;---------------------------------------------------------------------------
; Supreme Roll
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3000

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3,5
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 30,-35
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [70,191]
value = SCA
time = 1

[State 0, PalFX]
type = PalFX
trigger1 = (Time = [34,55])
time = 2
add = (12+time*2),(12+time*2),(12+time*2)
invertall = 0
ignorehitpause = 1

[State 0, Spark]
type = PlaySnd
trigger1 = AnimElem = 9
value = S5,9
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem=13
anim = 3055
ID = 3050
pos = 0,-128
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = 3027
ID = 3000
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 1

;--------------------------------------
; Electricity
[State 0, Elec1]
type = Explod
trigger1 = animelem = 12
anim = 3010
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 0,-130
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec2]
type = Explod
trigger1 = animelem = 12
anim = 3011
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 10,-115
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec3]
type = Explod
trigger1 = animelem = 12
anim = 3012
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 20,-100
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec4]
type = Explod
trigger1 = animelem = 12
anim = 3013
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 30,-85
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec5]
type = Explod
trigger1 = animelem = 12
anim = 3014
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 20,-70
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec6]
type = Explod
trigger1 = animelem = 12
anim = 3015
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 10,-55
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec5]
type = Explod
trigger1 = animelem = 12
anim = 3016
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 0,-40
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec6]
type = Explod
trigger1 = animelem = 12
anim = 3017
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -10,-25
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 0, Elec7]
type = Explod
trigger1 = animelem = 12
anim = 3018
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -20,-40
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec8]
type = Explod
trigger1 = animelem = 12
anim = 3019
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -30,-55
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 0, Elec9]
type = Explod
trigger1 = animelem = 12
anim = 3020
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -20,-70
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec10]
type = Explod
trigger1 = animelem = 12
anim = 3021
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -30,-85
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 0, Elec11]
type = Explod
trigger1 = animelem = 12
anim = 3022
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -20,-100
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec12]
type = Explod
trigger1 = animelem = 12
anim = 3023
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -10,-115
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec13]
type = Explod
trigger1 = animelem = 12
anim = 3024
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 0,-130
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
;------------------------------

[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,HA
damage=70,5
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=5,Hit
pausetime=2,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,ceil(p2dist Y+(enemy, const(size.mid.pos.y)))
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5,-17
air.type=Low
air.velocity = -5,-17
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
yaccel = .7
getpower=0
envshake.time=12
envshake.ampl=3
;fall=1
fall=1
fall.recover=0

[State 0, Helper]
type = Helper
triggerall = numhelper(3000) = 0
trigger1 = AnimElem = 15
helpertype = normal ;player
name = "Thunder"
ID = 3000
stateno = 3050
pos = 50,-129
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
helpertype = normal ;player
name = "Missles1"
ID = 3060
stateno = 3060
pos = 0,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
helpertype = normal ;player
name = "Missles2"
ID = 3060
stateno = 3060
pos = 13,-97
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 18
trigger2 = AnimElem = 22
trigger3 = AnimElem = 26
helpertype = normal ;player
name = "Blue Shot"
ID = 3070
stateno = 3070
pos = 40,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
helpertype = normal ;player
name = "Red Shot"
ID = 3080
stateno = 3080
pos = 55,-40
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 19
trigger2 = AnimElem = 23
trigger3 = AnimElem = 27
helpertype = normal ;player
name = "Pink Shot"
ID = 3090
stateno = 3090
pos = 20,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 70
time = 100
add = 0,0,0
mul = 256,256,256
sinadd = -40,-40,-40,10
invertall = 0
ignorehitpause = 1

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

;---------------------------------------------------------------------------
; Supreme Roll
[Statedef 3005]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3005

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3,5
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 25,-40
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [70,191]
value = SCA
time = 1

[State 0, PalFX]
type = PalFX
trigger1 = (Time = [34,55])
time = 2
add = (12+time*2),(12+time*2),(12+time*2)
invertall = 0
ignorehitpause = 1

[State 0, Spark]
type = PlaySnd
trigger1 = AnimElem = 9
value = S5,9
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem=13
anim = 3055
ID = 3050
pos = 0,-128
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = 3027
ID = 3000
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 1

