; Run onto screen (Ground-Level Knockback, Etc.)
[Statedef 101]
type    = S
physics = N
anim = 101
sprpriority = 1
velset = 7.5, 0
ctrl = 0


[State 102, 8]
type = VelAdd
triggerall = Vel X > 0
trigger1 = time > 5
x = -.4

[State 101, Dust]
type = Explod
trigger1 = Animelem = 1
trigger2 = Animelem = 3
trigger3 = Animelem = 5
trigger4 = Animelem = 7
anim = 5556
ID = 101
pos = 0,2
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = -1,-1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 32
;ignorehitpause =
;persistent =

[State 101, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Run onto screen (Aerial Rave, Etc.)
[Statedef 102]
type    = S
physics = N
anim = 100
sprpriority = 1
velset = 5.5, 0
ctrl = 0

;[State 102, PosSet]
;type = PosSet
;trigger1 = time = 0
;x = (enemy, pos x - facing*(320))
;y = 0

[State 102, 8]
type = VelAdd
triggerall = Vel X > 0
trigger1 = time > 20
x = -.4


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 47
;ignorehitpause =
;persistent =

[State 102, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Stand)
[Statedef 6300]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 4,0
ctrl = 0
anim = 705
sprpriority = 2

[State 6300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S150,0


[State 6300, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6300, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6300, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6300, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 35

[State 6300, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6300, a6]
type = Explod
trigger1 = animelem = 1
anim = 750
postype = p1
pos = 55,-50
ownpal = 1
vel = 0,0
scale = 0.5,0.5
ignorehitpause = 1
sprpriority = 7

[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 44,0
volume = 255
channel = 1

[State 6300, a8]
type = PlaySnd
trigger1 = Time = 0
value = 6,5
channel = 0

[State 6300, a9]
type = ChangeState
trigger1 = Time = 30
value = 0
ctrl = 1

;------------------------------------------
;Push Block (Crouch)
[Statedef 6310]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 4,0
ctrl = 0
anim = 753
sprpriority = 2

[State 6310, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S150,0


[State 6310, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6310, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6310, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6310, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 35

[State 6310, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -48,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6310, a6]
type = Explod
trigger1 = animelem = 1
anim = 750
postype = p1
pos = 45,-45
ownpal = 1
vel = 0,0
removetime = 24
scale = 0.5,0.5
ignorehitpause = 1
sprpriority = 7

[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 44,0
volume = 255
channel = 1

[State 6310, a8]
type = PlaySnd
trigger1 = Time = 0
value = 6,5
channel = 0

[State 6310, a9]
type = ChangeState
trigger1 = Time = 30
value = 11
ctrl = 1

;---------------------------------------------
;Push Block (Air)
[Statedef 6320]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 4,0
ctrl = 0
anim = 715
sprpriority = 2

[State 6300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S150,0


[State 6320, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6320, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6320, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6320, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 35

[State 6320, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6320, a6]
type = Explod
trigger1 = animelem = 1
anim = 750
postype = p1
removetime = 24
pos = 42,-55
ownpal = 1
scale = 0.5,0.5
vel = 0,0
ignorehitpause = 1
sprpriority = 7

[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 44,0
volume = 255
channel = 1

[State 6320, a8]
type = PlaySnd
trigger1 = Time = 0
value = 6,5
channel = 0

[State 6320, a9]
type = ChangeState
trigger1 = Time = 30
value = 680;51
ctrl = 1

;------------------------------------
[Statedef 6350];guard push helper
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 751
sprpriority = -4

[State 6350, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 6350, a2]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 6350, a3]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 6350, a4]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 6350, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6350, a6]
type = DestroySelf
trigger1 = Time >= 12

;---------------------------------------------------------------------------
; Slam FX
; CNS difficulty: easy
[StateDef 204]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 5562
sprpriority = 1


