; KFM's constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

; これはKFMの定数と状態のファイルです。
; このファイルの中には注釈が散らされているので、CNSを習いたいお方は
; 読んでみたらいいです。

[Data]
;Amount of life to start with
;体力ゲージの初期値
life = 1000
;attack power (more is stronger)
;攻撃ダメージ
attack = 100
;defensive power (more is stronger)
;体力パワー
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 50
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 0
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 9
FloatPersistIndex = 40

[Size]
xscale = .97           ;Horizontal scaling factor.
yscale = .97           ;Vertical scaling factor.
ground.back = 25     ;Player width (back, ground)
ground.front = 25   ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 90          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -100   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3      ;Walk forward
walk.back = -2.8     ;Walk backward
run.fwd  = 6, 0    ;Run forward (x, y)
run.back = -5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-10 ;Neutral jumping velocity (x, y)
jump.back = -3.5,-10    ;Jump back Speed (x, y)
jump.fwd = 4,-10      ;Jump forward Speed (x, y)
runjump.fwd = 5,-9
runjump.back = -3.5,-10
airjump.neu = 0,-8.3	;.
airjump.back = -2.9	;Air jump speeds (opt)
airjump.fwd = 2.9          ;.

[Movement]
airjump.num =0      ;Number of air jumps allowed (opt)
airjump.height = 40  ;Minimum distance from ground before you can air jump (opt)
yaccel = .5         ;Vertical acceleration
stand.friction = .80  ;Friction coefficient when standing
crouch.friction = .83 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 190, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 190, 2]
type = ChangeState
trigger1 = Var(1) > 20 
trigger1 = Var(1) <= 40
value = 181; 191

[State 190, 2]
type = ChangeState
trigger1 = Var(1) <= 20
value = 182;192


[State 190, 2]
type = ChangeState
trigger1 = Var(1) > 40 
trigger1 = Var(1) <= 60
value = 183;193

[State 190, 2]
type = ChangeState
trigger1 = Var(1) > 60 
trigger1 = Var(1) <= 80
value = 185

[State 190, 2]
type = ChangeState
trigger1 = Var(1) > 80
value = 185;192

;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
sprpriority = -5
velset = 0,0

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 200, 1]
type = PlaySnd
trigger1 = Time = 10
value = 14, 11

[State 200, 1]
type = PlaySnd
trigger1 = Time = 25
trigger2 = Time = 35
trigger3 = Time = 45
trigger4 = Time = 55
trigger5 = Time = 65
trigger6 = Time = 75
trigger7 = Time = 85
trigger8 = Time = 95
trigger9 = Time = 105
value = 1, 7

[State 200, 1]
type = PlaySnd
trigger1 = Time = 140
value = 13, 44

[State 1027, Spark]
type = Explod
trigger1 = Time = 140
anim = 182
pos = 0, 1
postype = p1
sprpriority = 5
ontop = 1
bindtime = -1
removetime = 50
scale = .97,.97

[State 183, 9]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

;---------------------------------------------------------------------------
; Win pose 2 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 182]
type = S
ctrl = 0
anim = 4180
sprpriority = 0
velset = 0,0

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 200, 1]
type = PlaySnd
trigger1 = Time = 100
value = 13, 12



[State 1027, Spark]
type = Explod
trigger1 = Time = 100
anim = 4181
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = -1
removetime = 90
scale = .97,.97


[State 1027, Spark]
type = Explod
trigger1 = Time = 10
anim = 4182
pos = 0, 0
postype = p1
sprpriority = 5
bindtime = -1
trans = add
removetime = 36

[State 200, 1]
type = PlaySnd
trigger1 = Time = 10
value = 1, 11


[State 183, 9]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver


;---------------------------------------------------------------------------
; Win pose 3 - walk
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 183]
type = S
ctrl = 0
velset = 0,0
anim = 21

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 184, 1]; walk
type = Changeanim
trigger1 = BackEdgeBodyDist < 190 && time = 1
value = 20

[State 184, 2]
type = velset
trigger1 = BackEdgeBodyDist < 160 
x = const(velocity.walk.fwd.x)

[State 184, 3]
type = velset
trigger1 = BackEdgeBodyDist = 160 
x = 0

[State 184, 3]
type = velset
trigger1 = BackEdgeBodyDist > 160 
x = const(velocity.walk.back.x)

[State 184, 5]; walk
type = Changestate
triggerall = time > 10
trigger1 = Vel X < 1
value = 184

;---------------------------------------------------------------------------
; Win pose 3 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 184]
type = S
ctrl = 0
anim = 4184
sprpriority = 0
velset = 0,0

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay


[State 1027, Spark]
type = Explod
trigger1 = Time = 50
anim = 4183
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = -1
removetime = 90
scale = .97,.97

[State 200, 1]
type = PlaySnd
trigger1 = Time = 50
value = 13, 41


[State 183, 9]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver


;---------------------------------------------------------------------------
; Win pose 4 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 185]
type = S
ctrl = 0
anim = 4185
sprpriority = 0
velset = 0,0

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay


[State 1027, Spark]
type = Explod
trigger1 = Time = 19
anim = 4192
pos = 90, -45
postype = p1
sprpriority = -2
trans=add
bindtime = -1
removetime = 300
scale = .97,.97

[State 191, 3]
type = playsnd
trigger1 = Time = 19
value = 14,4


[State 191, 3]
type = playsnd
trigger1 = Time = 50
value = 13,20

[State 191, 3]
type = playsnd
trigger1 = Time = 19
value = 14,5


[State 183, 9]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Intro 
[Statedef 190]
type = S

[State 190, 2]
type = ChangeState
triggerall = time = 0
trigger1 = enemynear, name = "BastionBoss"
trigger2 = enemynear, name = "helibonus"
value = 19171


[State 190, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 190, 2]
type = ChangeState
trigger1 = Var(1) > 20 
trigger1 = Var(1) <= 40
value = 191; 191

[State 190, 2]
type = ChangeState
trigger1 = Var(1) <= 20
value = 192;192


[State 190, 2]
type = ChangeState
trigger1 = Var(1) > 40 
trigger1 = Var(1) <= 60
value = 193;193

[State 190, 2]
type = ChangeState
trigger1 = Var(1) > 60 
trigger1 = Var(1) <= 80
value = 194

[State 190, 2]
type = ChangeState
trigger1 = Var(1) > 80
value = 191;192
;---------------------------------------------------------------------------

[Statedef 19171]
type = S
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
spriority = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 100
flag = Intro

[Statedef 191]
type = S
ctrl = 0
anim = 190
sprpriority = 0

[State 190, 1]
type = VarSet
FloatPersistIndex = 10
trigger1 = Time <20
v = 10
value = 0


[State 191, 2]             
type = AssertSpecial
trigger1 = Time = [0,418]
flag = Intro

[State 1027, Spark]
type = Explod
trigger1 = Time = 190
anim = 198
pos = 10, 20
postype = p1
sprpriority = 2
trans=add

[State 1027, Spark]
type = Explod
trigger1 = Time = 150
anim = 194
pos = 10, 20
postype = p1
sprpriority = 3
removetime = 100

[State 1027, Spark]
type = Explod
trigger1 = Time = 40
anim = 191
pos = -40, 0
postype = p1
sprpriority = -2
removetime =96

[State 1027, Spark]
type = Explod
trigger1 = Time = 70
anim = 196
pos = 40, 0
postype = p1
sprpriority = 4
removetime =60

[State 1027, Spark]
type = Explod
trigger1 = Time = 140
anim = 193
pos = -40, 0
postype = p1
sprpriority = 3
removetime =24

[State 1027, Spark]
type = Explod
trigger1 = Time = 180
anim = 197
pos = 40, 0
postype = p1
sprpriority = -2
removetime =24

[State 191, 3]
type = playsnd
trigger1 = Time = 190
value = 10,3
channel = 10

[State 191, 3]
type = playsnd
trigger1 = Time = 40
trigger2 = Time = 70
trigger3 = Time = 140
trigger4 = Time = 180
value = 1,0
channel = 10

[State 191, 3]
type = playsnd
trigger1 = Time = 150
value = 1,1
channel = 10

[State 191, 3]
type = playsnd
trigger1 = Time = 230
value = 13,5
channel = 10

[State 191, 3]
type = changeanim
trigger1 = Time = 418
value = 0


;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 4190
sprpriority = 0

[State 190, 1]
type = VarSet
FloatPersistIndex = 10
trigger1 = Time <20
v = 10
value = 0


[State 191, 2]             
type = AssertSpecial
trigger1 = Time = [0,216]
flag = Intro

[State 1027, Spark]
type = Explod
trigger1 = Time = 41
anim = 4191
pos = -2, 3
postype = p1
sprpriority = 2
bindtime = -1
removetime = 130


[State 1027, Spark]
type = Explod
trigger1 = Time = 41
anim = 4192
pos = 0, 0
postype = p1
sprpriority = 4
trans=add
bindtime = -1
removetime = 170

[State 1027, Spark]
type = Explod
trigger1 = Time = 41
anim = 4192
pos = 30, -5
postype = p1
sprpriority = 2
trans=add
bindtime = -1
removetime = 170


[State 1027, Spark]
type = Explod
trigger1 = Time = 41
anim = 4193
pos = 0, 0
postype = p1
sprpriority = 5
bindtime = -1
removetime = 170



[State 191, 3]
type = playsnd
trigger1 = Time = 41
value = 13,29
channel = 10


[State 191, 3]
type = playsnd
trigger1 = Time = 36
value = 14,4
channel = 10

[State 191, 3]
type = playsnd
trigger1 = Time = 41
value = 14,5
channel = 10


[State 191, 3]
type = changeanim
trigger1 = Time = 216
value = 0


;---------------------------------------------------------------------------
[Statedef 193]
type = S
ctrl = 0
anim = 4194
sprpriority = 0

[State 190, 1]
type = VarSet
FloatPersistIndex = 10
trigger1 = Time <20
v = 10
value = 0


[State 191, 2]             
type = AssertSpecial
trigger1 = Time = [0,242]
flag = Intro

[State 1027, Spark]
type = Explod
trigger1 = Time = 106
anim = 4195
pos = 0, 0
postype = p1
sprpriority = 2
bindtime = -1
removetime = 50
scale = .97,.97

[State 1027, Spark]
type = Explod
trigger1 = Time = 200
anim = 4195
pos = 0, 0
postype = p1
sprpriority = 2
bindtime = -1
removetime = 40
scale = .97,.97




[State 191, 3]
type = playsnd
trigger1 = Time = 107
value = 13,37
channel = 10





[State 191, 3]
type = changeanim
trigger1 = Time = 242
value = 0



;---------------------------------------------------------------------------
[Statedef 194]
type = S
ctrl = 0
anim = 4196
sprpriority = 0

[State 190, 1]
type = VarSet
FloatPersistIndex = 10
trigger1 = Time <20
v = 10
value = 0


[State 191, 2]             
type = AssertSpecial
trigger1 = Time = [0,280]
flag = Intro

[State 1027, Spark]
type = Explod
trigger1 = Time = 61
anim = 4197
pos = 0, 0
postype = p1
sprpriority = 2
bindtime = -1
removetime = 20
scale = .97,.97

[State 1027, Spark]
type = Explod
trigger1 = Time = 102
anim = 4197
pos = 0, 0
postype = p1
sprpriority = 2
bindtime = -1
removetime = 90
scale = .97,.97




[State 191, 3]
type = playsnd
trigger1 = Time = 61
value = 13,9
channel = 10

[State 191, 3]
type = playsnd
trigger1 = Time = 52
value = 0,1
channel = 10

[State 191, 3]
type = playsnd
trigger1 = Time = 265
value = 0,2
channel = 10

[State 191, 3]
type = changeanim
trigger1 = Time = 280
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 12
value = 13, 3
channel = 9

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 1027, Spark]
type = Explod
trigger1 = Time = 12
anim = 4186
pos = 0, 0
ID = 4186
postype = p1
sprpriority = 1
bindtime = -1
removetime = 30
removeongethit = 1
scale = .97,.97

[State 195, 2]
type = ChangeState
trigger1 = Time = 66
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[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  = 4                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = -2 

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0  

[State 200, 1]
type = null;PlaySnd
trigger1 = Time = 4
value = 12, 1  

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
triggerall = var(10) >= 3
value = 14, 9           

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 201
pos = 0,0
postype = p1
bindtime = -1
removetime = 14
sprpriority = 1
removeongethit = 1
ignorehitpause = 0
id = 201



[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 202
pos = 0,0
postype = p1
bindtime = -1
removetime = 14
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
trans=addalpha
alpha=200,75
id = 202



[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = ifelse(var(10)>=3,35,30)                  ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6,6                 ;Time attacker pauses, time opponent shakes
;sparkno = ifelse(var(10)>=3,1,S7000)   
sparkno = 0                 ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
hitsound = 5,1
guardsound = 6,0               ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air



[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 1


[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1  

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 12, 3

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
triggerall = var(10) >= 3
value = 14, 7 

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 211
pos = 0,0
postype = p1
bindtime = -1
removetime = 16
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
id = 211