;--------------------------------------
; Electricity
[State 0, Elec1]
type = Explod
trigger1 = animelem = 12
anim = 3010
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 0,-130
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec2]
type = Explod
trigger1 = animelem = 12
anim = 3011
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 10,-115
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec3]
type = Explod
trigger1 = animelem = 12
anim = 3012
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 20,-100
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec4]
type = Explod
trigger1 = animelem = 12
anim = 3013
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 30,-85
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec5]
type = Explod
trigger1 = animelem = 12
anim = 3014
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 20,-70
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec6]
type = Explod
trigger1 = animelem = 12
anim = 3015
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 10,-55
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec5]
type = Explod
trigger1 = animelem = 12
anim = 3016
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 0,-40
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec6]
type = Explod
trigger1 = animelem = 12
anim = 3017
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -10,-25
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 0, Elec7]
type = Explod
trigger1 = animelem = 12
anim = 3018
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -20,-40
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec8]
type = Explod
trigger1 = animelem = 12
anim = 3019
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -30,-55
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 0, Elec9]
type = Explod
trigger1 = animelem = 12
anim = 3020
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -20,-70
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec10]
type = Explod
trigger1 = animelem = 12
anim = 3021
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -30,-85
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 0, Elec11]
type = Explod
trigger1 = animelem = 12
anim = 3022
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -20,-100
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec12]
type = Explod
trigger1 = animelem = 12
anim = 3023
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = -10,-115
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 0, Elec13]
type = Explod
trigger1 = animelem = 12
anim = 3024
ID = 3001
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pos = 0,-130
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1
;------------------------------

[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,HA
damage=70,5
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=5,Hit
pausetime=2,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,ceil(p2dist Y+(enemy, const(size.mid.pos.y)))
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5,-17
air.type=Low
air.velocity = -5,-17
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
yaccel = .7
getpower=0
envshake.time=12
envshake.ampl=3
;fall=1
fall=1
fall.recover=0

[State 0, Helper]
type = Helper
triggerall = numhelper(3000) = 0
trigger1 = AnimElem = 15
helpertype = normal ;player
name = "Thunder"
ID = 3000
stateno = 3050
pos = 50,-129
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
helpertype = normal ;player
name = "Missles1"
ID = 3060
stateno = 3060
pos = 0,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
helpertype = normal ;player
name = "Missles2"
ID = 3060
stateno = 3060
pos = 13,-97
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 18
trigger2 = AnimElem = 22
trigger3 = AnimElem = 26
helpertype = normal ;player
name = "Blue Shot"
ID = 3070
stateno = 3070
pos = 40,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
helpertype = normal ;player
name = "Red Shot"
ID = 3080
stateno = 3080
pos = 55,-40
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 19
trigger2 = AnimElem = 23
trigger3 = AnimElem = 27
helpertype = normal ;player
name = "Pink Shot"
ID = 3090
stateno = 3090
pos = 20,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 34
v = 45    ;fv = 10
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 34
x = -.75
y = -2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 34
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 70
time = 100
add = 0,0,0
mul = 256,256,256
sinadd = -40,-40,-40,10
invertall = 0
ignorehitpause = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(35) >= 0
value = 1

;---------------------------------------------------------------------------
; Roland Drill
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3100

[State 3000, Helper]
type=helper
triggerall = numhelper(3170)=0
trigger1=time = 1
helpertype=normal
stateno=3170
ID=3170
name="Roland"
postype=p1
pos = -BackEdgeDist-15,floor(-Pos Y)
ownpal=1
persistent=0
supermovetime=9999

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3,9
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 30,-35
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = (Time = [34,55])
time = 2
add = (12+time*2),(12+time*2),(12+time*2)
invertall = 0
ignorehitpause = 1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
; Roland Drill (Attack)
[Statedef 3101]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
sprpriority = 3
velset = 0,0
;anim = 3101

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S5,7
volume = 0
channel = 5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 3110
trigger1 = p2dist x <= -5
value = 3110

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 3101
trigger1 = animtime = 0
trigger2 = anim = 3110
trigger2 = animtime = 0
value = 3101

[State 0, Turn]
type = Turn
trigger1 = Anim = 3110
trigger1 = p2dist x <= -5

[State 0, Width]
type = Width
trigger1 = 1
value = 25,25

[State 0, Velset]
type = VelSet
triggerall = Time = [6,126]
triggerall = Pos Y >= 0
triggerall = Vel X < 3
triggerall = Vel X > -3
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 0, Velset]
type = VelSet
triggerall = Time = [6,126]
triggerall = Pos Y >= 0
triggerall = Vel X < 3
triggerall = Vel X > -3
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 0, Velset]
type = VelSet
triggerall = Time = [6,126]
triggerall = Vel X < 4
triggerall = Vel X > -4
triggerall = Pos Y >= 0
triggerall = command = "holdback"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
x = const(velocity.walk.back.x)*3

[State 0, Velset]
type = VelSet
triggerall = Time = [6,126]
triggerall = Vel X < 4
triggerall = Vel X > -4
triggerall = Pos Y >= 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
x = const(velocity.walk.fwd.x)*3