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

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =



[State 204, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =





;---------------------------------------------------------------------------
; Guard Counter - Gun Hold Revised
;CNS difficulty: easy
[Statedef 760]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 760
sprpriority = -2
poweradd= -500

[State 760, SuperPause]
type = SuperPause
trigger1 = time = 0
pos = 25, -57
anim = 760
sound = s230,10
;move = animelem = 2
unhittable = 1
Time = 30

[State 760, Counter FX]
type = Explod
trigger1 = time = 0
anim = 5561
postype = p1
pos = 5,-45
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 760, Skyward]
type = Changestate
trigger1 = (AnimTime = 0) && (command = "holdup")
value = 762
persistent = 0
ctrl = 1

[State 760, Ground]
type = Changestate ;ChangeAnim
trigger1 = (AnimTime = 0) && (command = "holddown")
value = 763
persistent = 0
ctrl = 1


[State 760, 1]
type = PlaySnd
trigger1 = time = 6
value = 400, 0
volume = -2

[State 760, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA, AT, AP
time = 10

[State 760, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 761
ctrl = 1


;---------------------------------------------------------------------------
; Standing Gun (Fired)
; CNS difficulty: easy
[Statedef 761]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 50
ctrl = 0
velset = -6,0
anim = 221
sprpriority = 2

[State 761, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 610,0

[State 761, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = 600, 1


[State 761, Projectile]
type = Projectile
trigger1 = animelem = 1
ProjID = 761
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 42,-48
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
guardflag = MA         ;HLA
animtype = back          ;light,medium,hard,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 50, 10
pausetime = 15,20
sparkno = s970
guard.sparkno = s5570
sparkxy = 30,0
hitsound = 5,1
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -16, -6
air.velocity = -16,-5
air.hittime = 18
fall = 1
air.fall =1
fall.recover = 0             ;Prevent p2 from recovering
;fall. recovertime = 25
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -12.6
palfx.time = 40
palfx.add = 40,-70, -200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
Palfx.color = 0
palfx.invertall = 1


[State 761, EnvShake]
type = EnvShake
trigger1 = animelem =1
trigger1 = anim = 222
time = 5
freq = 60
ampl = -15
phase = 150
;ignorehitpause =
;persistent =

[State 761, ScreenBound]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 761, Explod]
type = Explod
trigger1 = animelem= 1
anim = 223
ID = 761
pos = 42,-48
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

;[State 222, VelSet]
;type = VelSet
;trigger1 = animelem = 2
;x = -3

[State 761, ScreenBound]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 761, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA, AT, AP
time = 5

[State 761, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Skyward Gun (Fired)
; CNS difficulty: easy
[Statedef 762]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 20
ctrl = 0
velset = 0,0 ;-6,0
anim = 224
sprpriority = 2

;[State 672, 1]
;type = PlaySnd
;trigger1 = animelem = 1
;value = 610, 0

[State 762, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 610,0


[State 672, Projectile]
type = Projectile
trigger1 = animelem = 2
ProjID = 672
projanim = 268
projhitanim = 268
projcancelanim = 268
projscale = 1,1
projremove = 1
projremovetime = 14
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 31,-28
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP         ;HLA
animtype = diagup         ;light,medium,hard,back,up,diagup
air.animtype = diagup
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 50, 10
pausetime = 12,12
sparkno = s970
guard.sparkno = s5570
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -11.5,-7.5
air.velocity = -11.5,-7.5
fall = 1
air.fall =1
fall.recover = 0             ;Prevent p2 from recovering
;fall. recovertime = 25
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -12.6
palfx.time = 40
palfx.add = 40,-70, -200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
Palfx.color = 0
palfx.invertall = 1

[State 672, VelAdd]
type = VelAdd
trigger1 = animelem = 2
x = -6
y = 0
;ignorehitpause =
;persistent =


[State 672, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 600, 0


[State 672, EnvShake]
type = EnvShake
trigger1 = animelem =2
trigger1 = anim = 224
time = 5
freq = 60
ampl = -15
phase = 150
;ignorehitpause =
;persistent =