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 210
id = 211

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 212
pos = 0,0
postype = p1
bindtime = -1
removetime = 16
sprpriority = 3
removeongethit = 1
ignorehitpause = 0
trans=addalpha
alpha=200,75
id = 212

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 210
id = 212



[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = ifelse(var(10)>=3,55,45)
guardflag = MA
hitflag = MAF
pausetime = 8,8
;sparkno = ifelse(var(10)>=3,2,S7001)
sparkno = 1
sparkxy = -10,-70
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4


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

;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1  

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 12, 3

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
triggerall = var(10) >= 3
value = 14, 7 

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 221
pos = 0,0
postype = p1
bindtime = -1
removetime = 12
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
id = 221

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 220
id = 221

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 222
pos = 0,0
postype = p1
bindtime = -1
removetime = 12
sprpriority = 3
removeongethit = 1
ignorehitpause = 0
trans=addalpha
alpha=200,75
id = 222

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 220
id = 222


[State 210, 1]
type = PlaySnd
trigger1 = Time = 20
value = 0, 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 25
value = 12, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = heavy
damage    = ifelse(var(10)>=3,35,30)
hitflag = MFA
guardflag = MA
pausetime = 10,10
;sparkno = ifelse(var(10)>=3,2,S7001)
sparkno = 2
sparkxy = -10,-90
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -8.5
air.velocity = -6.5,-4

[State 210, 1]
type = PlaySnd
trigger1 = Time = 24
value = 0, 4

[State 210, 1]
type = sprpriority 
trigger1 = Time = 24
value = -2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = heavy
damage    = 40
guardflag = MA
hitflag = MFA
pausetime = 10,10
sparkno = 2
sparkxy = -10,-70
hitsound = 5,4
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
fall = 1

[State 210, 1]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 30



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

;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 15
ctrl = 0
velset = 0,0
anim = 230
sprpriority = -2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0  

[State 200, 1]
type = null;PlaySnd
trigger1 = Time = 4
value = 12, 1  

[State 230, 1]
type = velset
trigger1 = Time = [0,4]
x = 2

[State 230, 1]
type = velset
trigger1 = Time = [5,9]
x = 5

[State 230, 1]
type = velset
trigger1 = Time = [10,15]
x = 2



[State 230, 2]
type = HitDef
trigger1 = Animelem = 3
attr = S, NA
animtype  = light
damage    = 20
guardflag = MA
hitflag = MAF
pausetime = 6,6
sparkno = 0
sparkxy = -10,-43
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Medium kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 0
value = 12,3

[State 230, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
animtype  = mid
damage    = 42
guardflag = MA
pausetime = 8,8
sparkno = 1
sparkxy = -10,-57
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Standing strong kick2b
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 55
ctrl = 0
velset = 0,0
anim = 252
sprpriority = 2




[State 252, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0, 3

[State 230, 1]
type = PlaySnd
trigger1 = Time = 0
value = 12,1

[State 252, 2]
type = HitDef
trigger1 = Animelem = 5
attr = S, NA
animtype  = Heavy
damage    = 70
guardflag = MA
hitflag = MAF
pausetime = 10,10
sparkno = 2
sparkxy = -10,-90
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
;p2stateno = 1025    ;Make p2 go to state 1025 on hit
p2facing = 1  


[State 252, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = 0.45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;----------------------------

;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 15
ctrl = 0
anim = 400
sprpriority = -1

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 1]
type = null;PlaySnd
trigger1 = Time = 4
value = 12, 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
triggerall = var(10) >= 3
value = 14, 9 

[State 2000, 1]
type = Explod
trigger1 = time = 0
;triggerall = var(10) >= 3
;sparkno = S7000
anim = 401
pos = 0,0
postype = p1
bindtime = -1
removetime = 11
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
id = 401

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 400
id = 401

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 402
pos = 0,0
postype = p1
bindtime = -1
removetime = 11
sprpriority = 3
removeongethit = 1
ignorehitpause = 0
trans=addalpha
alpha=200,75
id = 402

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 400
id = 402



[State 400, 2]
type = HitDef
trigger1 = Animelem = 2
attr = C, NA
damage    = ifelse(var(10)>=3,35,25)
priority  = 3
animtype  = Light
guardflag = MA
hitflag = MAF
pausetime = 6,6
;sparkno = ifelse(var(10)>=3,0,S7000)
sparkno = 0
sparkxy = -10,-42
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3


[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching mid punch
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 410
sprpriority = 2


[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1  

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 12, 3



[State 400, 3]
type = velset 
trigger1 = Time = [7,9]
x = 2

[State 400, 3]
type = velset 
trigger1 = Time = [10,16]
x = 5


[State 400, 3]
type = velset 
trigger1 = Time = [17,19]
x = 2


;This is the first hit, triggered on the 3rd element of animation.
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 40
animtype  = Medium
guardflag = MA
hitflag = MAF
pausetime = 8,8
sparkno = 1
sparkxy = 10,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4


[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3  

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 12, 0

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = 421
pos = 0, 0
postype = p1
sprpriority = -2
trans=addalpha
alpha = 150,300
ignorehitpause = 0
bindtime = -1
removetime = 32



;This is the first hit, triggered on the 3rd element of animation.
[State 410, 2]
type = HitDef
trigger1 = AnimElem >= 4
attr = C, NA
damage    = 50
hitflag = MFA
guardflag = M
pausetime = 10,10
sparkno = 2
sparkxy = -5,-30
hitsound   = 5,4
guardsound =6,0
animtype = hard
air.animtype = hard
animtype = Up
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,-12
guard.velocity = -5
air.velocity = -2,-11

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 420, a04] 
type = ChangeState
trigger1 = command = "holdup" && movehit
value = 900
ctrl = 1




;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 430
sprpriority = 0

[State 430, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0, 1

[State 230, 1]
type = PlaySnd
trigger1 = Time = 0
value = 12,1

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 35
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 6,6
sparkno = 0
sparkxy = -10,-8
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
; CNS レベル: 易
; 詳細:
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 35
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 4
value = 0, 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 0
value = 12,3

[State 640, 3]
type = HitDef
trigger1 = Animelem = 6
attr = C, NA
damage    = 50
hitflag = MAFD
guardflag = L
priority = 4
pausetime = 8,8
sparkno = 1
sparkxy = -10,-60
hitsound   = 5,1
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,0
air.velocity = -3,-3

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
; CNS レベル: 易
; 詳細:
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 55
ctrl = 0
anim = 450
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 4
value = 0, 3

[State 230, 1]
type = PlaySnd
trigger1 = Time = 0
value = 12,0

[State 440, 3]
type = HitDef
trigger1 = Animelem = 5
attr = C, NA
damage    = 72
hitflag = M
guardflag = L
pausetime = 10,10
sparkno = 2
sparkxy = -5,-10
hitsound   = 5,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = -2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 1]
type = null;PlaySnd
trigger1 = Time = 4
value = 12, 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
triggerall = var(10) >= 3
value = 14, 9 

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 601
pos = 0,0
postype = p1
bindtime = -1
removetime = 11
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
id = 601

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 600
id = 601

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 602
pos = 0,0
postype = p1
bindtime = -1
removetime = 11
sprpriority = 3
removeongethit = 1
ignorehitpause = 0
trans=addalpha
alpha=200,75
id = 602

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 600
id = 602


[State 600, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = ifelse(var(10)>=3,25,20)
guardflag = MA
hitflag = MAF
priority = 3
pausetime = 6,6
;ssparkno = ifelse(var(10)>=3,1,S7000)
sparkno = 0
sparkxy = -10,-88
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 948
ctrl = 1


;---------------------------------------------------------------------------
;Jump Mid Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 35
ctrl = 0
anim = 610
sprpriority = 0




[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1  

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 12, 3

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
triggerall = var(10) >= 3
value = 14, 7 

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 611
pos = 0,0
postype = p1
bindtime = -1
removetime = 21
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
id = 611

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 610
id = 611

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 612
pos = 0,0
postype = p1
bindtime = -1
removetime = 21
sprpriority = 3
removeongethit = 1
ignorehitpause = 0
trans=addalpha
alpha=200,75
id = 612

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 610
id = 612


[State 610, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage    = ifelse(var(10)>=3,50,45)
guardflag = MA
hitflag = MAF
priority = 4
pausetime = 8,8
;sparkno = ifelse(var(10)>=3,1,S7001)
sparkno = 1
sparkxy = -10,-85
hitsound   = 5,1
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 948
ctrl = 1


;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 620
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3  

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 12, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
triggerall = var(10) >= 3
value = 14, 5 


[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 621
pos = 0,0
postype = p1
bindtime = -1
removetime = 27
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
id = 621

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 620
id = 621

[State 2000, 1]
type = Explod
trigger1 = time = 0
triggerall = var(10) >= 3
anim = 622
pos = 0,0
postype = p1
bindtime = -1
removetime = 27
sprpriority = 3
removeongethit = 1
ignorehitpause = 0
trans=addalpha
alpha=200,75
id = 622

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 620
id = 622



[State 610, 3]
type = HitDef
trigger1 = Animelem = 4
attr = A, NA
damage    = ifelse(var(10)>=3,75,70)
guardflag = MA
hitflag = MAF
priority = 4
pausetime = 8,8
sparkno = 2
;sparkno = ifelse(var(10)>=3,2,S7002)
sparkxy = -10,-75
hitsound   = 5,3
guardsound = 6,0
animtype = heavy
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -7,-2
air.fall = 1
fall= 1


[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 948
ctrl = 1


;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 15
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 1]
type = null;PlaySnd
trigger1 = Time = 0
value = 12, 1

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = MA
hitflag = MAF
priority = 3
pausetime = 6,6
sparkno = 0
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 948
ctrl = 1


;---------------------------------------------------------------------------
;Jump Mid Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 45
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 4
value = 0, 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 12, 3

[State 640, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage    = 45
guardflag = MA
hitflag = MAF
priority = 4
pausetime = 8,8
sparkno =1
sparkxy = -10,-40
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 948
ctrl = 1


;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 650
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 10
value = 0, 3

[State 200, 1]
type = PlaySnd
trigger1 = Time = 8
value = 12, 0

[State 640, 3]
type = HitDef
trigger1 = Animelem = 6
attr = A, NA
damage    = 80
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 10,10
sparkno = 2
sparkxy = -10,-40
hitsound   = 5,4
guardsound = 6,0
animtype = Heavy
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,6
air.velocity = -2,6
fall = 1

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 948
ctrl = 1


;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 802
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Animelem = 2 
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = HML          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2                     ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 801       ;On success, KFM changes to state 810
p2stateno = 802       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close


[State 800, 2]
type = ChangeState
Trigger1 = TIME = 9
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 801]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3, 1
volume = 255

[State 871, 3]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 50, -80

[State 871, 4]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 50, -80

[State 871, 5]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 50, -80


[State 871, 6]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 50, -80

[State 871, 7]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = 50, -80


[State 871, 8]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = 50, -80

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = 801
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = -1
removetime = 33

[State 200, 1]
type = PlaySnd
trigger1 = Time = 24
value = 1, 14
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 24
anim = 7008
pos = 0, -70
postype = p1
sprpriority = 5
bindtime = -1
removetime = 36

[State 1027, Spark]
type = Explod
trigger1 = Time = 24
anim = 7009
pos = 0, -70
facing = -1
postype = p1
sprpriority = 6
bindtime = -1
removetime = 27


[State 800, 2]
type = sprpriority
Trigger1 = TIME = 6
value = -3

[State 800, 2]
type = turn
Trigger1 = TIME = 49

[State 800, 2]
type = posset
triggerall = facing = 1
Trigger1 = time = 49
x = -50


[State 800, 2]
type = posset
triggerall = facing = -1
Trigger1 = time = 49
x = 50

[State 200, 1]
type = PlaySnd
trigger1 = TIME = 49
value = 8, 2
volume = 255


[State 800, 2]
type = ChangeState
Trigger1 = TIME = 49
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 802]
type    = S
movetype= H
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 803
sprpriority = 1




[State 800, 2]
type = Changeanim2
Trigger1 = TIME = 0
value = 803

[State 800, 2]
type = posset
triggerall = facing = 1
Trigger1 = time = 33
x = -50

[State 800, 2]
type = posset
triggerall = facing = -1
Trigger1 = time = 33
x = 50

[State 800, 2]
type = lifeadd
Trigger1 = time = 24
value = -95


[State 800, 2]
type = velset
Trigger1 = TIME = [33,37]
x = 5
y = 3

[State 800, 2]
type = velset
Trigger1 = TIME = [38,44]
x = 4
y = 4

[State 800, 2]
type = velset
Trigger1 = TIME = [45,100]
x = 2
y = 6



[State 800, 2]
type = selfState
Trigger1 = pos y >= 0
value = 5110




;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 804]
type    = S
movetype= H
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 5150
sprpriority = 1

[State 800, 2]
type = posset
Trigger1 = time = 0
y = 0


[State 800, 2]
type = Changeanim2
Trigger1 = TIME = 0
value = 5150


[State 800, 2]
type = selfState
Trigger1 = time = 20
value = 5110


;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 810]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 802
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Animelem = 1 
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = HML          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2                     ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 811       ;On success, KFM changes to state 810
p2stateno = 812       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close