[State 0, Velset]
type = VelSet
triggerall = Time = [6,126]
trigger1 = command = "holdup"
trigger1 = Pos Y >= 0
y = -10

[State 0, Velset]
type = VelSet
triggerall = Time = [6,126]
trigger1 = command = "holdfwd"
trigger1 = command = "holdup"
trigger1 = Pos Y >= 0
x = 3

[State 0, Velset]
type = VelSet
triggerall = Time = [6,126]
trigger1 = command = "holdback"
trigger1 = command = "holdup"
trigger1 = Pos Y >= 0
x = -3

[State 0, VelAdd]
type = VelAdd
trigger1 = Pos Y < 0
y = .5

[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
trigger1 = Pos Y >= 0
x = .25

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
trigger1 = Pos Y >= 0
x = -.25

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, PosSet]
type = PosSet
triggerall = anim != 3110
triggerall = Time > 6
trigger1 = (gametime%8) = 0
trigger1 = Pos Y >= 0
y = 3

[State 0, PosSet]
type = PosSet
triggerall = anim != 3110
triggerall = Time > 6
trigger1 = (gametime%8) = 1
trigger1 = Pos Y >= 0
y = 2

[State 0, PosSet]
type = PosSet
triggerall = anim != 3110
triggerall = Time > 6
trigger1 = (gametime%12) = 1
trigger1 = Pos Y >= 0
y = 2

[State 0, Helper]
type = Helper
triggerall = numhelper(3150) = 0
trigger1 = !time
helpertype = normal ;player
name = "Fire"
ID = 3150
stateno = 3150
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
triggerall = numhelper(3110) = 0
trigger1 = !time
helpertype = normal ;player
name = "Wheels"
ID = 3110
stateno = 3110
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
triggerall = numhelper(3111) = 0
trigger1 = !time
helpertype = normal ;player
name = "Drill"
ID = 3111
stateno = 3111
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = [145,150]
value = 1
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = !Time
time = 3
add = 255, 255, 255

[State 0, PalFX]
type = PalFX
trigger1 = Time = 3
time = 3
add = 196, 196, 196

[State 0, PalFX]
type = PalFX
trigger1 = Time = 6
time = 4
add = 128, 128, 128

[State 0, PalFX]
type = PalFX
trigger1 = Time = 10
time = 3
add = 64, 64, 64

[State 0, PalFX]
type = PalFX
trigger1 = Time = 124
time = 3
add = 51, 51, 51
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = Time = 127
time = 4
add = 102, 102, 102
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = Time = 131
time = 3
add = 154, 154, 154
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = Time = 134
time = 4
add = 205, 205, 205
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = Time >= 138
time = 2
add = 256, 256, 256
ignorehitpause = 1

[State 200, hit]
type=hitdef
trigger1=time=[6,140]
trigger1 = (gametime%7) = 0
attr=S,HA
damage=18,2
animtype=Heavy
guardflag=MA
hitflag=MAF;MAFD
priority=3,Hit
pausetime=2,3
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -20, -15		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,17			;Sound to play on hit
guardsound = s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-4
ground.cornerpush.veloff=-8
air.cornerpush.veloff=-8
air.type=Low
air.hittime=12
air.velocity=-4,-2.5
;down.velocity = -4,0
yaccel=.5
envshake.time = 12
envshake.ampl = 1
getpower=0

[State 200, hit]
type=hitdef
trigger1=time=142
attr=S,HA
damage=30,5
animtype=DiagUp
guardflag=MA
hitflag=MAF ;MAFD
priority=3,Hit
pausetime=15,15
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -20, -15		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,17			;Sound to play on hit
guardsound = s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-1,-15
ground.cornerpush.veloff=-8
air.cornerpush.veloff=-8
air.type=Low
air.hittime=12
air.velocity=-1,-14
;down.velocity = -8,0
fall = 1
fall.yvelocity=0
yaccel=.5
envshake.time = 12
envshake.ampl = 1
getpower=0

[State 220, 5]
type = ChangeState
trigger1 = Time >= 150
trigger2 = winko
value = ifelse(pos Y < 0, 3105, 3102)
ctrl = 0
;---------------------
; End
[StateDef 3102]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3120
poweradd = 0
sprpriority = 2