[State 672, ScreenBound]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 672, Explod]
type = Explod
trigger1 = anim = 224
trigger1 = animelem= 2
anim = 500
ID = 672
pos = 31,-58
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =



[State 672, ScreenBound]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1


[State 762, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA, AT, AP
time = 5


[State 672, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Ground Gun (Fired)
; CNS difficulty: easy
[Statedef 763]
type = s
movetype= A
physics = s
juggle = 4
poweradd= 125
ctrl = 0
velset = 0,0
anim = 227
sprpriority = 2

;[State 763, 1]
;type = PlaySnd
;trigger1 = animelem = 1
;value = 610, 0

[State 763, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S610,0


[State 763, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 763
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 100,-8
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MLAFP        ;HLAFD+-
guardflag = LP         ;HLA
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 50, 8
pausetime = 12,12
sparkno = s970
guard.sparkno = s5570
sparkxy = -10,0
hitsound = 5,1
guardsound = 6,0
ground.type = trip
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2, -4
air.velocity = -5,-3.5
fall = 1
air.fall =1
fall.recover = 0             ;Prevent p2 from recovering
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -12.6
palfx.time = 40
palfx.add = 40,-70, -200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
Palfx.color = 0
palfx.invertall = 1

[State 763, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 600, 1

[State 763, VelAdd]
type = VelAdd
trigger1 = animelem = 3
x = -6
y = 0

[State 763, EnvShake]
type = EnvShake
trigger1 = anim = 227
trigger1 = animelem =3
time = 5
freq = 60
ampl = -15
phase = 150
;ignorehitpause =
;persistent =

[State 763, ScreenBound]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 763, Explod]
type = Explod
trigger1 = anim = 227
trigger1 = animelem= 3
anim = 223
ID = 763
pos = 100,-8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 763, ScreenBound]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1


[State 763, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA, AT, AP
time = 5

[State 763, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Air Guard Counter - Gun Hold Revised
;CNS difficulty: easy
[Statedef 780]
type    = A
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 780
sprpriority = -2
poweradd= -500

[State 780, SuperPause]
type = SuperPause
trigger1 = time = 0
pos = 25, -57
anim = 780
sound = s230,10
unhittable = 1
Time = 30
;move = animelem = 2


[State 780, Counter FX]
type = Explod
trigger1 = time = 0
anim = 5561
postype = p1
pos = 5,-70
ownpal = 1
sprpriority = 5
supermovetime = 50


[State 780, Straight]
type = Changestate
trigger1 = (AnimTime = 0) && (command = "holdfwd")
value = 782
persistent = 0
ctrl = 1

[State 760, Down]
type = Changestate ;ChangeAnim
trigger1 = (AnimTime = 0) && (command = "holddown")
value = 783
persistent = 0
ctrl = 1


[State 780, 1]
type = PlaySnd
trigger1 = time = 6
value = 400, 0
volume = -2

[State 780, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA, AT, AP
time = 5

[State 780, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 781
ctrl = 1

;------------------------------------------------------------------------------
; Air Gun - Diagonal (Fired)
[Statedef 781]
type = A
movetype= A
physics = A
juggle  = 5
ctrl = 0
anim = 651
sprpriority = 2

[State 781, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -3
y = -4
yaccel = -20  ; .10

[State 781, Projectile]
type = Projectile
trigger1 = time = 0
ProjID = 650
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 8
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 45,-40
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = HMAFP        ;HLAFD+-
guardflag = HMAP         ;HLA
animtype = back          ;light,medium,hard,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 40, 8
pausetime = 8,8
sparkno = s970
guard.sparkno = s5570
sparkxy = 20,20
hitsound =s50,7
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -8,11
airguard.velocity, -6, 6
Fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 40,-70, -200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
Palfx.color = 0
palfx.invertall = 1