[State 800, 2]
type = ChangeState
Trigger1 = TIME = 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 811]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 810
sprpriority = -2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3, 1
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = Time = 25
trigger2 = Time = 45
value = 14, 10
volume = 255

[State 800, 2]
type = sprpriority
Trigger1 = TIME = 17
value = 2

[State 1027, Spark]
type = Explod
trigger1 = Time = 25
trigger2 = Time = 45
anim = 3004
pos = -25, 45
postype = p1
sprpriority = 6
bindtime = -1
removetime = 18

[State 1027, Spark]
type = Explod
trigger1 = Time = 25
trigger2 = Time = 45
anim = 1505
pos = 20, -100
postype = p1
sprpriority = -7
bindtime = -1
removetime = 21

[State 871, 3]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 0, 0

[State 871, 4]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 0, 0

[State 871, 5]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 0, 0


[State 871, 6]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 0, 0

[State 871, 7]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = 50, 0


[State 871, 8]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = 20, -40

[State 871, 8]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
pos = 20, -40

[State 871, 8]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 9, < 0
pos = 20, -40

[State 871, 8]
type = TargetBind
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 10, < 0
pos = 20, -40

[State 871, 8]
type = TargetBind
trigger1 = AnimElem = 10, >= 0
trigger1 = AnimElem = 11, < 0
pos = 20, -40

[State 871, 8]
type = TargetBind
trigger1 = AnimElem = 11, >= 0
trigger1 = AnimElem = 12, < 0
pos = 20, -40

[State 871, 8]
type = TargetBind
trigger1 = AnimElem = 12, >= 0
trigger1 = AnimElem = 13, < 0
pos = 20, -40




[State 800, 2]
type = sprpriority
Trigger1 = TIME = 21
value = -3


[State 200, 1]
type = PlaySnd
trigger1 = time = 80
value = 8, 2
volume = 255




[State 800, 2]
type = ChangeState
Trigger1 = TIME = 80
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 812]
type    = S
movetype= H
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 803
sprpriority = 1




[State 800, 2]
type = Changeanim2
Trigger1 = TIME = 0
value = 812



[State 800, 2]
type = lifeadd
Trigger1 = time = 25
Trigger2 = time = 41
value = -40


[State 800, 2]
type = Changeanim
Trigger1 = TIME = 45
value = 5050


[State 800, 2]
type = velset
Trigger1 = TIME = [45,50]
x = -5
y = -6

[State 800, 2]
type = velset
Trigger1 = TIME = [51,54]
x = -5
y = -3

[State 800, 2]
type = velset
Trigger1 = TIME = [55,57]
x = -5
y = 0

[State 800, 2]
type = velset
Trigger1 = TIME = [58,61]
x = -5
y = 3

[State 800, 2]
type = velset
Trigger1 = TIME = [62,100]
x = -5
y = 6

[State 200, 1]
type = PlaySnd
trigger1 = pos y >= 0 && Time >= 62
value = 8, 2
volume = 255

[State 800, 2]
type = selfState
Trigger1 = pos y >= 0 && Time >= 62
value = 5110


;---------------------------------------------------------------------------
; Gun special
[Statedef 1000]
type    = S
movetype= A   ;uhu
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 30

[State 200, 1]
type = PlaySnd
trigger1 = Time = 10
value = 14, 11

[State 1000, 1]
type = PlaySnd
trigger1 = time = 27
trigger2 = time = 43
trigger3 = time = 59
value = 14, 10

[State 0, Width]
type = Width
trigger1 = 1
value = 40,10

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 8
trigger2 = animelem = 13
ProjID = 3001
projanim = 3001
projhitanim = 7006
projremanim = 7006
projcancelanim = 7006
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 13,0
projpriority = 1
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 85,-75
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
animtype = mid          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 3,Hit   ;Hit,Miss,Dodge
damage = 30,1
pausetime = 0,0
sparkno = 0
sparkxy = 0,0
hitsound = -1
guardsound = s3,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-2.8
sprpriority = -2
fall = 0

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 18
ProjID = 3001
projanim = 3001
projhitanim = 7006
projremanim = 7006
projcancelanim = 7006
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 13,0
projpriority = 1
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 85,-75
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
animtype = mid          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 3,Hit   ;Hit,Miss,Dodge
damage = 35,1
pausetime = 0,0
sparkno = 0
;guard.sparkno = 0
sparkxy = 0,0
hitsound = -1
guardsound = s3,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-2.8
sprpriority = -2
fall = 1

[State 2000, 1]
type = Explod
trigger1 = time = 27
trigger2 = time = 43
trigger3 = time = 59
anim = 3002
pos = 25,4
postype = p1
bindtime = -1
removetime = 18
sprpriority = 4
scale = .97,.97

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Granade special
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 0, 2]
type = Palfx
trigger1 = time = 30
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100

[State 3050, 5]
type = varset
trigger1 = time = 34
v = 10
value = IfElse(var(10) = 0,1,IfElse(var(10) = 1,2,IfElse(var(10) = 2,3,IfElse(var(10) = 3,4,IfElse(var(10) = 4,5,IfElse(var(10) = 5,6,IfElse(var(10) = 6,7,IfElse(var(10) = 7,8,9))))))))

[State 2010, 1]
type = Helper
ID =1101
helpertype = normal
name = "blast"
pos = 120, -40
postype = p1
stateno = 1101
ownpal = 1
trigger1 = time = 29

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Granade special blast
[Statedef 1101]
type    = S
movetype= A
physics = S
anim = 1101
ctrl = 0
sprpriority = 5

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 14, 2

[State 210,0]
type = AssertSpecial
trigger1 = anim = 1101
flag = noshadow

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem >= 3
attr = S, SP
animtype  = Hard
damage    = 80
priority  = 4
Hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-3.5
air.velocity = -6,-3
fall = 1
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100

[State 2011, ]
type = DestroySelf
Trigger1 = time = 54 ;removed when the flame over
ignorehitpause = 0

;---------------------------------------------------------------------------
; Shocker device special
[Statedef 1200]
type    = S
movetype= A
physics = S
poweradd= 60
anim = 1200
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 3

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2


[State 2010, 1]
type = Helper
ID =1201
helpertype = normal
name = "device"
pos = 60, -80
postype = p1
stateno = 1201
ownpal = 1
persistent = 0
triggerall = !numhelper(1201) 
trigger1 = time = 11


[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Device special helper
[Statedef 1201]
type    = S
movetype= A
physics = S
anim = 1201
sprpriority = 1
ctrl = 0



[State 1000, 7]
type = velset
trigger1 = time = [0,30] 
x = 8
y = 6


[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem >= 1
attr = S, SA
animtype  = Hard
damage    = 30
priority  = 5
Hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 2
sparkxy = -10,-10
hitsound   = S2,0
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,0
air.velocity = -6,-3


[State 1000, 7]
type = velset
trigger1 = pos Y >=0 
x = 0
y = 0

[State 1000, 7]
type = posset
trigger1 = pos Y >=0 
y = 0


[State 200, 1]
type = PlaySnd
trigger1 = pos Y >=0 
value = 1, 4

[State 1000, 7]
type = Changestate
trigger1 = pos Y >=0 
value = 1202

;---------------------------------------------------------------------------
; Device special helper2
[Statedef 1202]
type    = S
movetype= A
physics = S
anim = 1202
ctrl = 0
sprpriority = -1


[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1, 3

[State 1202, 1]
type = Helper
ID =1203
helpertype = normal
name = "shocker"
pos = 0, 0
postype = p1
stateno = 1203
ownpal = 1
persistent = 0
triggerall = !numhelper(1203) 
trigger1 = time = 30

[State 1202,2 ]
type = DestroySelf
Trigger1 = animtime = 0  ;removed when the flame over
ignorehitpause = 0

;---------------------------------------------------------------------------
; Device special helper3
[Statedef 1203]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1203
sprpriority = 5
trans = add

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1, 1

[State 1203, 1]
type = HitDef
trigger1 = AnimElem >= 1
triggerall = P2Life > 0
attr = S, SA
animtype  = Hard
damage    = 80
pausetime = 0,0
hitsound   = s1,2
guardflag = H,M,A,L                   ;Flags on how move is to be guarded against
hitflag = HMAFL
sparkno = -1
sparkxy = 0, -30 
guardsound = S3,0
p2stateno = 1105
ground.type = Low
ground.slidetime = 60
ground.hittime  = 20
ground.velocity = -2,-2
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = -5, -4

[State 1203,2 ]
type = DestroySelf
Trigger1 = animtime = 0  ;removed when the flame over
ignorehitpause = 0

;------------------------code by Loganir-------------------

[Statedef 1105]
type    = A
movetype = H
physics = N
anim = 5000





[State 1105, 0z]
type = pause
trigger1 = time = 1
time = 5



[State 1105, 1]
type = Velset
trigger1 = time = 0
y = 0
x = 0



[State 1105, a1]
type = ChangeAnim
trigger1 = AnimExist(7696)
value = 7696
persistent = 0





[State 17696, a2]
type = PalFX
trigger1 = time = 1
time = 33
add = -90,0,140
sinadd = 100,100,100,10


[State 17696, a3]
type = Velset
trigger1 = time = 0 
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
x = -1

[State 17696, a4]
type = Velset
trigger1 = time = 5 
trigger2 = time = 15
trigger3 = time = 25
trigger4 = time = 35
trigger5 = time = 45
trigger6 = time = 55
trigger7 = time = 65
x = 0

[State 17696, a5]
type = Veladd
trigger1 = time = 0
y = -.1

[State 1105, a4]
type = SelfState
trigger1 = Anim != 7696
trigger1 = time = 5
value = 5050

[State 1105, a5]
type = ChangeState
trigger1 = Anim = 7696
value = 17696

[Statedef 17696];-----------sho
type    = A                     
movetype= H                      
physics = N 
anim = 7696

[State 17696, a1]
type = pause
trigger1 = time = 1
time = 5



[State 17696, a2]
type = PalFX
trigger1 = time = 5
time = 33
add = -90,0,140
sinadd = 100,100,100,10

[State 17696, a3]
type = Velset
trigger1 = time = 0 
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
x = -1

[State 17696, a4]
type = Velset
trigger1 = time = 5 
trigger2 = time = 15
trigger3 = time = 25
trigger4 = time = 35
trigger5 = time = 45
trigger6 = time = 55
trigger7 = time = 65
x = 0

[State 17696, a5]
type = Veladd
trigger1 = time = 0
y = -.1


[State 17696, a8]
type = SelfState
trigger1 = time = 80
value = 5050




;---------------------------------------------------------------------------
; Energy special
[Statedef 1300]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1300
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 15
value = 14, 8 

[State 2000, 1]
type = Explod
trigger1 = time = 0
anim = 1301
pos = 0,0
postype = p1
bindtime = -1
removetime = 70
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
trans=add


[State 230, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100

[State 230, 2]
type = HitDef
trigger1 = Animelem = 6
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-65
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100

[State 230, 2]
type = HitDef
trigger1 = Animelem = 8
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100

[State 230, 2]
type = HitDef
trigger1 = Animelem = 10
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-55
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -10
air.velocity = -10,-3.5
fall = 1
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kicks special
[Statedef 1400]
type    = S
movetype= A
physics = S
poweradd= 80
anim = 1400
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 16

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 14
trigger3 = Time = 34
value = 0, 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 39
value = 0, 2


[State 230, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = HA
pausetime = 10,10
sparkno = 1;S7001
sparkxy = -10,-60
hitsound   = S2,1
guardsound = S3,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = 0
air.velocity = 0,-3.5


[State 230, 2]
type = HitDef
trigger1 = Animelem = 8
attr = S, NA
animtype  = heavy
damage    = 30
hitflag =HMLAF
guardflag = LA
pausetime = 10,10
sparkno = 1;S7001
sparkxy = -10,-30
hitsound   = S2,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -2
air.velocity = -2.5,-3.5


[State 230, 2]
type = HitDef
trigger1 = Animelem = 12
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = HA
pausetime = 10,10
sparkno = 1;S7001
sparkxy = -10,-80
hitsound   = S2,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -2,-6.5
air.velocity = -2.5,-6.5


[State 230, 2]
type = HitDef
trigger1 = Animelem = 20
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = 2;S7002
sparkxy = -10,-90
hitsound   = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -10,6
air.velocity = -10,6
fall = 1


[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot  special
[Statedef 1500]
type    = S
movetype= A
physics = S
anim = 1500
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 13, 10
volume = 255

[State 1000, 7]
type = ChangeState
trigger1 = Time = 10
value = 1501

;---------------------------------------------------------------------------
; Rifle Shot  special mark
[Statedef 1501]
type    = S
movetype= A
physics = S
anim = 1501
ctrl = 0
sprpriority = 0

[State 1000, 7]
type = Changeanim
trigger1 = time = 1
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,1510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,1520, IfElse(P2BodyDist Y >= 0, 1599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,1540,1530))))

