;---------------------------------------------------------------------------
; 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 = ifelse(prevstateno = 200||prevstateno = 230||prevstateno = 400||prevstateno = 430,201,200)
poweradd =20			;Power to add (Def: 0)

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 200, hit]
type=hitdef
trigger1=!time
attr=S,NA
damage=19,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = -10, -48		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type=Low
ground.slidetime=8
ground.hittime=8
ground.velocity=ifelse(var(31)=3&&var(32)=0, -2, -5.5)
ground.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -2, -5.5)
air.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -2, -5.5)
air.type=Low
air.hittime=8
air.velocity=ifelse(var(31)=3&&var(32)=0, -2, -5.5),-3
yaccel=.65
persistent=0
envshake.time = 8
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 = 210

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,106]
trigger1 = time = 0
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [6,17]
x = 1.5
ignorehitpause=1

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AnimElemTime(7) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=4
value = S3,0
volume=255
channel = 5

[State 205, hit]
type=hitdef
trigger1 = !time
attr=S,NA
damage=47,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-73
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=ifelse(var(31)=3&&var(32)=0, -4, -8.5)
ground.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -4, -8.5)
air.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -4, -8.5)
air.type=Low
air.hittime=13
air.velocity=ifelse(var(31)=3&&var(32)=0, -2.5, -4.25),-5
yaccel=.65
persistent=0
envshake.time = 10
envshake.ampl = 2
getpower=0

[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, VarSet]
type = VarSet
trigger1 = !time
var(10)=0

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=4
value = S3,1
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 225
pos = ceil(24*const(size.xscale)),ceil(-47*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = command="holdback"&&command = "z"&&var(10)<2
trigger1 = AnimElemTime(3)>=1
value = 223

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = command = "z"
trigger1 = AnimElemTime(4)>=1
value = 221

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
trigger1 = command != "hold"||command = "end"
trigger1 = var(20)>=60
value = ifelse(var(20)>=300, 1002, ifelse(var(20)>= 150, 1001, 1000))

[State 0, Helper]
type = Helper
triggerall = var(32)=1
trigger1 = anim=220&&AnimElem = 4
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 1040
pos = ceil(24*const(size.xscale)),ceil(-46*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Explod]
type = Explod
triggerall = var(32)=1
trigger1 = anim=220&&animelem = 4
anim = 1004
ID = 220
pos = ceil(24*const(size.xscale)),ceil(-46*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = 2
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 220, 5]
type = ChangeState
triggerall = var(32)=1
trigger1 = command != "hold"||command = "end"
trigger1 = var(20)>=80
value = 1000

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Rapid Fire
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 0
ctrl = 0
;velset = 0,0
anim = 221

[State 0, VarAdd]
type = VarAdd
trigger1 = !time
v = 10
value = 1

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 300
trigger1 = animelem=1
value = S3,1
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [5,7]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [8,9]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [10,11]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [12,13]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [14,15]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 225
pos = ceil(24*const(size.xscale)),ceil(-47*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = command="holdback"&&command = "z"&&var(10)<2
trigger1 = AnimElemTime(3)>=1
value = 223

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = command = "z"&&var(10)<2
trigger1 = AnimElemTime(3)>=1
value = 221

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Diag Up Buster Shot
[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
;velset = 0,0
anim = 222

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=4
value = S3,1
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Back Shot
[Statedef 223]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 1000
sprpriority = 1
ctrl=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=2
statetype = A
physics = N

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=4
value = S3,1
volume=255
channel = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 15
x = .35

[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(2)>=0
y = .25

[State 0,PalFX]
type = palfx
trigger1 = time = [4,6]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [7,8]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,15]
add = 40,40,40
time = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=4
value = S3,1
volume=255
channel = 5

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 225
pos = ceil(30*const(size.xscale)),ceil(-50*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = anim = 1000
trigger1 = command != "hold"||command = "end"
trigger1 = var(20)>=75
value = ifelse(var(20)>=300, 1007, ifelse(var(20)>= 150, 1006, 1005))

[State 105, 3]
type = ChangeState
triggerall = AnimElemTime(2)>=0
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 108
ctrl=0
;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
;velset = 0,0
anim = ifelse(prevstateno = 200||prevstateno = 230||prevstateno = 400||prevstateno = 430,231,230)

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 215, hit]
type=hitdef
trigger1 = !time
attr=S,NA
damage=18,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist x >=20,-15,-25),-40
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=9
ground.hittime=9
ground.velocity=ifelse(var(31)=3&&var(32)=0, -3, -6)
ground.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -3, -6)
air.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -3, -6)
air.type=Low
air.hittime=9
air.velocity=ifelse(var(31)=3&&var(32)=0, -3, -6),-3
yaccel=.65
persistent=0
envshake.time = 8
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 != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 0, Width]
type = Width
trigger1 = time = [3,7]
value = 25,0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x = 25