[State 781, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 600, 0


[State 781, Explod]
type = Explod
trigger1 = animelem= 1
anim = 652
ID = 652
pos = 45,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 0
removeongethit = 0

[State 781, EnvShake]
type = EnvShake
trigger1 = animelem =1
time = 5
freq = 60
ampl = -15
phase = 150

[State 781, 4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;------------------------------------------------------------------------------
; Air Gun - Straight (Fired)
[Statedef 782]
type = A
movetype= A
physics = A
juggle  = 5
ctrl = 0
anim = 655
sprpriority = 2

[State 782, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -3
y = -2
yaccel = -20  ; .10


[State 782, Projectile]
type = Projectile
trigger1 = Time = 0
ProjID = 652
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 60,-60
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = HMAFP        ;HLAFD+-
guardflag = HMAP         ;HLA
animtype = back          ;light,medium,hard,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 40, 8
pausetime = 8,8
sparkno = s970
guard.sparkno = s5570
sparkxy = 45,-30
hitsound =s50,7
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -8
air.velocity = -10, 3
airguard.velocity = -5, 2
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 40,-70, -200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
Palfx.color = 0
palfx.invertall = 1

[State 782, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 600, 0


[State 782, Explod]
type = Explod
trigger1 = animelem= 1
anim = 223
ID =  223
pos = 60,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 0
removeongethit = 0

[State 782, EnvShake]
type = EnvShake
trigger1 = animelem =1
time = 5
freq = 60
ampl = -15
phase = 150

[State 782, 4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;------------------------------------------------------------------------------
; Air Gun - Down (Fired)
[Statedef 783]
type = A
movetype= A
physics = A
juggle  = 5
poweradd= 55
ctrl = 0
anim = 658
sprpriority = 2

[State 783, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -2
y = -5
yaccel = -20  ; .10


[State 783, Projectile]
type = Projectile
trigger1 = Time = 0
ProjID = 657
projanim = 270
projhitanim = 270
projcancelanim = 270
projscale = 1,1
projremove = 1
projremovetime = 7
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 2,-30
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = HMAFP        ;HLAFD+-
guardflag = HMA         ;HLA
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 40, 8
pausetime = 8,8
sparkno = s970
guard.sparkno = s5570
sparkxy = 5,40
hitsound =s50,7
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -3,15
Fall = 1
fall.recover = 0
down.velocity = -1,30
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
palfx.time = 40
palfx.add = 40,-70, -200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
Palfx.color = 0
palfx.invertall = 1

[State 783, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 600, 0


[State 783, Explod]
type = Explod
trigger1 = animelem= 1
anim = 671
ID = 671
pos = 2,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 783, EnvShake]
type = EnvShake
trigger1 = animelem =1
time = 5
freq = 60
ampl = -15
phase = 150

[State 783, 4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------------------------
;Beginning of the super jump
[Statedef 7000]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1


[State 7000, ChangeState]
type = ChangeState
triggerall = prevstateno = 212 || prevstateno = 217 || prevstateno = 1415
trigger1 = AnimTime = 0
value = 7002
ctrl = 1



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

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

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



[State 7000, ChangeState]
type = ChangeState
triggerall = prevstateno != 212 || prevstateno != 217 || prevstateno != 1415
trigger1 = AnimTime = 0
value = 7001
ctrl = 1

;---------------------------------------------------------------------------------------------
;Super Jump
[Statedef 7001]
type = A
physics = A
ctrl = 1
anim = 48; 41
velset = 0,-15;-16.2 ;.5

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

[State 0, Jump]
type = PlaySnd
trigger1 = animelem = 1
value =  10, 1


[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X >= -2.5
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.3

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X <= 3
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
trigger2 = var(59)>0;--------------AI
trigger2 = Anim != 42
x = 0.4

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

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

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 0
trigger1 = Time = [0,4]
value = 41  ;41

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 1
trigger1 = Time = [0,4]
value = 41 ; 41