[State 1000, 7]
type = Changeanim
trigger1 = time = 5
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,1510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,1520, IfElse(P2BodyDist Y >= 0, 1599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,1540,1530))))

[State 1000, 7]
type = Changeanim
trigger1 = time = 10
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,1510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,1520, IfElse(P2BodyDist Y >= 0, 1599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,1540,1530))))


[State 1000, 7]
type = Changeanim
trigger1 = time = 15
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,1510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,1520, IfElse(P2BodyDist Y >= 0, 1599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,1540,1530))))

[State 1000, 7]
type = Changeanim
trigger1 = time = 20
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,1510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,1520, IfElse(P2BodyDist Y >= 0, 1599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,1540,1530))))

[State 1000, 7]
type = Changeanim
trigger1 = time = 25
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,1510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,1520, IfElse(P2BodyDist Y >= 0, 1599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,1540,1530))))



[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 1  && Anim = 1501
attr = S, NA
animtype  = mid
damage    = 15
getpower  = 0
priority  = 6
hitflag = HLMAF
guardflag = LAHM
pausetime = 8,8
sparkno = 1
sparkxy = -10,-10
hitsound   = S2,1
guardsound = S3,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -8,0
guard.velocity = -8

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = 1503
pos = 0, -50
postype = p2
sprpriority = 3
trans=addalpha
alpha = 150,300
ignorehitpause = 0
bindtime = -1
removetime = 30

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1501 || Anim = 1599
triggerall = P2BodyDist x >= 80
value = 1502

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1510
triggerall = P2BodyDist x >= 60
value = 1512

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1520
triggerall = P2BodyDist x >= 40
value = 1522

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1530
triggerall = P2BodyDist x >= 0
value = 1532

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1540
triggerall = P2BodyDist x >= 80
value = 1542

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1501 || Anim = 1599
triggerall = P2BodyDist x < 80
value = 1552

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1510
triggerall = P2BodyDist x < 60
value = 1562

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1520
triggerall = P2BodyDist x < 40
value = 1572

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1530
triggerall = P2BodyDist x < 0
value = 1582

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 1540
triggerall = P2BodyDist x < 80
value = 1592

;---------------------------------------------------------------------------
; Rifle Shot special front shot  
[Statedef 1502]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1502
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3002
pos = 35, 32
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18

[State 2010, 1]
type = Helper
ID =1503
helpertype = normal
name = "frontblast"
pos = 0, -40
postype = p2
stateno = 1503
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 24
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  
[Statedef 1512]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1512
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3003
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18

[State 2010, 1]
type = Helper
ID =1513
helpertype = normal
name = "frontblast"
pos = 0, -40
postype = p2
stateno = 1513
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 24
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 1522]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1522
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3004
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18

[State 2010, 1]
type = Helper
ID =1523
helpertype = normal
name = "frontblast"
pos = 0, -40
postype = p2
stateno = 1523
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 27
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 1532]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1532
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3005
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18

[State 2010, 1]
type = Helper
ID =1533
helpertype = normal
name = "frontblast"
pos = 0, -40
postype = p2
stateno = 1533
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 27
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 1542]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1542
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3006
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18

[State 2010, 1]
type = Helper
ID =1543
helpertype = normal
name = "frontblast"
pos = 0, -40
postype = p2
stateno = 1543
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 24
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot  
[Statedef 1552]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1502
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3002
pos = 35, 32
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18



[State 1000, 7]
type = ChangeState
trigger1 = Time = 24
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  
[Statedef 1562]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1512
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3003
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18



[State 1000, 7]
type = ChangeState
trigger1 = Time = 24
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 1572]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1522
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3004
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18



[State 1000, 7]
type = ChangeState
trigger1 = Time = 27
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 1582]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1532
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3005
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18



[State 1000, 7]
type = ChangeState
trigger1 = Time = 27
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 1592]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1542
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3006
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18



[State 1000, 7]
type = ChangeState
trigger1 = Time = 24
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Rifle shots helper
[Statedef 1503]
type    = S
movetype= A
anim = 1504
sprpriority = 2

[State 210,0]
type = AssertSpecial
trigger1 = anim = 1504
flag = noshadow

[State 3000, 5]
type = HitDef
trigger1 = AnimElem >= 1
attr = S, SP
animtype  = heavy
damage    = 90,10
priority  = 6
hitflag = MAF
guardflag = HLA
pausetime = 0,0
sparkno = S1505
sparkxy = 0,0
hitsound   = -1
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
air.velocity = -4,-2.8
fall = 1

[State 2011, ]
type = DestroySelf
Trigger1 = time = 24 ;removed when the flame over
ignorehitpause = 0

;---------------------------------------------------------------------------
; Rifle shots helper
[Statedef 1513]
type    = S
movetype= A
anim = 1514
sprpriority = 2

[State 210,0]
type = AssertSpecial
trigger1 = anim = 1514
flag = noshadow

[State 3000, 5]
type = HitDef
trigger1 = AnimElem >= 1
attr = S, SP
animtype  = heavy
damage    = 90,10
priority  = 6
hitflag = MAF
guardflag = HLA
pausetime = 0,0
sparkno = S1505
sparkxy = 0,0
hitsound   = -1
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
air.velocity = -4,-2.8
fall = 1

[State 2011, ]
type = DestroySelf
Trigger1 = time = 24 ;removed when the flame over
ignorehitpause = 0


;---------------------------------------------------------------------------
; Rifle shots helper
[Statedef 1523]
type    = S
movetype= A
anim = 1524
sprpriority = 2

[State 210,0]
type = AssertSpecial
trigger1 = anim = 1514
flag = noshadow

[State 3000, 5]
type = HitDef
trigger1 = AnimElem >= 1
attr = S, SP
animtype  = heavy
damage    = 90,10
priority  = 6
hitflag = MAF
guardflag = HLA
pausetime = 0,0
sparkno = S1505
sparkxy = 0,0
hitsound   = -1
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
air.velocity = -4,-2.8
fall = 1

[State 2011, ]
type = DestroySelf
Trigger1 = time = 24 ;removed when the flame over
ignorehitpause = 0


;---------------------------------------------------------------------------
; Rifle shots helper
[Statedef 1533]
type    = S
movetype= A
anim = 1534
sprpriority = 2

[State 210,0]
type = AssertSpecial
trigger1 = anim = 1514
flag = noshadow

[State 3000, 5]
type = HitDef
trigger1 = AnimElem >= 1
attr = S, SP
animtype  = heavy
damage    = 90,10
priority  = 6
hitflag = MAF
guardflag = HLA
pausetime = 0,0
sparkno = S1505
sparkxy = 0,0
hitsound   = -1
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
air.velocity = -4,-2.8
fall = 1

[State 2011, ]
type = DestroySelf
Trigger1 = time = 24 ;removed when the flame over
ignorehitpause = 0


;---------------------------------------------------------------------------
; Rifle shots helper
[Statedef 1543]
type    = S
movetype= A
anim = 1535
sprpriority = 2

[State 210,0]
type = AssertSpecial
trigger1 = anim = 1514
flag = noshadow

[State 3000, 5]
type = HitDef
trigger1 = AnimElem >= 1
attr = S, SP
animtype  = heavy
damage    = 90,10
priority  = 6
hitflag = MAF
guardflag = HLA
pausetime = 0,0
sparkno = S1505
sparkxy = 0,0
hitsound   = -1
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
air.velocity = -4,-2.8
fall = 1

[State 2011, ]
type = DestroySelf
Trigger1 = time = 24 ;removed when the flame over
ignorehitpause = 0


;---------------------------------------------------------------------------
; Energy special air
[Statedef 1600]
type    = A
movetype= A
physics = S
poweradd= 110
anim = 1600
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 50

[State 200, 1]
type = velset
trigger1 = Time = [0,54]
x= 0
y = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 15
value = 14, 8 

[State 2000, 1]
type = Explod
trigger1 = time = 9
anim = 1601
pos = 0,0
postype = p1
bindtime = -1
removetime = 40
sprpriority = 5
removeongethit = 1
ignorehitpause = 0
trans=add


[State 230, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100

[State 230, 2]
type = HitDef
trigger1 = Animelem = 6
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100

[State 230, 2]
type = HitDef
trigger1 = Animelem = 8
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100

[State 230, 2]
type = HitDef
trigger1 = Animelem = 10
attr = S, NA
animtype  = heavy
damage    = 30
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -10
air.velocity = -10,-3.5
fall = 1
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100


[State 2011, ]
type = Changestate
Trigger1 = time = 54 ;removed when the flame over
value = 51


;---------------------------------------------------------------------------
; Energy Wave
[Statedef 1700]
type    = S
movetype= A
physics = S
poweradd= 110
anim = 1700
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 51

[State 200, 1]
type = PlaySnd
trigger1 = Time = 12
value = 14, 6

[State 200, 1]
type = PlaySnd
trigger1 = Time = 20
value = 14, 4

[State 2000, 1]
type = Explod
trigger1 = time = 12
anim = 1701
pos = 0,0
postype = p1
bindtime = -1
removetime = 8



[State 2000, 1]
type = Projectile
trigger1 = Animelem = 5
ProjID =1702
projanim = 1702
projhitanim = 1703
projremanim = 1703
projcancelanim = 1703
projscale = 1,1
projremovetime = 200
attr = A, SP
damage   = 25
animtype = Hard
removeonhit = 1
removeongethit = 1
guardflag = L
hitflag = HAFDL
velocity = 6, 0
remvelocity = 0,0
accel = 0,0
projhits = 3
projpriority = 1
projsprpriority = 5
projedgebound = 40
projstagebound = 200
projheightbound = 240,1
offset =40,0
postype = P1
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,0
air.velocity = -2.2,0
sparkno = S7003
sparkxy = 10,-10
hitsound   = S14,1
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
fall = 1


[State 2011, ]
type = Changestate
Trigger1 = time = 29 ;removed when the flame over
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Gunz (hyper)
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2


;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
trigger1 = AnimElem = 6
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 6
Time = 60
;anim =-1;s3012
pos = 65,-75
sound = S8889,0
poweradd = -1000

[State 0, Width]
type = Width
trigger1 = 1
value = 40,10
;ignorehitpause =
;persistent =


[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 21

[State 200, 1]
type = PlaySnd
trigger1 = Time = 10
value = 14, 11

[State 1000, 1]
type = PlaySnd
trigger1 = time = 27
trigger2 = time = 63
trigger3 = time = 95
trigger4 = time = 131
trigger5 = time = 167
trigger6 = time = 203
trigger7 = time = 235
trigger8 = time = 271
trigger9 = time = 45
trigger10 = time = 81
trigger11 = time = 113
trigger12 = time = 149
trigger13 = time = 185
trigger14 = time = 221
trigger15 = time = 253
trigger16 = time = 289
value = 14, 10


[State 0, Projectile]
type = Projectile
trigger1 = time = 27
trigger2 = time = 63
trigger3 = time = 95
trigger4 = time = 131
trigger5 = time = 167
trigger6 = time = 203
trigger7 = time = 235
trigger8 = time = 271
trigger9 = time = 45
trigger10 = time = 81
trigger11 = time = 113
trigger12 = time = 149
trigger13 = time = 185
trigger14 = time = 221
trigger15 = time = 253
ProjID = 3001
projanim = 3001
projhitanim = 7006
projremanim = 7006
projcancelanim = 7006
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 12,0
projpriority = 1
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 70,-80
postype = p1         ;p2,front,back,left,right
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
animtype = mid          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 3,Hit   ;Hit,Miss,Dodge
damage = 12,1
pausetime = 0,0
sparkno = 0
sparkxy = 0,0
hitsound = -1
guardsound = s3,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-2.8
sprpriority = -2
fall = 0
getpower = 0


[State 0, Projectile]
type = Projectile
trigger1 = time = 289
ProjID = 3001
projanim = 3001
projhitanim = 7006
projremanim = 7006
projcancelanim = 7006
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 15,0
projpriority = 1
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 70,-80
postype = p1         ;p2,front,back,left,right
attr = S,HP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
animtype = mid          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 3,Hit   ;Hit,Miss,Dodge
damage = 15,1
pausetime = 0,0
sparkno = 0
sparkxy = 0,0
hitsound = -1
guardsound = s3,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-2.8
sprpriority = -2
fall = 1
getpower = 0


[State 2000, 1]
type = Explod
trigger1 = time = 27
trigger2 = time = 63
trigger3 = time = 95
trigger4 = time = 131
trigger5 = time = 167
trigger6 = time = 203
trigger7 = time = 235
trigger8 = time = 271
anim = 3002
pos = 0,0
postype = p1
bindtime = -1
removetime = 18
sprpriority = 4
scale = .97,.97

[State 2000, 1]
type = Explod
trigger1 = time = 45
trigger2 = time = 81
trigger3 = time = 113
trigger4 = time = 149
trigger5 = time = 185
trigger6 = time = 221
trigger7 = time = 253
trigger8 = time = 289
anim = 3002
pos = 20,-5
postype = p1
bindtime = -1
removetime = 18
sprpriority = 2
scale = .97,.97