[State 0, PalFX]
type = PalFX
trigger1 = !time
time = 6
add = 196, 196, 196

[State 0, PalFX]
type = PalFX
trigger1 = Time = 6
time = 4
add = 128, 128, 128

[State 0, PalFX]
type = PalFX
trigger1 = Time = 10
time = 2
add = 64, 64, 64

[State 0, PalFX]
type = PalFX
trigger1 = Time = 12
time = 3
add = 32, 32, 32

[State 0, Helper]
type = Helper
trigger1 = numhelper(3170) = 0
trigger1 = time = 0
helpertype = normal ;player
name = "Roland"
ID = 3170
stateno = 3172
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 3102, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------
;End Air
[StateDef 3105]
type = A
movetype= A
physics = A
juggle  = 1
velset = -.5,-4
ctrl = 0
anim = 3125
poweradd = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = numhelper(3170) = 0
trigger1 = time = 0
helpertype = normal ;player
name = "Roland"
ID = 3170
stateno = 3174
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, PalFX]
type = PalFX
trigger1 = !time
time = 6
add = 196, 196, 196

[State 0, PalFX]
type = PalFX
trigger1 = Time = 6
time = 4
add = 128, 128, 128

[State 0, PalFX]
type = PalFX
trigger1 = Time = 10
time = 2
add = 64, 64, 64

[State 0, PalFX]
type = PalFX
trigger1 = Time = 12
time = 3
add = 32, 32, 32

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3
v = 45    ;fv = 10
value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem=3
value = 1

;---------------------------------------------------------------------------
; Buster Plane Start
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3200

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3,10
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 30,-35
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = (Time = [34,55])
time = 2
add = (12+time*2),(12+time*2),(12+time*2)
invertall = 0
ignorehitpause = 1

[State 3000, Helper]
type=helper
triggerall = numhelper(3270)=0
trigger1=time = 1
helpertype=normal
stateno=3270
ID=3270
name="Buster"
postype=p1
pos = -(BackEdgeDist-15),-120
ownpal=1
persistent=0
supermovetime=9999

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201
ctrl = 0

;---------------------------------------------------------------------------
; Buster Plane (Flying)
[Statedef 3201]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0
;anim = 3201

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 3210
trigger1 = p2dist x <= -5
value = 3210

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 3201
trigger1 = animtime = 0
trigger2 = anim = 3210
trigger2 = animtime = 0
value = 3201

[State 0, Turn]
type = Turn
trigger1 = Anim = 3210
trigger1 = p2dist x <= -5

[State 0, Width]
type = Width
trigger1 = 1
value = 23,23

[state 0,VelSet]
type = velset
trigger1 = command != "holdback" && command != "holdfwd"
x = 0

[state 0,VelSet]
type = VelSet
trigger1 = command != "holdup" && command != "holddown"
trigger2 = pos Y >= 0 && vel y > 0
trigger3 = screenpos y != [60,240]
y = 0

[state 0,VelSet]
type = VelSet
trigger1 = command = "holdfwd"
x = 6

[state 0,VelSet]
type = VelSet
trigger1 = command = "holdback"
x = -6

[state 0,VelSet]
type = VelSet
trigger1 = command = "holdup"
trigger1 = screenpos y = [80,240]
y = -6

[state 0,VelSet]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Pos Y < 0
y = 6

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,SA,HA,SP,HP

[State 0, Wings]
type = Explod
trigger1 = !numexplod(3203)
anim = 3203
ID = 3203
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
sprpriority = 4
ownpal = 0
removeongethit = 1

[State 0, Propeller]
type = Explod
trigger1 = !numexplod(3204)
anim = 3204
ID = 3204
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
sprpriority = 1
ownpal = 0
removeongethit = 1

[State 0, Scarf]
type = Explod
trigger1 = !numexplod(3205)
anim = 3205
ID = 3205
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
sprpriority = 2
ownpal = 0
removeongethit = 1

[State 0, Beak Weapon]
type = Explod
trigger1 = !numexplod(3206)
anim = 3206
ID = 3206
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
sprpriority = 3
ownpal = 0
removeongethit = 1

[State 0, Helper]
type = Helper
triggerall = time <= 175
triggerall = numhelper(3210) = 0
triggerall = anim != 3210
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z" ;|| command = "holdz"
helpertype = normal ;player
name = "Beak Shoot"
ID = 3210
stateno = 3210
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
triggerall = time <= 175
triggerall = anim != 3210
triggerall = numhelper(3220) = 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c" ;|| command = "holdc"
helpertype = normal ;player
name = "Missle Shoot"
ID = 3220
stateno = 3220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim = 3210
trigger2 = stateno != 3201
trigger3 = movetype = H
ignorehitpause = 1

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = [175,180]
value = 1
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = !time
time = 3
add = 255, 255, 255

[State 0, PalFX]
type = PalFX
trigger1 = time = 3
time = 3
add = 196, 196, 196

[State 0, PalFX]
type = PalFX
trigger1 = Time = 6
time = 4
add = 128, 128, 128

[State 0, PalFX]
type = PalFX
trigger1 = Time = 10
time = 3
add = 64, 64, 64

[State 0, PalFX]
type = PalFX
trigger1 = Time = 154
time = 3
add = 51, 51, 51
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = Time = 157
time = 4
add = 102, 102, 102
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = Time = 161
time = 3
add = 154, 154, 154
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = Time = 164
time = 4
add = 205, 205, 205
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = Time >= 168
time = 2
add = 256, 256, 256
ignorehitpause = 1