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = -1
trigger1 = Time = [0,4]
value = 41 ; 41

[State 7001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 9999,5
volume = 255

[State 7001, VelAdd]
type = VelAdd
trigger1 = Vel Y > 0
y= - 0.10  ;0.18

[State 7001, Explod]
type = Explod
trigger1 = Time = 0
ID = 7001
anim = 5554
postype = p1
pos = 0, 15
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 0.7,0.7

;---------------------------------------------------------------------------------------------
;Super Jump for Aerial Rave
[Statedef 7002]
type = A
physics = A
ctrl = 1
anim = 48; 41
velset = 0,-14;-16.2 ;.5


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

[State 0, Jump]
type = PlaySnd
trigger1 = animelem = 1
value =  10, 1


[State 7002, VelAdd]
type = VelAdd
triggerall = Vel X >= -2.5
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.3

[State 7002, VelAdd]
type = VelAdd
triggerall = Vel X <= 3
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
trigger2 = var(59)>0;--------------AI
trigger2 = Anim != 42
x = 0.4

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

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

[State 7002, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 0
trigger1 = Time = [0,4]
value = 41  ;41

[State 7002, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = 1
trigger1 = Time = [0,4]
value = 41 ; 41

[State 7002, ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) = -1
trigger1 = Time = [0,4]
value = 41 ; 41

[State 7002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 9999,5
volume = 255

[State 7002, VelAdd]
type = VelAdd
trigger1 = Vel Y > 0
y= - 0.10  ;0.18

[State 7001, Explod]
type = Explod
trigger1 = Time = 0
ID = 7001
anim = 5554
postype = p1
pos = 0, 15
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 0.7,0.7


;---------------------------------------------------------------------------
; Wakeup Forward
[Statedef 5155]
type    = L
movetype= I
physics = N

[State 5155, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5155 + (anim % 10))
value = 5155

[State 5155, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5155 + (anim % 10))
value = 5155 + (anim % 10)

[State 5155, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 7.5
y = 0


[State 5155, 4]
type = HitFallSet
trigger1 = Time = 0
value = 1

[State 5155, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 10

[State 5155, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 10



[State 5155, 7]
type = changestate
trigger1 = AnimTime = 0
Value = 0
ctrl = 1


;----------------------------------------------------
; Wakeup Back
[Statedef 5156]
type    = L
movetype= I
physics = N

[State 5156, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5156 + (anim % 10))
value = 5156

[State 5156, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5156 + (anim % 10))
value = 5156 + (anim % 10)


[State 5156, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -7.5
y = 0


[State 5156, 4]
type = HitFallSet
trigger1 = Time = 0
value = 1

[State 5156, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 10

[State 5156, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 10



[State 5156, 7]
type = changestate
trigger1 = AnimTime = 0
Value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Wakeup Forward
[Statedef 5157]
type    = L
movetype= I
physics = N

[State 5157, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5157 + (anim % 10))
value = 5157

[State 5157, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5157 + (anim % 10))
value = 5157 + (anim % 10)

[State 5157, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 9
y = 0


[State 5157, 4]
type = HitFallSet
trigger1 = Time = 0
value = 1

[State 5157, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = SCA, NT,ST,HT
time = 10

[State 5157, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 10



[State 5157, 7]
type = changestate
trigger1 = AnimTime = 0
Value = 0
ctrl = 1


;----------------------------------------------------
; Wakeup Back
[Statedef 5158]
type    = L
movetype= I
physics = N

[State 5158, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5158 + (anim % 10))
value = 5158

[State 5158, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5158 + (anim % 10))
value = 5158 + (anim % 10)


[State 5158, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -9
y = 0


[State 5158, 4]
type = HitFallSet
trigger1 = Time = 0
value = 1

[State 5158, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = SCA, NT,ST,HT
time = 10

[State 5158, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 10



[State 5158, 7]
type = changestate
trigger1 = AnimTime = 0
Value = 0
ctrl = 1