[State -2, 0]
type = Removeexplod
trigger1 = time = 328
id = 8200


[State 3000, 7]
type = ChangeState
trigger1 = time = 328
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; Kicks hyper
[Statedef 3100]
type    = S
movetype= A
physics = S
anim = 3100
ctrl = 0
sprpriority = -1



[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 22
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
trigger2 = Time = 14
trigger3 = Time = 26
trigger4 = Time = 44
trigger5 = Time = 65
trigger6 = Time = 78
trigger7 = Time = 90
trigger8 = Time = 112
value = 0, 1

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
trigger1 = time = 6
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 6
Time = 60
;anim =-1;s3012
pos = 20,-55
sound = S8889,0
poweradd = -1000



[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 2010, 1]
type = Helper
ID =3110
helpertype = normal
name = "ray"
pos = 0, 0
postype = p1
stateno = 3110
trigger1 = time = 139
trans=addalpha
alpha=200,75
sprpriority = 5
ontop = 1

[State 2000, 1]
type = Explod
trigger1 = time = 99
anim = 194
scale = 1, 0.4
pos = 30,-170
vel = 0,0
postype = p1
removetime = 50
sprpriority = 0

[State 2000, 1]
type = Explod
trigger1 = time = 124
anim = 3101
pos = 0,0
vel = 0,7
postype = p1
removetime = 10
sprpriority = -1
ID = 3101

[State 2000, 1]
type = Explod
trigger1 = time = 112
anim = 198
scale = 1, 0.4
pos = 30,-170
vel = 0,0
postype = p1
removetime = 21
sprpriority = 1


[State 2010, 1]
type = Helper
ID =3102
helpertype = normal
name = "cannon"
pos = 0, 0
postype = p1
stateno = 3102
trigger1 = time = 188
sprpriority = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 110
trigger2 = Time = 125
value = 1, 0


[State 200, 1]
type = PlaySnd
trigger1 = Time = 99
value = 1, 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 124
value = 10, 3


[State 200, 1]
type = PlaySnd
trigger1 = Time = 128
value = 3, 1

[State -2, 0]
type = Removeexplod
trigger1 = time = 128
id = 3101




[State 230, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
animtype  = heavy
damage    = 15
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-60
hitsound   = S2,2
guardsound = S3,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0,-3.5
getpower = 0


[State 230, 2]
type = HitDef
trigger1 = Animelem = 8
attr = S, HA
animtype  = heavy
damage    = 15
hitflag =LHMAF
guardflag = LA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-30
hitsound   = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2.5,-3.5
getpower = 0


[State 230, 2]
type = HitDef
trigger1 = Animelem = 12
attr = S, HA
animtype  = heavy
damage    = 15
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-80
hitsound   = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -2,0
air.velocity = -2.5,-6.5
getpower = 0


[State 230, 2]
type = HitDef
trigger1 = Animelem = 20
attr = S, HA
animtype  = heavy
damage    = 15
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-90
hitsound   = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 2
air.velocity = 2,6
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 26
attr = S, HA
animtype  = heavy
damage    = 15
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-60
hitsound   = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
air.velocity = -3,6
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 31
attr = S, HA
animtype  = heavy
damage    = 15
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-45
hitsound   = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2,6
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 38
attr = S, HA
animtype  = heavy
damage    = 15
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-90
hitsound   = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -2,-10
air.velocity = -2,-7
fall = 1
fall.recovery = 0
air.fall = 1
air.fall.recovery = 0
getpower = 0



[State 1000, 7]
type = ChangeState
trigger1 = Time = 195
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; cannon (hyper)
[Statedef 3102]
type    = S
movetype= A
physics = S
anim = 3102
sprpriority = 1


[State 200, 1]
type = PlaySnd
trigger1 = Time = 40
trigger2 = Time = 55
value = 1, 0


[State 200, 1]
type = PlaySnd
trigger1 = Time = 25
value = 1, 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 50
value = 10, 3

[State 3000, 5]
type = posset
trigger1 = pos y >= 0
y = 0

[State 2000, 1]
type = Explod
trigger1 = time = 25
anim = 194
scale = 1, 0.4
pos = 50,20
vel = 0,0
postype = p1
removetime = 50
sprpriority = 3

[State 200, 1]
type = PlaySnd
trigger1 = Time = 5
value = 1, 5

[State 200, 1]
type = makedust
trigger1 = Time = 5
pos = 0,-2
spacing = 1

[State 2000, 1]
type = Explod
trigger1 = time = 38
anim = 198
scale = 1, 0.4
pos = 50,20
vel = 0,0
postype = p1
removetime = 21
sprpriority = 2

[State 2011, ]
type = DestroySelf
Trigger1 = time = 50 ;removed when the flame over
Trigger2 = parent , movetype = H
ignorehitpause = 0


;---------------------------------------------------------------------------
; Ray shots (hyper)
[Statedef 3110]
type    = S
movetype= A
anim = 3110
sprpriority = 5



[State 3000, 5]
type = BindToParent
trigger1 = time = 1
time = 300
pos = 7,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 6

[State 210,0]
type = AssertSpecial
trigger1 = anim = 3110
flag = noshadow

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = mid
damage    = 25
getpower  = 0
priority  = 6
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-1
getpower = 0

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = mid
damage    = 25
getpower  = 0
priority  = 6
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-1
getpower = 0

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype  = mid
damage    = 25
getpower  = 0
priority  = 6
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-1
getpower = 0

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = mid
damage    = 25
getpower  = 0
priority  = 6
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-1
getpower = 0

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
animtype  = mid
damage    = 25
getpower  = 0
priority  = 6
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-1
getpower = 0

[State 2011, ]
type = DestroySelf
Trigger1 = time = 44 ;removed when the flame over
Trigger2 = parent , movetype = H
ignorehitpause = 0



;---------------------------------------------------------------------------
; Emition hyper
[Statedef 3200]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3200
ctrl = 0
sprpriority = -1

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
trigger1 = time = 9
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 9
Time = 60
;anim =-1;s3012
pos = -50,-100
sound = S8889,0
poweradd = -1000



[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1


[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 13, 27
volume = 255
channel = 10

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 14, 3
volume = 255
channel = 9

[State 3050, 5]
type = varset
trigger1 = time = 1
v = 10
value = 0

[State -2, 0]
type = Removeexplod
trigger1 = time = 1
id = 4009

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4010) = 0
anim = 4011
pos = 10,215
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4010) = 0
anim = 4011
pos = 310,215
facing = -1
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4010) = 0
anim = 4011
facing = -1
pos = 140,215
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4010) = 0
anim = 4011
pos = 180,215
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75



[State 2010, 1]
type = Helper
ID =3201
helpertype = normal
name = "bigblast"
pos = 0, 0
postype = p1
stateno = 3201
trigger1 = time = 28
trans=addalpha
alpha=200,75
sprpriority = 5
ontop = 1

[State 2010, 1]
type = Helper
ID =3202
helpertype = normal
name = "bigblast"
pos = -150, 0
postype = p1
stateno = 3202
trigger1 = time = 28
trans=addalpha
alpha=200,75
sprpriority = 5
ontop = 1


[State 1000, 7]
type = ChangeState
trigger1 = Time = 75
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Emition hyper helper blast
[Statedef 3201]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3210
ctrl = 0
sprpriority = 5

[State 200, 1]
type = PlaySnd
trigger1 = Time = 13
trigger2 = Time = 23
trigger3 = Time = 33
trigger4 = Time = 43
value = 14, 4
volume = 255
channel = 8

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 14, 8
volume = 255
channel = 7

[State 210,0]
type = AssertSpecial
trigger1 = anim = 3210
flag = noshadow

[State 3000, 5]
type = BindToParent
trigger1 = time = 61
time = 300
pos = 0,0


[State 230, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 5
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-65
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 6
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-55
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 8
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-50
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 9
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-55
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity =-1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 10
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 11
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-65
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 12
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-70
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 12
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-65
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 12
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -10,-1
air.velocity = -10,5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
fall = 1
getpower = 0






[State 2011, ]
type = DestroySelf
Trigger1 = time = 61 ;removed when the flame over
Trigger2 = parent , movetype = H
ignorehitpause = 0


;---------------------------------------------------------------------------
; Emition hyper helper blast
[Statedef 3202]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3211
ctrl = 0
sprpriority = 5

[State 3000, 5]
type = BindToParent
trigger1 = time = 61
time = 300
pos = -150,0

[State 210,0]
type = AssertSpecial
trigger1 = anim = 3211
flag = noshadow


[State 230, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 5
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 6
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 8
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 9
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity =-1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 10
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 11
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 12
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 12
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 12
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-37
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -10,-1
air.velocity = -10,5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0
fall = 1







[State 2011, ]
type = DestroySelf
Trigger1 = time = 61 ;removed when the flame over
Trigger2 = parent , movetype = H
ignorehitpause = 0



;---------------------------------------------------------------------------
; Rifle Shot  hyper
[Statedef 3500]
type    = S
movetype= A
physics = S
anim = 3300
ctrl = 0
sprpriority = 0

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
trigger1 = animelem = 16
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 16
Time = 60
;anim =-1;s3012
pos = 115,-45
sound = S8889,0
poweradd = -1000



[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

;[State 2000, 1]
;type = Explod
;trigger1 = time = 5
;anim = 3301
;pos = 0,0
;postype = p1
;bindtime = -1
;removetime = 42
;supermove = 42
;pausemovetime = 42
;sprpriority = 1




[State 3050, 5]
type = varset
trigger1 = time = 1
v = 10
value = 0

[State -2, 0]
type = Removeexplod
trigger1 = time = 1
id = 4009

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4011) = 0
anim = 4011
pos = 10,215
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4011) = 0
anim = 4011
pos = 310,215
facing = -1
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4011) = 0
anim = 4011
facing = -1
pos = 140,215
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4011) = 0
anim = 4011
pos = 180,215
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 13, 15
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 14, 3
volume = 255

[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 3501

;---------------------------------------------------------------------------
; Rifle Shot  hyper mark
[Statedef 3501]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3501
ctrl = 0
sprpriority = 0


[State 1000, 7]
type = Changeanim
trigger1 = time = 1
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,3510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,3520, IfElse(P2BodyDist Y >= 0, 3599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,3540,3530))))

[State 1000, 7]
type = Changeanim
trigger1 = time = 5
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,3510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,3520, IfElse(P2BodyDist Y >= 0, 3599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,3540,3530))))

[State 1000, 7]
type = Changeanim
trigger1 = time = 10
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,3510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,3520, IfElse(P2BodyDist Y >= 0, 3599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,3540,3530))))


[State 1000, 7]
type = Changeanim
trigger1 = time = 15
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,3510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,3520, IfElse(P2BodyDist Y >= 0, 3599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,3540,3530))))

[State 1000, 7]
type = Changeanim
trigger1 = time = 20
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,3510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,3520, IfElse(P2BodyDist Y >= 0, 3599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,3540,3530))))

[State 1000, 7]
type = Changeanim
trigger1 = time = 25
value = IfElse(P2BodyDist Y < -60 && P2BodyDist Y >= -100 ,3510,IfElse(P2BodyDist Y < -100 && P2BodyDist Y >= -200,3520, IfElse(P2BodyDist Y >= 0, 3599,IfElse(P2BodyDist Y < 0 && P2BodyDist Y >= -60,3540,3530))))



[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 1 && Anim = 3501
attr = S, HA
animtype  = mid
damage    = 0
getpower  = 0
priority  = 6
hitflag = HLMAF
guardflag = LAHM
pausetime = 8,8
sparkno = 1
sparkxy = -10,-10
hitsound   = S2,1
guardsound = S3,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -6,0
guard.velocity = -6
getpower = 0

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = 1503
pos = 0, -50
postype = p2
sprpriority = 3
trans=addalpha
alpha = 150,300
ignorehitpause = 0
bindtime = -1
removetime = 30

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3501 || Anim = 3599
triggerall = P2BodyDist x >= 80
value = 3502

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3510
triggerall = P2BodyDist x >= 60
value = 3512

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3520
triggerall = P2BodyDist x >= 40
value = 3522

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3530
triggerall = P2BodyDist x >= 0
value = 3532

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3540
triggerall = P2BodyDist x >= 80
value = 3542

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3501 || Anim = 3599
triggerall = P2BodyDist x < 80
value = 3552

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3510
triggerall = P2BodyDist x < 60
value = 3562

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3520
triggerall = P2BodyDist x < 40
value = 3572

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3530
triggerall = P2BodyDist x < 0
value = 3582

[State 1000, 7]
type = ChangeState
trigger1 = Time = 30
triggerall = Anim = 3540
triggerall = P2BodyDist x < 80
value = 3592

;---------------------------------------------------------------------------
; Rifle Shot special front shot  
[Statedef 3502]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3570
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3550
scale = 0.5,0.5
pos = 60, -22
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 20

[State 2010, 1]
type = Helper
ID =3503
helpertype = normal
name = "frontblast"
pos = 70, 20
postype = p2
stateno = 3503
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 41
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  
[Statedef 3512]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3571
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3552
pos = 60, -22
scale = 0.5,0.5
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18