[State 220, 5]
type = ChangeState
trigger1 = Time >= 180
trigger2 = winko
value = 3202
ctrl = 0
;---------------------
; End
[StateDef 3202]
type = A
movetype= A
physics = A
juggle  = 0
velset = -.5,-2.5
ctrl = 0
anim = 3125
poweradd = 0
sprpriority = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !time
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = !time
time = 6
add = 196, 196, 196

[State 0, PalFX]
type = PalFX
trigger1 = Time = 6
time = 4
add = 128, 128, 128

[State 0, PalFX]
type = PalFX
trigger1 = Time = 10
time = 2
add = 64, 64, 64

[State 0, PalFX]
type = PalFX
trigger1 = Time = 12
time = 3
add = 32, 32, 32

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3
v = 45    ;fv = 10
value = 0

[State 0, Helper]
type = Helper
trigger1 = numhelper(3270) = 0
trigger1 = time = 0
helpertype = normal ;player
name = "Buster"
ID = 3270
stateno = 3272
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem=3
value = 1

;---------------------------------------------------------------------------
; Air Buster Plane Start
[Statedef 3205]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3215

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3,10
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 25,-40
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = (Time = [34,55])
time = 2
add = (12+time*2),(12+time*2),(12+time*2)
invertall = 0
ignorehitpause = 1

[State 3000, Helper]
type=helper
triggerall = numhelper(3270)=0
trigger1=time = 1
helpertype=normal
stateno=3270
ID=3270
name="Buster"
postype=p1
pos = -(BackEdgeDist-15),-120
ownpal=1
persistent=0
supermovetime=9999

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201
ctrl = 0

;---------------------------------------------------------------------------
; Beat Up
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3300

[State 3000, Helper]
type=helper
triggerall = numhelper(3170)=0
trigger1=AnimElem=2
helpertype=normal
stateno=3312
ID=3170
name="Roland"
postype=p1
pos = -BackEdgeDist-15,floor(-Pos Y)
ownpal=1
persistent=0
supermovetime = 45

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(11) >= 0
value = SCA
time = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(11) = 0
time = 50
anim = -1
sound = s3,5
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -3000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=AnimElemTime(11) = 0
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 30,-35
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=animelemtime(11) >= 0
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3,9
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S3,10
volume = 0
channel = 5

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = NumHelper(3170) && NumHelper(3270) && numhelper(3370)
value = 3301
ctrl = 0

;---------------------------------------------------------------------------
; Beat Up: Part 2
[Statedef 3301]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3301

[State 3000, carga]
type=helper
triggerall = numhelper(7021)=0
triggerall = numhelper(7005)=0
trigger1=time
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=3
value = S3,14
volume = 0
channel = -1

[State 220, 5]
type = ChangeState
triggerall = !NumHelper(3170) ;&& !NumHelper(3270) && !numhelper(3370)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, Turn]
type = Turn
trigger1 = p2dist X < -5

[State 220, 5]
type = ChangeState
triggerall = NumHelper(3170) ;&& NumHelper(3270) && numhelper(3370)
trigger1 = enemynear, movetype = H
trigger1 = p2stateno = 3306
value = 3302
ctrl = 0

;---------------------------------------------------------------------------
;Go towards enemy
[Statedef 3302]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = enemynear, movetype = H
triggerall = p2bodydist X > 20
trigger1 = Anim != 20
value = 20

[State 0, VelSet]
type = VelSet
trigger1 = anim = 20
x = const(velocity.walk.fwd.x)

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = enemynear, movetype = H
triggerall = p2bodydist X <= 20
trigger1 = Anim != 3302 || anim = 20
value = 3302

[State 0, VelSet]
type = VelSet
triggerall = enemynear, movetype = H
triggerall = p2bodydist X <= 20
trigger1 = Anim != 3302 && anim = 20
x = 0

[State 0, hit]
type=hitdef
trigger1=time
;trigger1=p2movetype!=H&&p2stateno!=40
;trigger1=(p2stateno=[120,155])
attr=S,HT
hitflag=MAF
priority=7,Miss
sparkno=-1
p1facing=1
p2facing=1
numhits = 0
hitsound = S4,0
p1stateno=3303
p2stateno=3307
;guard.dist=0
fall=1
fall.recover = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = (enemynear,stateno != 3306)
trigger1 = !numtarget
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Beat Up Hit
[Statedef 3303]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 3303

