 0
envshake.time=12
envshake.ampl=3

[State 285, hit]
type=hitdef
trigger1=AnimElem=8||AnimElem=9||AnimElem=10
attr=A,NA
damage=25,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=0,4
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-93
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -5
air.type=Low
air.velocity = -2,((vel y)-.2)
getpower=0
persistent = 0
envshake.time=12
envshake.ampl=3

[State 285, hit]
type=hitdef
trigger1=AnimElem=11||AnimElem=12||AnimElem=13
attr=A,NA
damage=25,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=0,4
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-93
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5
air.type=Low
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -5
air.velocity = -2,((vel y)-.2)
getpower=0
persistent = 0
envshake.time=12
envshake.ampl=3

[State 285, hit]
type=hitdef
trigger1=AnimElem=14||AnimElem=15||AnimElem=16
attr=A,NA
damage=25,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=0,4
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-93
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5
air.type=Low
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -5
air.velocity = -2,((vel y)-.2)
getpower=0
persistent = 0
envshake.time=12
envshake.ampl=3

[State 285, hit]
type=hitdef
trigger1=AnimElem=17||AnimElem=18||AnimElem=19||AnimElem=20
attr=A,NA
damage=40,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-93
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-12
air.type=Low
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
air.velocity = -8,8
getpower=0
persistent = 0
air.fall=1
envshake.time=12
envshake.ampl=3

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(21)>=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(24) >=0
value = 1
;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 20
ctrl = 0
anim = 630

[State 0, VelSet]
type = VelSet
trigger1 = var(19)=1
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=1
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=0
trigger1 = animelemtime(6)>=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, ChangeState]
type = ChangeState
trigger1 = var(19)=1
trigger1 = animelemtime(6)>=0
value = 1301
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = time = 1
value = S3,0
volume = 0
channel = 5

[State 275, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=25,0
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=12
ground.velocity=-3
air.type=Low
air.fall=ifelse(var(19)=1,1,0)
fall.recover=ifelse(var(19)=1,0,1)
air.velocity = -1,ifelse(var(19)=1, -3,((vel y)-.2)-(var(20)))
getpower=0
envshake.time=9
envshake.ampl=1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(7) >=2
value = 1
;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 40
ctrl = 0
anim = 640

[State 0, VelSet]
type = VelSet
trigger1 = var(19)=1
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=1
physics = N

[State 0, ChangeState]
type = ChangeState
trigger1 = var(19)=1
trigger1 = animelemtime(9)>=0
value = 1301
ctrl = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=0
trigger1 = animelemtime(9)>=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 500
trigger1 = AnimElem = 2
value = S3,1
volume = 0
channel = 5

[State 280, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=40,0
animtype=Medium
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=10,11
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,ifelse(p2bodydist X <= 20, -108,-144)
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-5
air.type=Low
air.fall=ifelse(var(19)=1,1,0)
fall.recover=ifelse(var(19)=1,0,1)
air.velocity = -2,ifelse(var(19)=1, -3,((vel y)-.2)-(var(20)))
getpower=0
envshake.time=9
envshake.ampl=2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(6) >=2
value = 1
;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 60
ctrl = 0
anim = 650
VelSet = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 400
trigger1 = Time = 4
value = S3,2
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,2
volume = 0
channel = -1

[State 0, VarSet]
type = VarSet
trigger1 =!time
var(19)=0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 7
y = 5

[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=60,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=6,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 25,-57,-32)
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-7
air.type=Low
air.velocity = -8,8
getpower=0
envshake.time=12
envshake.ampl=3
;fall=1
air.fall=1
fall.recover=0

[State 0, ChangeState]
type = ChangeState
trigger1 = animelemtime(2)>=0
trigger1 = movehit
value = 651

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(2)>=0
trigger1 = Pos Y >= 20
trigger1 = Vel Y >= 0
value = 52

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 651]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 651
VelSet = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -3
y = -4

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(10)=0
statetype = A
movetype = I
physics = A

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(10)=0
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick (Downward)
[Statedef 655]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 60
ctrl = 0
anim = 655
VelSet = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 400
trigger1 = Time = 4
value = S3,2
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,2
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 4
y = 7

[State 0, VarSet]
type = VarSet
trigger1 =!time
var(19)=0

[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=60,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=6,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 15, -46,-12)
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-7
air.type=Low
air.velocity = -8,8
getpower=0
envshake.time=12
envshake.ampl=3
;fall=1
air.fall=1
fall.recover=0

[State 0, ChangeState]
type = ChangeState
trigger1 = animelemtime(2)>=0
trigger1 = movehit
value = 656

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(2)>=0
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 52

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 656]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 656
VelSet = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = -3
y = -4

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(7)=0
statetype = A
movetype = I
physics = A

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(7)=0
value = 1

;-------------Dodge------------
[Statedef 700]
type=S
physics=S
movetype=I
anim=700
velset=0,0
ctrl=0
sprpriority=-1

[State 915, Dodge]
type=playsnd
trigger1= animelem=1
value=3,0
channel=0

[State 915, playerpush]
type = playerpush
trigger1 = 1
value = 0

[State 915, Hit By]
type=hitby
trigger1 = 1
value = SCA,AT
time = 1

[State 915, attack]
type = changestate
trigger1 = var(59)<=0 && (time=[15,25])
trigger1 = command="x" || command="y" || command="z" || command="a" || command="b" || command="c"
value= ifelse((command="x" || command="y" || command="z"),210,220)

[State 915, attack]
type = changestate
trigger1 = var(59)>=1 && (time=[15,25]) && (p2dist x=[0,60]) && p2movetype!=A
value = ifelse(random<500,210,220)

[State 915, end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