[State 2010, 1]
type = Helper
ID =3503
helpertype = normal
name = "frontblast"
pos = 70, 20
postype = p2
stateno = 3503
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 3522]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3572
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3553
pos = 60, -22
scale = 0.5,0.5
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18

[State 2010, 1]
type = Helper
ID =3503
helpertype = normal
name = "frontblast"
pos = 70, 20
postype = p2
stateno = 3503
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 3532]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3573
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3554
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18

[State 2010, 1]
type = Helper
ID =3503
helpertype = normal
name = "frontblast"
pos = 70, 20
postype = p2
stateno = 3503
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 47
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 3542]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3574
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3551
pos = 45, -30
scale = 0.5,0.5
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18

[State 2010, 1]
type = Helper
ID =3503
helpertype = normal
name = "frontblast"
pos = 70, 20
postype = p2
stateno = 3503
trigger1 = time = 1
trans = add
facing = -1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 41
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot  
[Statedef 3552]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3570
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3550
scale = 0.5,0.5
pos = 60, -22
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 20



[State 1000, 7]
type = ChangeState
trigger1 = Time = 41
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  
[Statedef 3562]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3571
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3552
pos = 60, -22
scale = 0.5,0.5
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18



[State 1000, 7]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 3572]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3572
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3553
pos = 60, -22
scale = 0.5,0.5
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18



[State 1000, 7]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 3582]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3573
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3554
pos = 0, 0
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18



[State 1000, 7]
type = ChangeState
trigger1 = Time = 47
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle Shot special front shot up  2
[Statedef 3592]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3574
ctrl = 0
sprpriority = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 10
volume = 255

[State 1027, Spark]
type = Explod
trigger1 = Time = 1
anim = 3551
pos = 45, -30
scale = 0.5,0.5
postype = p1
sprpriority = 3
trans=add
ignorehitpause = 0
bindtime = -1
removeongethit = 1
removetime = 18



[State 1000, 7]
type = ChangeState
trigger1 = Time = 41
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rifle shots helper
[Statedef 3503]
type    = S
movetype= A
anim = 3560
sprpriority = 2



[State 210,0]
type = AssertSpecial
trigger1 = anim = 3560
flag = noshadow

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 14, 8
volume = 255

[State 200, 1]
type = pause
trigger1 = AnimElem = 4
triggerall = Movehit
time = 20


[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
animtype  = heavy
damage    = 100
priority  = 6
hitflag = MAF
guardflag = HLA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = S14,4
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
air.velocity = -4,-2.8
fall = 1
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
animtype  = heavy
damage    = 100
priority  = 6
hitflag = MAF
guardflag = HLA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = S14,4
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
air.velocity = -4,-2.8
fall = 1
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HP
animtype  = heavy
damage    = 100
priority  = 6
hitflag = MAF
guardflag = HLA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = S14,4
guardsound = S3,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
air.velocity = -4,-2.8
fall = 1
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0


[State 2011, ]
type = DestroySelf
Trigger1 = time = 40 ;removed when the flame over
ignorehitpause = 0



;---------------------------------------------------------------------------
; Emition Punches  hyper
[Statedef 3600]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3600
ctrl = 0
sprpriority = 0

;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
trigger1 = time = 8
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 8
Time = 60
;anim =-1;s3012
pos = 93,-83
sound = S8889,0
poweradd = -1000



[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1




[State 3050, 5]
type = varset
trigger1 = time = 1
v = 10
value = 0

[State -2, 0]
type = Removeexplod
trigger1 = time = 1
id = 4009

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4010) = 0
anim = 4011
pos = 10,215
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4010) = 0
anim = 4011
pos = 310,215
facing = -1
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4010) = 0
anim = 4011
facing = -1
pos = 140,215
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4010) = 0
anim = 4011
pos = 180,215
postype = back
sprpriority = 9
removetime = 112
bindtime = -1
id = 4011
trans=addalpha
alpha=200,75

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 13, 23
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = Time = 9
trigger2 = Time = 69
trigger3 = Time = 123
value = 14, 8
volume = 255


[State 1000, 7]
type = velset
trigger1 = Time = [13,37]
x = 3
Y = 0

[State 1000, 7]
type = velset
trigger1 = Time = [38,56]
x = 1
Y = 0

[State 1000, 7]
type = velset
trigger1 = Time = [57,68]
x = 0
Y = 0


[State 1000, 7]
type = velset
trigger1 = Time = [69,83]
x = 3
Y = 0

[State 1000, 7]
type = velset
trigger1 = Time = [84,112]
x = 1
Y = 0

[State 1000, 7]
type = velset
trigger1 = Time = [113,182]
x = 0
Y = 0

[State 2000, 1]
type = Explod
trigger1 = time = 9
anim = 3602
pos = -30,0
postype = p1
bindtime = -1
removetime = 44
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
trans=add


[State 2000, 1]
type = Explod
trigger1 = time = 60
anim = 3601
pos = -30,0
postype = p1
bindtime = -1
removetime = 44
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
trans=add


[State 2000, 1]
type = Explod
trigger1 = time = 113
anim = 1301
pos = 0,0
postype = p1
bindtime = -1
removetime = 70
sprpriority = 2
removeongethit = 1
ignorehitpause = 0
trans=add





[State 230, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 6
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-65
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 8
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 10
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-55
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -2.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
fall = 1
fall.recover = 0
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 17
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1.5,-1
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 19
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-65
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 21
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-70
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 23
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-66
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1.5,-4
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
fall = 1
fall.recovery = 0
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 28
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 30
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-55
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 32
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-60
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1.5,-3.5
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 34
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S7003
sparkxy = -10,-65
hitsound   = S14,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -10.5,-1
Palfx.time = 20
Palfx.add = 228,89,244
Palfx.sinadd = -255,-125,0,200
Palfx.color = 100
fall = 1
fall.recovery = 0
getpower = 0

[State 1000, 7]
type = ChangeState
trigger1 = Time = 182
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Byonet hyper
[Statedef 3700]
type    = S
movetype= A
physics = S
anim = 3700
ctrl = 0
sprpriority = 1

;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
trigger1 = animelem = 5
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 5
Time = 60
;anim =-1;s3012
pos = 50,-45
sound = S8889,0
poweradd = -1000



[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1



[State 2010, 3]
type = Explod
trigger1 = time = 31
anim = 3702
pos = 0,0
postype = p1
persistent = 0
removetime = 9
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=130,256


[State 2010, 3]
type = Explod
trigger1 = time = 69
anim = 3703
pos = 0,0
postype = p1
persistent = 0
removetime = 9
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=130,256


[State 2010, 3]
type = Explod
trigger1 = time = 90
anim = 3704
pos = 0,0
postype = p1
persistent = 0
removetime = 12
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=130,256


[State 2010, 3]
type = Explod
trigger1 = time = 106
anim = 3704
pos = 0,0
postype = p1
persistent = 0
removetime = 12
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=130,256


[State 2010, 3]
type = Explod
trigger1 = time = 122
anim = 3704
pos = 0,0
postype = p1
persistent = 0
removetime = 12
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=130,256


[State 2010, 3]
type = Explod
trigger1 = time = 138
anim = 3704
pos = 0,0
postype = p1
persistent = 0
removetime = 12
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=130,256



[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 13, 32
volume = 255


[State 2000, 1]
type = velset
trigger1 = time = [90,93]
trigger2 = time = [106,109]
trigger3 = time = [122,125]
x = 6

[State 2000, 1]
type = velset
trigger1 = time = [94,97]
trigger2 = time = [110,113]
trigger3 = time = [126,129]
trigger4 = time = [138,141]
x = 4

[State 2000, 1]
type = velset
trigger1 = time = [98,101]
trigger2 = time = [114,117]
trigger3 = time = [130,133]
x = 1



[State 2010, 3]
type = Explod
triggerall = Movehit 
trigger1 = 1
anim = 7007
pos = 0,-70
ontop = 1
postype = p2
persistent = 0
facing = -1
removetime = 30
ignorehitpause = 1
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=192,256



[State 230, 2]
type = HitDef
trigger1 = Animelem = 10
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S7009
sparkxy = -10,-60
hitsound   = S1,14
guardsound = S3,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 8
air.velocity = 6,0
guard.velocity = 6
getpower = 0




[State 230, 2]
type = HitDef
trigger1 = Animelem = 14
attr = S, HA
animtype  = heavy
damage    = 20
hitflag =LHMAF
guardflag = LA
pausetime = 12,12
sparkno = S7002
sparkxy = -10,-60
hitsound   = S2,3
guardsound = S3,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
air.velocity = -2.5,-3.5
guard.velocity = -3
getpower = 0

[State 2010, 3]
type = Explod
triggerall = time >= 69
triggerall = Movehit
trigger1 = 1
anim = 7007
pos = 0,-70
ontop = 1
postype = p2
persistent = 0
vfacing = -1
facing = -1
removetime = 30
ignorehitpause = 1
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=192,256


[State 230, 2]
type = HitDef
trigger1 = Animelem = 19
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S7009
sparkxy = -10,-80
hitsound   = S1,14
guardsound = S3,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,0
air.velocity = -2.5,-6.5
guard.velocity = -6
getpower = 0

[State 2010, 3]
type = Explod
triggerall = time >= 90
triggerall = Movehit
trigger1 = 1
anim = 7008
pos = 0,-30
ontop = 1
postype = p2
persistent = 0
removetime = 30
ignorehitpause = 1
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=192,256


[State 230, 2]
type = HitDef
trigger1 = Animelem = 24
attr = S, HA
animtype  = heavy
damage    = 20
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = S7009
sparkxy = -10,-40
hitsound   = S1,14
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
air.velocity = -2,-4
getpower = 0

[State 2010, 3]
type = Explod
triggerall = time >= 106
triggerall = Movehit
trigger1 = 1
anim = 7008
pos = 0,-30
ontop = 1
postype = p2
persistent = 0
removetime = 30
vfacing = -1
ignorehitpause = 1
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=192,256

[State 230, 2]
type = HitDef
trigger1 = Animelem = 28
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = S7009
sparkxy = -10,-45
hitsound   = S1,14
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
air.velocity = -2,-4
getpower = 0


[State 2010, 3]
type = Explod
triggerall = time >= 122
triggerall = Movehit
trigger1 = 1
anim = 7008
pos = 0,-30
ontop = 1
postype = p2
persistent = 0
removetime = 30
ignorehitpause = 1
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=192,256



[State 230, 2]
type = HitDef
trigger1 = Animelem = 32
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = S7009
sparkxy = -10,-40
hitsound   = S1,14
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
air.velocity = -2,-4
getpower = 0

[State 2010, 3]
type = Explod
triggerall = time >= 137
triggerall = Movehit
trigger1 = 1
anim = 7008
pos = 0,-30
ontop = 1
postype = p2
persistent = 0
vfacing = -1
removetime = 30
ignorehitpause = 1
ownpal = 1
sprpriority = 4
trans=addalpha
alpha=192,256

[State 230, 2]
type = HitDef
trigger1 = Animelem = 36 && P2statetype = A
attr = S, HA
animtype  = heavy
damage    = 25
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = S7009
sparkxy = -10,-45
hitsound   = S1,14
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
air.velocity = -2,-4
getpower = 0

[State 230, 2]
type = HitDef
trigger1 = Animelem = 36 && P2statetype != A
attr = S, HT
animtype  = heavy
damage    = 25
hitflag = HMAF
guardflag = HA
pausetime = 12,12
sparkno = S7009
sparkxy = -10,-45
hitsound   = S1,14
guardsound = S3,0
ground.type = Low
P1Stateno = 3701
P2Stateno = 3702
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
air.velocity = -2,-4
getpower = 0



[State 1000, 7]
type = ChangeState
trigger1 = Time = 169
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Byonet hyper
[Statedef 3701]
type    = S
movetype= A
physics = S
anim = 3701
ctrl = 0
sprpriority = 1



[State 200, 1]
type = PlaySnd
trigger1 = Time = 35
value = 1, 9
volume = 255

[State 200, 1]
type = hitadd
trigger1 = Time = 35
value = 1


[State 2010, 3]
type = Explod
trigger1 = time = 35
anim = 3006
vfacing = -1
pos = 10,-115
postype = p1
persistent = 0
removetime = 18
ownpal = 1
sprpriority = 4
trans=add

[State 2010, 3]
type = Explod
trigger1 = time = 35
anim = 1535
vfacing = -1
pos = 0,-55
postype = p2
persistent = 0
removetime = 24
ownpal = 1
sprpriority = 6
trans=add

[State 2010, 3]
type = Explod
trigger1 = time = 0
anim = 3706
pos = 0,0
postype = p1
persistent = 0
removetime = 44
sprpriority = -5

[State 2010, 3]
type = Explod
trigger1 = time = 35
anim = 1505
pos = 0,-20
postype = p2
persistent = 0
removetime = 21
sprpriority = -2



[State 1000, 7]
type = ChangeState
trigger1 = Time = 73
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Byonet hyper
[Statedef 3702]
type    = S
movetype= H
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 3705
sprpriority = 1