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, VarSet]
type = VarSet
trigger1 = time >= 30
v = 45   ;fv = 10
value = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
id = -1
pos = 45,0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time >= 30
time = 2
add = -255,-255,-255

[State 901:Assertspecial]
type = assertspecial
trigger1 = time >= 30
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
trigger14 = AnimElem = 15
trigger15 = AnimElem = 16
trigger16 = AnimElem = 17
trigger17 = AnimElem = 18
trigger18 = AnimElem = 19
trigger19 = AnimElem = 20
trigger20 = AnimElem = 21
trigger21 = AnimElem = 22
trigger22 = AnimElem = 23
trigger23 = AnimElem = 24
trigger24 = AnimElem = 25
trigger25 = AnimElem = 26
trigger26 = AnimElem = 27
trigger27 = AnimElem = 28
trigger28 = AnimElem = 29
trigger29 = AnimElem = 30
trigger30 = AnimElem = 31
trigger31 = AnimElem = 32
trigger32 = AnimElem = 33
trigger33 = AnimElem = 34
trigger34 = AnimElem = 35
trigger35 = AnimElem = 36
trigger36 = AnimElem = 37
trigger37 = AnimElem = 38
trigger38 = AnimElem = 39
trigger39 = AnimElem = 40
value = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
trigger14 = AnimElem = 15
trigger15 = AnimElem = 16
trigger16 = AnimElem = 17
trigger17 = AnimElem = 18
trigger18 = AnimElem = 19
trigger19 = AnimElem = 20
trigger20 = AnimElem = 21
trigger21 = AnimElem = 22
trigger22 = AnimElem = 23
trigger23 = AnimElem = 24
trigger24 = AnimElem = 25
trigger25 = AnimElem = 26
trigger26 = AnimElem = 27
trigger27 = AnimElem = 28
trigger28 = AnimElem = 29
trigger29 = AnimElem = 30
trigger30 = AnimElem = 31
trigger31 = AnimElem = 32
trigger32 = AnimElem = 33
trigger33 = AnimElem = 34
trigger34 = AnimElem = 35
trigger35 = AnimElem = 36
trigger36 = AnimElem = 37
trigger37 = AnimElem = 38
trigger38 = AnimElem = 39
trigger39 = AnimElem = 40
anim = 8200+(random%8)
ID = 8220
pos = 0,const(size.head.pos.y)
postype = p2  ;p2,front,back,left,right
bindtime = 1
random = 80,80
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 6
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
trigger14 = AnimElem = 15
trigger15 = AnimElem = 16
trigger16 = AnimElem = 17
trigger17 = AnimElem = 18
trigger18 = AnimElem = 19
trigger19 = AnimElem = 20
trigger20 = AnimElem = 21
trigger21 = AnimElem = 22
trigger22 = AnimElem = 23
trigger23 = AnimElem = 24
trigger24 = AnimElem = 25
trigger25 = AnimElem = 26
trigger26 = AnimElem = 27
trigger27 = AnimElem = 28
trigger28 = AnimElem = 29
trigger29 = AnimElem = 30
trigger30 = AnimElem = 31
trigger31 = AnimElem = 32
trigger32 = AnimElem = 33
trigger33 = AnimElem = 34
trigger34 = AnimElem = 35
trigger35 = AnimElem = 36
trigger36 = AnimElem = 37
trigger37 = AnimElem = 38
trigger38 = AnimElem = 39
trigger39 = AnimElem = 40
time = 5
freq = 60
ampl = -2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
trigger14 = AnimElem = 15
trigger15 = AnimElem = 16
trigger16 = AnimElem = 17
trigger17 = AnimElem = 18
trigger18 = AnimElem = 19
trigger19 = AnimElem = 20
trigger20 = AnimElem = 21
trigger21 = AnimElem = 22
trigger22 = AnimElem = 23
trigger23 = AnimElem = 24
trigger24 = AnimElem = 25
trigger25 = AnimElem = 26
trigger26 = AnimElem = 27
trigger27 = AnimElem = 28
trigger28 = AnimElem = 29
trigger29 = AnimElem = 30
trigger30 = AnimElem = 31
trigger31 = AnimElem = 32
trigger32 = AnimElem = 33
trigger33 = AnimElem = 34
trigger34 = AnimElem = 35
trigger35 = AnimElem = 36
trigger36 = AnimElem = 37
trigger37 = AnimElem = 38
trigger38 = AnimElem = 39
trigger39 = AnimElem = 40
value = S1,0
volume = 0
channel = -1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
trigger14 = AnimElem = 15
trigger15 = AnimElem = 16
trigger16 = AnimElem = 17
trigger17 = AnimElem = 18
trigger18 = AnimElem = 19
trigger19 = AnimElem = 20
trigger20 = AnimElem = 21
trigger21 = AnimElem = 22
trigger22 = AnimElem = 23
trigger23 = AnimElem = 24
trigger24 = AnimElem = 25
trigger25 = AnimElem = 26
trigger26 = AnimElem = 27
trigger27 = AnimElem = 28
trigger28 = AnimElem = 29
trigger29 = AnimElem = 30
trigger30 = AnimElem = 31
trigger31 = AnimElem = 32
trigger32 = AnimElem = 33
trigger33 = AnimElem = 34
trigger34 = AnimElem = 35
trigger35 = AnimElem = 36
trigger36 = AnimElem = 37
trigger37 = AnimElem = 38
trigger38 = AnimElem = 39
trigger39 = AnimElem = 40
value = -10
kill = 0
absolute = 0