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=5
value = S3,2
volume=255
channel = 5

[State 220, hit]
type=hitdef
trigger1=!time
attr=S,NA
damage=43,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = -15,-57
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
air.hittime=15
ground.velocity=ifelse(var(31)=3&&var(32)=0, -4, -8.5)
ground.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -4, -8.5)
air.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -4, -8.5)
air.type=Low
air.velocity=ifelse(var(31)=3&&var(32)=0, -3, -4.5),-5
yaccel=.65
envshake.time=10
envshake.ampl=2

[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 != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AnimElemTime(9) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=6
value = S3,1
volume=255
channel = 5

[State 225, hit]
type=hitdef
trigger1=anim=250
attr=S,NA
damage=84,0
id=250
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-75
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=0,-13.5
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=0,-7
yaccel=.65
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, TargetState]
type = TargetState
triggerall = anim = 250
trigger1 = movehit=1&&numtarget(250)
value = 6051
ID = 250
ignorehitpause=1
persistent = 0

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Backward Kick
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd=60
ctrl = 0
;velset = 0,0
anim = 255

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [2,10]
x = -3
ignorehitpause = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem=5
x = ceil(-15*const(size.xscale))

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=3
value = S3,1
volume=255
channel = 5

[State 225, hit]
type=hitdef
trigger1=anim=255
attr=S,NA
damage=84,0
id=255
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-75
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=3,-13.5
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=1.5,-7
yaccel=.65
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, TargetState]
type = TargetState
triggerall = anim = 25
trigger1 = movehit=1&&numtarget(255)
value = 6051
ID = 255
ignorehitpause=1
persistent = 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 = ifelse(prevstateno = 200||prevstateno = 230||prevstateno = 400||prevstateno = 430,401,400)

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 230, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=19,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-33
hitsound=s1,5
guardsound=s2,0
ground.type=Low
ground.slidetime=8
ground.hittime=8
ground.velocity=ifelse(var(31)=3&&var(32)=0, -2, -6)
ground.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -2, -6)
air.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -2, -6)
air.type=Low
air.hittime=8
air.velocity=ifelse(var(31)=3&&var(32)=0, -2, -4),-3
yaccel=.65
envshake.time = 8
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 != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [6,17]
x = 1.5
ignorehitpause=1

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=4
value = S3,0
volume=255
channel = 5

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AnimElemTime(7) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 235, hit]
type=hitdef
trigger1=time=0
attr=C,NA
damage=48,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-65
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=ifelse(var(31)=3&&var(32)=0, -4, -9)
ground.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -4, -9)
air.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -4, -9)
air.type=Low
air.hittime=15
air.velocity=ifelse(var(31)=3&&var(32)=0, -2.5, -4.5),-5
yaccel=.65
envshake.time = 10
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  = 1
poweradd= 60
ctrl = 0
anim = 420

[State 0, VarSet]
type = VarSet
trigger1 = !time
var(10)=0

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=3
value = S3,1
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 225
pos = ceil(24*const(size.xscale)),ceil(-31*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = command = "z"&&var(10)<2
trigger1 = AnimElemTime(3)>=1
value = 421

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
trigger1 = command != "hold"||command = "end"
trigger1 = var(20)>=60
value = ifelse(var(20)>=300, 1002, ifelse(var(20)>= 150, 1001, 1000))

[State 0, Helper]
type = Helper
triggerall = var(32)=1
trigger1 = anim=420&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot"
ID = 220
stateno = 1040
pos = ceil(24*const(size.xscale)),ceil(-34*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Explod]
type = Explod
triggerall = var(32)=1
trigger1 = anim=420&&animelem = 3
anim = 1004
ID = 220
pos = ceil(24*const(size.xscale)),ceil(-34*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = 2
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 220, 5]
type = ChangeState
triggerall = var(32)=1
trigger1 = command != "hold"||command = "end"
trigger1 = var(20)>=60
value = 1000

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 421]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 0
ctrl = 0
anim = 421

[State 0, VarAdd]
type = VarAdd
trigger1 = !time
v = 10
value = 1

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

[State 0,PalFX]
type = palfx
trigger1 = time = [5,7]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [8,9]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [10,11]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [12,13]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [14,15]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 225
pos = ceil(24*const(size.xscale)),ceil(-31*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = command = "z"&&var(10)<2
trigger1 = AnimElemTime(3)>=1
value = 421

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = command="holdfwd"&&command = "z"&&var(10)<2
trigger1 = AnimElemTime(3)>=1
value = 423