[State 1000, 7]
type = Changeanim2
trigger1 = Time = 0
value = 3705


[State 200, 1]
type = lifeadd
trigger1 = Time = 45
value = -65

[State 1000, 7]
type = changeState
trigger1 = Time = 50
value = 3703

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 3703]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
x = -8

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE



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

[Statedef 4000]
anim = 4010
sprpriority = 10

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 8

[State 200, 1]
type = varset
trigger1 = Time = 2
v = 11
value = ifelse(var(11) = 0, 1,ifelse(var(11) = 1, 2, 3)) 




[State 2011, ]
type = DestroySelf
Trigger1 = time = 50 ;removed when the flame over
ignorehitpause = 0

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

[Statedef 4001]
anim = 4010
sprpriority = 10

[State 2011,1] 
type = Explod
trigger1 = time = 0
anim = 4000
facing = 1
pos =180,215
postype = back
sprpriority = 10
bindtime = -1
ontop = 1




[State 3050, 5]
type = bindtotarget
trigger1 = time = 0
time = -1
pos = 0,0

[State 2011, ]
type = DestroySelf
Trigger1 = time = 30 ;removed when the flame over
ignorehitpause = 0


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

[Statedef 4011]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 0
v = 10
value = 1



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 0
ctrl = 1

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050

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

[Statedef 4012]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 1
v = 10
value = 2



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 0
ctrl = 1

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050

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

[Statedef 4013]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 2
v = 10
value = 3



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 0
ctrl = 1

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050

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

[Statedef 4014]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 3
v = 10
value = 4



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 0
ctrl = 1

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050

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

[Statedef 4015]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 4
v = 10
value = 5



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 0
ctrl = 1

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050

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

[Statedef 4016]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 5
v = 10
value = 6



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 0
ctrl = 1

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050

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

[Statedef 4017]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 6
v = 10
value = 7



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 0
ctrl = 1

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050

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

[Statedef 4018]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 7
v = 10
value = 8



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 0
ctrl = 1

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050

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

[Statedef 4019]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 8
v = 10
value = 9



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 0
ctrl = 1

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050

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

[Statedef 4021]
type    = A
movetype= H
physics = A
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 0
v = 10
value = 1



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 5040

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050


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

[Statedef 4022]
type    = A
movetype= H
physics = A
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 1
v = 10
value = 2



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 5040

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050


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

[Statedef 4023]
type    = A
movetype= H
physics = A
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 2
v = 10
value = 3



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 5040

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050


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

[Statedef 4024]
type    = A
movetype= H
physics = A
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 3
v = 10
value = 4



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 5040

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050


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

[Statedef 4025]
type    = A
movetype= H
physics = A
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 4
v = 10
value = 5



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 5040

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050


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

[Statedef 4026]
type    = A
movetype= H
physics = A
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 5
v = 10
value = 6



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 5040

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050


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

[Statedef 4027]
type    = A
movetype= H
physics = A
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 6
v = 10
value = 7



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 5040

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050


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

[Statedef 4028]
type    = A
movetype= H
physics = A
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 7
v = 10
value = 8



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 5040

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050


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

[Statedef 4029]
type    = A
movetype= H
physics = A
juggle  = 4
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 0

[State 3050, 5]
type = varset
trigger1 = time = 0
triggerall = var(10) = 8
v = 10
value = 9



[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100



[State 3050, 5]
type = Changestate
triggerall = Life > 0
trigger1 = time = 10
value = 5040

[State 3050, 5]
type = Changestate
triggerall = Life <= 0
trigger1 = time = 10
value = 5050


;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 4120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 0, 2]
type = Palfx
trigger1 = time = 0
time = 20
add = 228,89,244
sinadd = -255,-125,0,200
color = 100

[State 3050, 5]
type = varset
trigger1 = time = 0
v = 10
value = IfElse(var(10) = 0,1,IfElse(var(10) = 1,2,IfElse(var(10) = 2,3,IfElse(var(10) = 3,4,IfElse(var(10) = 4,5,IfElse(var(10) = 5,6,IfElse(var(10) = 6,7,IfElse(var(10) = 7,8,9))))))))









[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

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

[Statedef 8100]
anim = 8102
sprpriority = -3

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 12

[State 200, 1]
type = PlaySnd
trigger1 = Time = 190
value = 1, 13

[State 2000, 1]
type = Explod
trigger1 = time = 0
anim = 8100
pos = 0,0
postype = back
bindtime = -1
removetime = 186
sprpriority = -10
removeongethit = 0
ignorehitpause = 1
trans=add
id = 8100

[State 2000, 1]
type = Explod
trigger1 = time = 73
triggerall = facing = 1
anim = 8101
pos = 0,0
postype = back
bindtime = -1
removetime = 144
sprpriority = -11
removeongethit = 0
ignorehitpause = 1
trans=add
id = 8101

[State 2000, 1]
type = Explod
trigger1 = time = 73
triggerall = facing = -1
anim = 8101
pos = 320,0
postype = back
facing = -1
bindtime = -1
removetime = 144
sprpriority = -11
removeongethit = 0
ignorehitpause = 1
trans=add
id = 8101

[State 3009, 3]
type = Explod
trigger1 = time = 0
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,200

[State 3009, 4]
type = Explod
trigger1 = time = 5
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,150

[State 03009, 5]
type = Explod
trigger1 = time = 10
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,100

[State 3009, 6]
type = Explod
trigger1 = time = 15
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,50


[State 3009, 7]
type = Explod
trigger1 = time = 20
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 15

[State 3009, 8]
type = Explod
trigger1 = time = 25
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 245
trans=addalpha
alpha=0,50

[State 3009, 9]
type = Explod
trigger1 = time = 270
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,100

[State 3009, 10]
type = Explod
trigger1 = time = 275
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,150

[State 3009, 11]
type = Explod
trigger1 = time = 280
anim = 8103
pos = 0,0
sprpriority =-12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,200

[State 2011, ]
type = DestroySelf
Trigger1 = time = 500 ;removed when the flame over
ignorehitpause = 0

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

[Statedef 8200]
anim = 8102
sprpriority = -3





[State 3009, 3]
type = Explod
trigger1 = time = 0
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,200

[State 3009, 4]
type = Explod
trigger1 = time = 5
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,150

[State 03009, 5]
type = Explod
trigger1 = time = 10
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 5
trans=addalpha
alpha=0,100

[State 3009, 6]
type = Explod
trigger1 = time = 15
anim = 8103
pos = 0,0
sprpriority = -12
postype = back
bindtime = -1
persistent = 0
removetime = 1000
trans=addalpha
ID = 8200
alpha=0,50




[State 2011, ]
type = DestroySelf
Trigger1 = numexplod(8200) = 0 ;removed when the flame over
ignorehitpause = 0

;-------------------------------------------------------------
;Super BG
;-------------------------------------------------------------
[Statedef 8300]
type = A
physics  = N
sprpriority = 5

[State 8018]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noFG

[State 8018, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 8018, 3]
type = PosSet
trigger1 = 1
y = 0
x = -160

[State 0, ]
type = EnvColor
trigger1 = timemod = 10,1
value = ceil (random/1),0,ceil (random/1)
time = 10
under = 1
ignorehitpause = 1


[State 8018,1]
type = Explod
trigger1 = time= 1
anim = 8300
ID = 110
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = -1
vel = 0, 0
postype = back
pos = 0, 0
sprpriority = -999998
bindtime = -1
ownpal = 0
scale = 1,1



[State 8018, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 8018, 6]
type = ChangeState
Trigger1 = Time = 20
value = 8006
ctrl = 0

[Statedef 8006]
type = A
physics  = N
sprpriority = 5

[State 80180]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noBG
flag3 = noFG

[State 80180, 3]
type = posset
trigger1 = 1
y = 0
x = -160

[State 0, ]
type = EnvColor
trigger1 = timemod = 10,1
value = ceil (random/1),0,ceil (random/1)
time = 10
under = 1
ignorehitpause = 1


[State 80180, muteki]
type = NotHitBy
trigger1 = Time = 0
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 80180, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 80180, 6]
type = ChangeState
trigger1 = (parent,movetype != A) && (parent,sysvar(3) = 0)
trigger2 = RoundState > 2
value = 8007
ctrl = 0

[Statedef 8007]
type = A
physics  = N
sprpriority = 5

[State 80181]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 8007, 1]
type = VarSet
trigger1 = Time = 0
sysvar(3) = 0

[State 80181, 3]
type = PosSet
trigger1 = 1
y = 0
x = -160

[State 80181, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 80181, muteki]
type = NotHitBy
trigger1 = Time = 0
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 110
ignorehitpause = 1


[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 9999
ignorehitpause = 1

[State 80181, 7]
type = DestroySelf
Trigger1 = Time = 20

;--------------------------------------------------------------------------------------------
; Guard Push (stand)
[Statedef 7610]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 7610
sprpriority = 0
facep2 = 1

[State 7610, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 7610, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 7610, Width]
type = Width
trigger1 = 1
value = 10,0

[State 7610, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 23


[State 7610, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 30

[State 7610, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 0
value = S4,0

[State 7610, Spark]
type = Explod
trigger1 = AnimElem = 2;Time = 0
anim = F7020
postype = p1
pos = 31,-77
ownpal = 1
vel = 0,0
scale = 0.5,0.5
ignorehitpause = 1
sprpriority = 5

[State 7610, Guard Push Helper]
type = Helper
trigger1 = AnimElem = 2;Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 7611
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 7610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Helper)

[Statedef 7611]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = Parent,Anim
sprpriority = -4


[State 7611, PlayerPush]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 7611, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 7611, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 7611, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 7611, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 7611, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 7611, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18




;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[State -2] ;Omega Red Life Drain
type = lifeadd
triggerall = roundstate = 2
trigger1 = enemynear, name = "Omega Red"
trigger1 = timemod = 50,0
value = -1

[Statedef -2]
[State 0, PowerSet]
type = PowerSet
triggerall = enemynear, name ="Trainingroom"
trigger1 = power != 3000
value = 3000

[State -2, StopSnd]
type = StopSnd
trigger1 = roundstate = 2
channel = 10
ignorehitpause = 1

[State -2, StopSnd]
type = StopSnd
trigger1 = stateno != 195
channel = 9
ignorehitpause = 1

[State -2, 0]
type = PosSet
trigger1 = stateno = 0
y = 0


[State -2, 0]
type = Removeexplod
trigger1 = movetype = H
id = 8200

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 195
id = 4186

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 200
id = 201

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 200
id = 202

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 210
id = 211

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 210
id = 212

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 220
id = 221

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 220
id = 222

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 400
id = 401

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 400
id = 402

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 600
id = 601

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 600
id = 602

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 610
id = 611

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 610
id = 612

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 620
id = 621

[State -2, 0]
type = Removeexplod
trigger1 = stateno != 620
id = 622

;[State -2, Books]
;type = Helper
;helpertype = normal
;name = "bar"
;pos =  0 ,0
;facing = 1
;postype = back
;stateno = 4000
;trigger1 = Var(10) = 3
;triggerall var(11) = 0
;value = 4000



;[State -2, Books]
;type = Helper
;ID =4001
;helpertype = normal
;name = "bar"
;pos =  0 ,0
;facing = -1
;postype = back
;stateno = 4001
;trigger1 = time = 1
;triggerall = teamside = 2
;triggerall = facing = -1
;triggerall = Var(10) = 0
;value = 4001

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



;[State -2, Books]
;type = Explod
;trigger1 = time = 1
;triggerall = facing = 1
;triggerall = teamside = 1
;anim = 4000
;pos = 10,215
;postype = back
;sprpriority = 10
;bindtime = -1
;ontop = 1

[State -2, Books]
type = Explod
anim = 4000
triggerall = teamside = 1
trigger1 = timemod = 2, 1 && !numexplod(5000)
triggerall = facing = 1
postype = back
pos =  10 , 215
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
sprpriority = 10
id = 5000

[State -2, Books]
type = Explod
anim = 4000
triggerall = teamside = 2
trigger1 = timemod = 2, 1 && !numexplod(5000)
triggerall = facing = -1
postype = back
pos =  140 , 215
bindtime = -1
facing = -1
ontop = 1
ownpal = 1
removetime = -1
sprpriority = 10
id = 5000





;[State -2, Books] 
;type = Explod
;trigger1 = time = 1
;triggerall = teamside = 2
;triggerall = facing = -1
;anim = 4001
;facing = 1
;pos =180,215
;postype = back
;sprpriority = 10
;bindtime = -1
;ontop = 1


[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = IfElse(statetype = A,4021,4011)
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman"
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = P2Name != "Storm"
triggerall = Command != "holdback"
triggerall = Var(10) = 0
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = IfElse(statetype = A,4022,4012)
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman" 
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = P2Name != "Storm"
triggerall = Command != "holdback"
triggerall = Command != "holdback"
triggerall = Var(10) = 1
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = IfElse(statetype = A,4023,4013)
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman" 
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command != "holdback"
triggerall = Var(10) = 2
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = IfElse(statetype = A,4024,4014)
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman" 
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command != "holdback"
triggerall = Var(10) = 3
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = IfElse(statetype = A,4025,4015)
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman"
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command != "holdback"
triggerall = Var(10) = 4
triggerall = Life > 0