[State 0, Combo Varadd]
type = VarAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
trigger14 = AnimElem = 15
trigger15 = AnimElem = 16
trigger16 = AnimElem = 17
trigger17 = AnimElem = 18
trigger18 = AnimElem = 19
trigger19 = AnimElem = 20
trigger20 = AnimElem = 21
trigger21 = AnimElem = 22
trigger22 = AnimElem = 23
trigger23 = AnimElem = 24
trigger24 = AnimElem = 25
trigger25 = AnimElem = 26
trigger26 = AnimElem = 27
trigger27 = AnimElem = 28
trigger28 = AnimElem = 29
trigger29 = AnimElem = 30
trigger30 = AnimElem = 31
trigger31 = AnimElem = 32
trigger32 = AnimElem = 33
trigger33 = AnimElem = 34
trigger34 = AnimElem = 35
trigger35 = AnimElem = 36
trigger36 = AnimElem = 37
trigger37 = AnimElem = 38
trigger38 = AnimElem = 39
trigger39 = AnimElem = 40
v = 28    ;fv =
value = 1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3304
ctrl = 1

;---------------------------------------------------------------------------
;Finish
[Statedef 3304]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 1		;Set layering priority to 2 (in front)
anim = 3304

[State 3000, carga]
type=helper
triggerall = numhelper(7021)=0
triggerall = numhelper(7005)=0
trigger1=time
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 45    ;fv = 10
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time;&&winko
value = S3,13
channel = 5

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !time
value = -100
kill = 1
absolute = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S181,0
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7503
ID = 7503
pos = 0,0
postype = p2  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = !time
time = 20
freq = 90
ampl = -2

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = !time
x = p2dist X

[State 0, VarSet]
type = VarSet
trigger1 = !animtime
v = 45    ;fv = 10
value = 0

[State 4001, end]
type=changestate
trigger1=animelemtime(1)>=0&&winko
value=3305

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

;-----------WIN by Beat Up-----------
[Statedef 3305]
type=S
sprpriority=1
anim = 3305

[State 362, anim]
type=changeanim
trigger1=!time&&prevstateno=3304
value=3305

[State 362, win]
type=changestate
trigger1=prevstateno=3304&&time>150
value=180
ctrl=1

;---------------------------------------------------------------------------
;Player 2: Get Hit (Roland)
[Statedef 3306]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2		;Set layering priority to 2 (in front)

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3306

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = CA,NA,SA,HA,NP,SP,HP,NT,ST

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, ChangeState]
type = SelfState
trigger1 = (enemynear,stateno != [3300,3303])
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Player 2: Get Hit
[Statedef 3307]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2		;Set layering priority to 2 (in front)

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3307

[State 0, ChangeState]
type = SelfState
trigger1 = (time =[10,30]) && (enemynear,stateno != 3303 ) && (anim != 3303)
value = 0
ctrl = 1

[State 3805, end]
type=changestate
trigger1 = AnimTime = 0
value=3308

;---------------------------------------------------------------------------
;Player 2 Lie Down
[Statedef 3308]
type    = L				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = N				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = -1		;Set layering priority to 2 (in front)

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3308

[State 3805, end]
type=selfstate
triggerall = time >=55
trigger1=!alive
value=5150

[State 3805, end]
type=selfstate
triggerall = time >=55
trigger1= alive
value=5120

;---------------------------------------------------------------------------
; Beat Up 2
[Statedef 3400]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3400

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 7
v = 35   ;fv = 10
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3,9
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -3000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 30,-35
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

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

;---------------------------------------------------------------------------
;Gotcha!!
[Statedef 3401]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3401
poweradd = 0
sprpriority = 1

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 35    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 45    ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
triggerall = numhelper(7021)=0
trigger1 = !time
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(68) < 0
pos = 45,0
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(2) >= 0
value = 2
ignorehitpause = 1

[State 200, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 37
value = S0,4
volume = 0
channel = -1