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Roll and Shoot
[Statedef 423]
type    = C
movetype= A
physics = N
juggle  = 1
poweradd= 60
ctrl = 0
anim = 423

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6)<0
value = SCA,NP,SP,NA

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time = [3,15]
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=2
value = S100,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=7
value = S0,5
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x =7.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
physics = C

[State 0,PalFX]
type = palfx
trigger1 = time = [20,22]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [23,24]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [25,26]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [27,28]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [29,30]
add = 40,40,40
time = 1

[State 0, Turn]
type = Turn
triggerall = time = [15,19]
trigger1 = p2dist X < -5

[State 0, Explod]
type = Explod
triggerall = time = [3,15]
trigger1 = (time%3)=1
anim = 8025
ID = 8025
pos = -35,0
postype = p1
bindtime = 1
random = 0,0
removetime = -2
supermovetime=9999
pausemovetime=9999
scale = const(size.xscale)/2,const(size.yscale)/2
sprpriority = -1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 9
triggerall = var(32)=0
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 225
pos = ceil(24*const(size.xscale)),ceil(-31*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = animelemtime(6)>=0
trigger1 = command != "hold"||command = "end"
trigger1 = var(20)>=75
value = ifelse(var(20)>=300, 1002, ifelse(var(20)>= 150, 1001, 1000))

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Opponent Launched
[Statedef 6051]
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,-13.5)

[State 5001, 1]
type = HitVelSet
trigger1 = AnimElem=2
x = 1

[State 5051, PlaySnd]
type = VelAdd
trigger1 = AnimElem = 2,>= 0
y = .6

[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 != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 245, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=18,0
animtype=Light
guardflag=L
hitflag=MAFD
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-18
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=9
ground.hittime=9
ground.velocity=ifelse(var(31)=3&&var(32)=0, -3, -6)
ground.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -3, -6)
air.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -3, -6)
air.type=Low
air.hittime=9
air.velocity=ifelse(var(31)=3&&var(32)=0, -2, -4),-3
down.velocity=-6,-6
yaccel=.65
envshake.time = 8
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  = 1
poweradd= 40
ctrl = 0
anim = 440

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=3
value = S3,2
volume=255
channel = 5

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AnimElemTime(6) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 250, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=43,0
animtype=Medium
guardflag=L
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-16
hitsound=s1,0
guardsound=s2,0
ground.type=Low
ground.slidetime=15
ground.hittime=15
air.hittime=15
ground.velocity=ifelse(var(31)=3&&var(32)=0, -4, -9)
ground.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -4, -9)
air.cornerpush.veloff=ifelse(var(31)=3&&var(32)=0, -4, -9)
air.type=Low
air.velocity=ifelse(var(31)=3&&var(32)=0, -2, 4.5),-5
yaccel=.65
envshake.time = 10
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 = N
juggle  = 1
poweradd= 60
ctrl = 0
anim = 450

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = [100,109]
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno = [100,109]
y = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=3
value = S3,1
volume=255
channel = 5

[State 0, VelSet]
type = VelSet
trigger1 = time=8
x = 9
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
x = -.3

[State 0, VelSet]
type = VelSet
trigger1 = time>=36
x = 0

[State 0, Explod]
type = Explod
triggerall = time = [7,28]
trigger1 = (time%3)=1
anim = 8020
ID = 8020
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = -2,0
accel = -.5,0
removetime = -2
supermovetime=9999
pausemovetime=9999
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 0
ignorehitpause=0

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

[State 255, hit]
type=hitdef
trigger1=!time
attr=C,NA
damage=84,0
animtype=Hard
guardflag=L
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-10
hitsound=s1,6
guardsound=s2,0
ground.type=Trip
ground.slidetime=22
ground.hittime=22
ground.velocity=0,-6.5
air.velocity = ifelse(var(31)=3&&var(32)=0, -3, -6),-4.5
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.hittime=22
down.velocity=0,-4
getpower=0
yaccel=.65
fall=1
envshake.time = 12
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, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,4
volume = 0
channel = -1

[State 260, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=19,0
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-64
hitsound=s1,5
guardsound=s2,0
ground.type=High
ground.slidetime=8
ground.hittime=8
air.hittime=13
ground.velocity=-5.5
ground.cornerpush.veloff=-6
air.cornerpush.veloff=ifelse(var(11)=1,0,-2.75)
air.type=Low
air.velocity = ifelse(var(11)=1, -1,-2.75),((vel y)-.2)
recover=ifelse(var(11)=1, 1,0)
getpower=0
yaccel=.65
envshake.time=8
envshake.ampl=1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=600||anim=601
trigger1 = animtime=0
elem=6
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