[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = IfElse(statetype = A,4026,4016)
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman"
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command != "holdback"
triggerall = Var(10) = 5
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = IfElse(statetype = A,4027,4017)
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman"  
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command != "holdback"
triggerall = Var(10) = 6
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = IfElse(statetype = A,4028,4018)
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman"  
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command != "holdback"
triggerall = Var(10) = 7
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = IfElse(statetype = A,4029,4019)
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman" 
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command != "holdback"
triggerall = Var(10) = 8
triggerall = Life > 0



[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = 4120
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman" 
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command = "holdback"
triggerall = Var(10) = 0
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = 4120
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman" 
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command = "holdback"
triggerall = Var(10) = 1
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = 4120
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman"
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command = "holdback"
triggerall = Var(10) = 2
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = 4120
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman"
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command = "holdback"
triggerall = Var(10) = 3
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = 4120
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman"
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command = "holdback"
triggerall = Var(10) = 4
triggerall = Life > 0


[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = 4120
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman" 
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command = "holdback"
triggerall = Var(10) = 5
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = 4120
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman" 
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command = "holdback"
triggerall = Var(10) = 6
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = 4120
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman"  
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command = "holdback"
triggerall = Var(10) = 7
triggerall = Life > 0

[State 2011, 0]
type = HitOverride
attr = SCA,  AP
stateno = 4120
time = -1
Trigger1 = 1
triggerall = P2Name != "Ice"
triggerall = P2Name != "The Mighty Thor" 
triggerall = P2Name != "Sandman"
triggerall = P2Name != "Iceman" 
triggerall = P2Name != "Omega Red"
triggerall = P2Name != "Mystique"
triggerall = P2Name != "Spiderman"
triggerall = P2Name != "Colossus"
triggerall = P2Name != "Birdy"
triggerall = P2Name != "Deadpool"
triggerall = P2Name != "Storm"
triggerall = P2Name != "Guido"
triggerall = P2Name != "Juggernaut"
triggerall = Command != "holdback"
triggerall = Command = "holdback"
triggerall = Var(10) = 8
triggerall = Life > 0



[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 1
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4001) = 0
anim = 4001
pos = 10,215
postype = back
sprpriority = 9
bindtime = -1
id = 4001
trans=addalpha
alpha=200,75


[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 1
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4001) = 0
anim = 4001
pos = 310,215
facing = -1
postype = back
sprpriority = 9
bindtime = -1
id = 4001
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 1
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4001) = 0
anim = 4001
facing = -1
pos = 140,215
postype = back
sprpriority = 9
bindtime = -1
id = 4001
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 1
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4001) = 0
anim = 4001
pos = 180,215
postype = back
sprpriority = 9
bindtime = -1
id = 4001
trans=addalpha
alpha=200,75

[State -2, 0]
type = Removeexplod
trigger1 = Var(10) = 2
id = 4001



[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 2
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4002) = 0
anim = 4002
pos = 10,215
postype = back
sprpriority = 9
bindtime = -1
id = 4002
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 2
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4002) = 0
anim = 4002
facing = -1
pos = 310,215
postype = back
sprpriority = 9
bindtime = -1
id = 4002
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 2
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4002) = 0
anim = 4002
facing = -1
pos = 140,215
postype = back
sprpriority = 9
bindtime = -1
id = 4002
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 2
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4002) = 0
anim = 4002
pos = 180,215
postype = back
sprpriority = 9
bindtime = -1
id = 4002
trans=addalpha
alpha=200,75

[State -2, 0]
type = Removeexplod
trigger1 = Var(10) = 3
id = 4002


[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 3
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4003) = 0
anim = 4003
pos = 10,215
postype = back
sprpriority = 9
bindtime = -1
id = 4003
trans=addalpha
alpha=200,75



[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 3
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4003) = 0
anim = 4003
facing = -1
pos = 310,215
postype = back
sprpriority = 9
bindtime = -1
id = 4003
trans=addalpha
alpha=200,75



[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 3
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4003) = 0
anim = 4003
facing = -1
pos = 140,215
postype = back
sprpriority = 9
bindtime = -1
id = 4003
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 3
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4003) = 0
anim = 4003
pos = 180,215
postype = back
sprpriority = 9
bindtime = -1
id = 4003
trans=addalpha
alpha=200,75

[State -2, 0]
type = Removeexplod
trigger1 = Var(10) = 4
id = 4003


[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 4
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4004) = 0
anim = 4004
pos = 10,215
postype = back
sprpriority = 9
bindtime = -1
id = 4004
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 4
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4004) = 0
anim = 4004
facing = -1
pos = 310,215
postype = back
sprpriority = 9
bindtime = -1
id = 4004
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 4
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4004) = 0
anim = 4004
facing = -1
pos = 140,215
postype = back
sprpriority = 9
bindtime = -1
id = 4004
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 4
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4004) = 0
anim = 4004
pos = 180,215
postype = back
sprpriority = 9
bindtime = -1
id = 4004
trans=addalpha
alpha=200,75

[State -2, 0]
type = Removeexplod
trigger1 = Var(10) = 5
id = 4004


[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 5
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4005) = 0
anim = 4005
pos = 10,215
postype = back
sprpriority = 9
bindtime = -1
id = 4005
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 5
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4005) = 0
anim = 4005
facing = -1
pos = 310,215
postype = back
sprpriority = 9
bindtime = -1
id = 4005
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 5
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4005) = 0
anim = 4005
facing = -1
pos = 140,215
postype = back
sprpriority = 9
bindtime = -1
id = 4005
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 5
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4005) = 0
anim = 4005
pos = 180,215
postype = back
sprpriority = 9
bindtime = -1
id = 4005
trans=addalpha
alpha=200,75

[State -2, 0]
type = Removeexplod
trigger1 = Var(10) = 6
id = 4005


[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 6
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4006) = 0
anim = 4006
pos = 10,215
postype = back
sprpriority = 9
bindtime = -1
id = 4006
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 6
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4006) = 0
anim = 4006
facing = -1
pos = 310,215
postype = back
sprpriority = 9
bindtime = -1
id = 4006
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 6
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4006) = 0
anim = 4006
facing = -1
pos = 140,215
postype = back
sprpriority = 9
bindtime = -1
id = 4006
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 6
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4006) = 0
anim = 4006
pos = 180,215
postype = back
sprpriority = 9
bindtime = -1
id = 4006
trans=addalpha
alpha=200,75

[State -2, 0]
type = Removeexplod
trigger1 = Var(10) = 7
id = 4006


[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 7
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4007) = 0
anim = 4007
pos = 10,215
postype = back
sprpriority = 9
bindtime = -1
id = 4007
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 7
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4007) = 0
anim = 4007
facing = -1
pos = 310,215
postype = back
sprpriority = 9
bindtime = -1
id = 4007
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 7
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4007) = 0
anim = 4007
facing = -1
pos = 140,215
postype = back
sprpriority = 9
bindtime = -1
id = 4007
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 7
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4007) = 0
anim = 4007
pos = 180,215
postype = back
sprpriority = 9
bindtime = -1
id = 4007
trans=addalpha
alpha=200,75

[State -2, 0]
type = Removeexplod
trigger1 = Var(10) = 8
id = 4007


[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 8
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4008) = 0
anim = 4008
pos = 10,215
postype = back
sprpriority = 9
bindtime = -1
id = 4008
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 8
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4008) = 0
anim = 4008
facing = -1
pos = 310,215
postype = back
sprpriority = 9
bindtime = -1
id = 4008
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 8
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4008) = 0
anim = 4008
facing = -1
pos = 140,215
postype = back
sprpriority = 9
bindtime = -1
id = 4008
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 8
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4008) = 0
anim = 4008
pos = 180,215
postype = back
sprpriority = 9
bindtime = -1
id = 4008
trans=addalpha
alpha=200,75

[State -2, 0]
type = Removeexplod
trigger1 = Var(10) = 9
id = 4008


[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 9
triggerall = facing = 1
triggerall = teamside = 1
triggerall = NumExplod(4009) = 0
anim = 4009
pos = 10,215
postype = back
sprpriority = 9
bindtime = -1
id = 4009
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 9
triggerall = facing = -1
triggerall = teamside = 1
triggerall = NumExplod(4009) = 0
anim = 4009
facing = -1
pos = 310,215
postype = back
sprpriority = 9
bindtime = -1
id = 4009
trans=addalpha
alpha=200,75


[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 9
triggerall = facing = -1
triggerall = teamside = 2
triggerall = NumExplod(4009) = 0
anim = 4009
facing = -1
pos = 140,215
postype = back
sprpriority = 9
bindtime = -1
id = 4009
trans=addalpha
alpha=200,75

[State 2011,1] 
type = Explod
trigger1 = time = 1
triggerall = Var(10) = 9
triggerall = facing = 1
triggerall = teamside = 2
triggerall = NumExplod(4009) = 0
anim = 4009
pos = 180,215
postype = back
sprpriority = 9
bindtime = -1
id = 4009
trans=addalpha
alpha=200,75


;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S



[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
first = 15
last = 59 ; added this line;  allows the last 10 vars to persist
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
first = 2  ; added this line;  allows the first 2 vars to persist
fvalue = 0



[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190


;hyper coisas
;----- begin of Hyper Effects Helpers-----
;;;;;###################################################################################

;----------------------------[2002 UM MAX2 BG]----------------------------------
[Statedef 40001]
anim = 9999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG

;[State 40001, Tile #1-7]
;type = Explod
;triggerall = !numexplod(15600)
;trigger1 = !time
;anim = 15600
;ID = 15600
;pos = 0,0
;postype = left  ;p2,front,back,left,right
;removetime = 10
;pausemovetime = -1
;supermovetime = -1
;scale = 1.1,1.1
;sprpriority = -20
;ownpal = 1
;ignorehitpause = 1
;bindtime = -1
;persistent = 0

[State 40001, Tile #1-7]
type = Explod
trigger1 = !time
trigger2 = numexplod(15601) = 0
anim = 15600
ID = 15601
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1.1,1.1
sprpriority = -9999
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 40001, Glass Break]
type = ChangeState
;trigger1 = root, stateno != 3300 && root, stateno != 3350
;trigger2 = root, stateno = 3300 && root,animelemtime(61) = 1  || root, stateno = 3350 && root,animelemtime(50) = 1
trigger1 = root, stateno !=[3000,4999]
;trigger2 = root, NumHelper(8400) !=0|| root, NumHelper(8420) !=0
value = stateno+1

[Statedef 40002]
anim = 9999

;[State 40002, RemoveExplod]
;type = RemoveExplod
;trigger1 = !time
;id = 15600

[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15601

[State 40002, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S14001,0
volume = 200

[State 40001, Glass Break]
type = Explod
triggerall = !numexplod(15640)
trigger1 = !time
anim = 15604
ID = 15640
pos = 0,0
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
scale = 1,1
sprpriority = -20
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;--------------------------[2002 UM MAX2 PORTRAIT]------------------------------
[Statedef 40003]
anim = 9999

[State 40001, P1 BG]
type = Explod
triggerall = !numexplod(15650)
triggerall = teamside = 1
trigger1 = !time
anim = 15605
ID = 15650
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P2 BG]
type = Explod
triggerall = !numexplod(15651)
triggerall = teamside = 2
trigger1 = !time
anim = 15606
ID = 15651
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P1 PORTRAIT]
type = Explod
triggerall = !numexplod(15660)
triggerall = teamside = 1
trigger1 = !time
anim = 15607
ID = 15660
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40001, P2 PORTRAIT]
type = Explod
triggerall = !numexplod(15661)
triggerall = teamside = 2
trigger1 = !time
anim = 15607
ID = 15661
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15650
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15650
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15651
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15651
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15660
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15660
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15661
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15661
scale = 1,1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 40004]
anim = 9999

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1
;-----------------------
;  DCvM Template Files
;      provided by
;       Buyog2099
;(based on MEE template
;  by Kitsune Sniper)
;         ***

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 8, 1

[State -2 , 5] 
type = PlaySnd
triggerall = stateno = 5001 
triggerall = (anim >= 5000) && (anim <= 5009) 
trigger1 = time = 1 
value = 12,2

[State -2 , 5] 
type = PlaySnd 
triggerall = stateno = 5001 
triggerall = (anim >= 5010) && (anim <= 5019) 
trigger1 = time = 1 
value = 12,5 

[State -2 , 5] 
type = PlaySnd 
triggerall = stateno = 5001 
triggerall = anim >= 5020 
trigger1 = time = 1 
value = 12,6 

[State -2 , 6] 
type = PlaySnd 
triggerall = stateno = 5010 
trigger1 = time = 1 
value = 12,7 

[State -2 , 7] 
type = PlaySnd 
triggerall = stateno = 5020 
trigger1 = time = 1 
value = 12,8

[State -2 , 7] 
type = PlaySnd 
triggerall = stateno = 5050 
trigger1 = time = 1 
trigger1 = Life <= 1 
value = 12,9