[State 210, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 3
trigger2=AnimElem = 9
value = S0,1
volume = 0
channel = -1

[State 220, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 210, hit]
type=hitdef
trigger1=AnimElem = 4
trigger2=AnimElem = 10
attr=S,HA
damage=60,0
animtype=Medium
guardflag=MA
hitflag=MAF+
priority=4,Hit
pausetime=2,2
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = -20,-25
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=12
ground.velocity=-3
air.hittime = 10
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.velocity=-5,-7
p2stateno = 3405
kill = 0
envshake.time=10
envshake.ampl=2
getpower=0

[State 240, 1]
type=hitdef
trigger1=AnimElem = 17
attr=S,HA
damage=45,0
animtype=Medium
guardflag=MA
hitflag=MAF+
priority=3,Hit
pausetime=2,2
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-39
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=12
ground.velocity=-3
air.type=Low
air.hittime=10
air.velocity=-5,-7
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
p2stateno = 3406
kill = 0
envshake.time = 10
envshake.ampl = 2
getpower=0

[State 420, 1]
type=hitdef
trigger1=AnimElem = 26
attr=S,HA
damage=75,0
animtype=Hard
guardflag=MA
hitflag=MAF+
priority=4,Hit
pausetime=2,2
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-40
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity = -8,0
air.type=Low
air.hittime=12
air.velocity=-5,-7
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
p2stateno = 3406
kill = 0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 230, 1]
type=hitdef
trigger1=AnimElem = 33
attr=S,HA
damage=30,0
animtype=Light
guardflag=MA
hitflag=MAF+
priority=2,Hit
pausetime=2,2
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-15
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=-2
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.hittime=8
air.velocity=-5,-7
yaccel=.5
p2stateno = 3406
kill = 0
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 200, 1]
type=hitdef
trigger1=AnimElem = 38
attr=S,HA
damage=15,0
animtype=Light
guardflag=MA
hitflag=MAF+
priority=2,Hit
pausetime=2,2
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = -10, -37		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type=High
ground.slidetime=10
ground.hittime=10
ground.velocity=-2
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.hittime=8
air.velocity=-5,-7
yaccel=.5
p2stateno = 3405
kill = 0
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 430, 1]
type=hitdef
trigger1=AnimElem = 44
attr=S,HA
damage=30,0
animtype=Light
guardflag=L
hitflag=MAF+
priority=2,Hit
pausetime=2,2
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-20
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=-2
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.hittime=12
air.velocity=-5,-7
down.velocity=-2,-2
p2stateno = 3406
kill = 0
yaccel=.5
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 410, 1]
type=hitdef
trigger1=AnimElem = 52
attr=S,HA
damage=45,0
animtype=Medium
guardflag=MA
hitflag=MAF+
priority=3,Hit
pausetime=2,2
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-33
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-3
air.type=Low
air.hittime=12
air.velocity=-5,-7
p2stateno = 3405
kill = 0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 220, 1]
type=hitdef
trigger1=AnimElem = 59
attr=S,HA
damage=75,0
animtype=Hard
guardflag=MA
hitflag=MAF+
priority=4,Hit
pausetime=2,2
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-35
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
kill = 0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
p2stateno = 3405
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 250, last]
type=hitdef
trigger1=AnimElem = 68
attr=S,HA
damage=100,0
animtype=Hard
guardflag=MA
hitflag=MAF+
priority=4,Hit
pausetime=2,2
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-30
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity = -8,-5
air.type=Low
air.hittime=12
air.velocity=-8,-5
ground.cornerpush.veloff=-2
air.cornerpush.veloff=-2
yaccel=.5
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, ChangeState]
type = ChangeState
triggerall = var(35) = 0
trigger1 = (enemynear,stateno != [3405,3407])
trigger1 = !numtarget
value = 0
ctrl = 1

[State 0, ChangeState]
type = ChangeState
triggerall = var(35) = 0
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Player 2: Get Hit
[Statedef 3407]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2		;Set layering priority to 2 (in front)

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3407

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,HA,HP

[State 0, ChangeState]
type = SelfState
trigger1 = (enemynear,stateno != [3400,3404])
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Player 2: Get Hit
[Statedef 3405]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2		;Set layering priority to 2 (in front)

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3405

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,HA,HP

[State 0, ChangeState]
type = SelfState
trigger1 = (enemynear,stateno != [3400,3404])
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Player 2: Get Hit
[Statedef 3406]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2		;Set layering priority to 2 (in front)

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3406

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,HA,HP

[State 0, ChangeState]
type = SelfState
trigger1 = (enemynear,stateno != [3400,3404])
trigger1 = animtime = 0
value = 0
ctrl = 1