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

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 610
triggerall = AnimElemTime(6) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 265, hit]
type=hitdef
trigger1= time = 0
attr=A,NA
damage=47,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-66
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
air.hittime=18
ground.velocity=-8.5
ground.cornerpush.veloff=-8.5
air.cornerpush.veloff=ifelse(var(11)=1,0,-4.25)
air.type=High
air.velocity = ifelse(var(11)=1, -2,-4.25),((vel y)-.2)
recover=ifelse(var(11)=1, 1,0)
yaccel=.65
envshake.time=10
envshake.ampl=2
getpower=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=610
trigger1 = animtime=0
elem=6
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1
;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 60
ctrl = 0
anim = 620

[State 0, VarSet]
type = VarSet
trigger1 = !time
var(10)=0

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

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 225
pos = ceil(29*const(size.xscale)),ceil(-68*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = anim=620&&command = "z"&&var(10)<2
trigger1 = AnimElemTime(3)>=1
value = 621

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = anim = 620
trigger1 = command != "hold"||command = "end"
trigger1 = var(20)>=60
value = ifelse(var(20)>=300, 1007, ifelse(var(20)>= 150, 1006, 1005))

[State 0, Helper]
type = Helper
triggerall = var(32)=1
trigger1 = anim=620&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot"
ID = 220
stateno = 1040
pos = ceil(29*const(size.xscale)),ceil(-68*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Explod]
type = Explod
triggerall = var(32)=1
trigger1 = anim=620&&animelem = 3
anim = 1004
ID = 220
pos = ceil(29*const(size.xscale)),ceil(-68*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = 2
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 220, 5]
type = ChangeState
triggerall = var(32)=1
triggerall = anim = 620
trigger1 = command != "hold"||command = "end"
trigger1 = var(20)>=60
value = 1005

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=620
trigger1 = animtime=0
elem=6
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1
;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 621]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 621

[State 0, VarAdd]
type = VarAdd
trigger1 = !time
v = 10
value = 1

[State 0,PalFX]
type = palfx
trigger1 = time = [5,7]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [8,9]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [10,11]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [12,13]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [14,15]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 225
pos = ceil(29*const(size.xscale)),ceil(-68*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 220, 5]
type = ChangeState
triggerall = var(32)=0
triggerall = anim=621&&command = "z"&&var(10)<2
trigger1 = AnimElemTime(3)>=1
value = 621

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=621
trigger1 = animtime=0
elem=6
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1
;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 20
ctrl = 0
anim = 630

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

[State 630, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=18,0
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-49
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=9
air.hittime = 13
ground.velocity=-6
ground.cornerpush.veloff=-6
air.cornerpush.veloff=ifelse(var(11)=1,0,-3)
air.type=Low
air.velocity = ifelse(var(11)=1, -1,-3),((vel y)-.2)
fall.recover=ifelse(var(11)=1, 1,0)
getpower=0
yaccel=.65
envshake.time=8
envshake.ampl=1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=630||anim=631
trigger1 = animtime=0
elem=6
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1
;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 40
ctrl = 0
anim = 640

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 640
triggerall = AnimElemTime(6) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 280, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=43,0
animtype=Medium
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-71
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
air.hittime=20
ground.velocity=-8.5
ground.cornerpush.veloff=-8.5
air.cornerpush.veloff=ifelse(var(11)=1,0,-4.25)
air.type=Low
air.velocity = ifelse(var(11)=1, -1,-4.25),((vel y)-.2)
recover=ifelse(var(11)=1, 1,0)
getpower=0
yaccel=.65
envshake.time=10
envshake.ampl=2

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=640
trigger1 = animtime=0
elem=5
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1
;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 60
ctrl = 0
anim = 650

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 650
triggerall = AnimElemTime(5) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=83,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
air.hittime = 20
ground.velocity=-12
ground.cornerpush.veloff=-12
air.cornerpush.veloff=ifelse(var(11)=1,0,-6)
air.type=Low
air.velocity = ifelse(var(11)=1,-12,-8),ifelse(var(11)=1,15,12)
getpower=0
yaccel=.65
envshake.time=12
envshake.ampl=3
air.fall=ifelse(var(11)=1,1,0)
fall.recover=ifelse(var(11)=1,0,1)
fall.yvelocity=ifelse(var(11)=1,0,-4.5)

[State 0, ScreenBound]
type = ScreenBound
triggerall = var(11)=1
trigger1 = movehit;=1
trigger1 = p2statetype!=L&&p2movetype=H
value = 0
movecamera = 1,0
ignorehitpause = 1


[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=650
trigger1 = animtime=0
elem=6
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
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

