[Data]
life = 1000
power = 1
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.4
walk.back = -2.2
run.fwd  = 4.6, 0
run.back = -4.5,-3.8
jump.neu = 0,-8.4
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 40
yaccel = .4
stand.friction = .90
crouch.friction = .85

;---------------------------------------------------------------------------
; Lose by Time Over
[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
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 1]
type = PlaySnd 
trigger1 = Time = 5
value = 2,8+random%2

[State 180, g]
type = PlaySnd 
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 9
value = 0,0

[State 180, p]
type = PlaySnd 
trigger1 = animelem = 15
value = 0,2

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

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

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State -2 , 1]
type = PlaySnd 
trigger1 = animelem = 2
value = 2,5+random%3

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

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

;---------------------------------------------------------------------------
; Stand Light Punch
[Statedef 200]
type    = S 
movetype= A 
physics = S
juggle  = 1 
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkxy = -10, -76
sparkno = s4000
guard.sparkno = s4010
hitsound = s1,0
guardsound = s1,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
trigger1 = Time = 1
value = 2,0

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

;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

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

[State 210, 2]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,1
guardsound = s1,4
ground.type = High
ground.slidetime = 9
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5,-4

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

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

;---------------------------------------------------------------------------
; Standing light kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

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

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkxy = -10,-37
sparkno = s4000
guard.sparkno = s4010
hitsound = s1,0
guardsound = s1,4
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
trigger1 = Time = 1
value = 2,0

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

;---------------------------------------------------------------------------
; Standing strong kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,1
guardsound = s1,4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

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

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

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

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkxy = -10,-42
sparkno = s4000
guard.sparkno = s4010
hitsound = s1,0
guardsound = s1,4
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
trigger1 = Time = 1
value = 2,0

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

;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 0
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 410, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkxy = -10,-55
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,1
guardsound = s1,4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -10,-83
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,1
guardsound = s1,4
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4

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

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

;---------------------------------------------------------------------------
;Crouching light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

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

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -10,-8
sparkno = s4000
guard.sparkno = s4010
hitsound = s1,0
guardsound = s1,4
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
trigger1 = Time = 1
value = 2,0

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

;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 0
ctrl = 0
anim = 440
sprpriority = 2

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

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,1
guardsound = s1,4
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 -2 , 1]
type = PlaySnd 
trigger1 = Time = 1
value = 2,2

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

;---------------------------------------------------------------------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
sparkno = s4000
guard.sparkno = s4010
hitsound = s1,0
guardsound = s1,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
trigger1 = Time = 1
value = 2,0

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkxy = -10,-55
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,1
guardsound = s1,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

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

;---------------------------------------------------------------------------
;Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

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

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
trigger1 = Time = 1
value = 2,0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkxy = -5,-35
sparkno = s4000
guard.sparkno = s4010
hitsound = s1,0
guardsound = s1,4
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;Jump Strong Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 0
ctrl = 0
anim = 640
sprpriority = 2

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

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

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkxy = -10,-40
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,1
guardsound = s1,4
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Agarre1 - Comienzo
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1

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

;------
;Agarre - Tirando al oponente
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority = -2

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,3

[State 810, voz]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,3

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
pos = 40, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 25, -75

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 0, -90

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = -25, -90

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 7
value = 821

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = -10

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------
;Lanzado con el Agarre
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;------
;Lanzado con el Agarre - en el aire
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 7,-3
poweradd = 40

[State 821, 1]
type = Gravity
Trigger1 = 1

[State 821, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;Autocombo - Comienzo
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 860
p2stateno = 870
guard.dist = 0
fall = 1

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

;------
;Autocombo - Combos y Patadas
[Statedef 860]
type    = S
movetype= A
physics = N
anim = 850
poweradd = 60
sprpriority = -2

[State 1070, Afterimage]
type = AfterImage
trigger1 = time = 0
length = 13
PalBright   =  0, 0, 30
PalContrast =  20, 20, 70
PalAdd      = -10,-10,-10
PalMul      = .50,.50,.85
TimeGap  = 1
FrameGap = 2
Trans = Add1
time = 2

[State 810, voz]
type = PlaySnd
trigger1 = time = 0
value = 2,10

[State 810, voz]
type = PlaySnd
trigger1 = AnimElem = 28
value = 2,4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(29) < 0
pos = 45, 0

[State 1320, 2] 
Type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 6
anim = 4000
ID = 2
pos = 0,-55
postype = p2
removetime = -2
ignorehitpause = 1
removeongethit = 1
ownpal = 1
ontop = 1

[State 1320, 2] 
Type = Explod
trigger1 = animelem = 12
anim = 4000
ID = 2
pos = 0,-85
postype = p2
removetime = -2
ignorehitpause = 1
removeongethit = 1
ownpal = 1
ontop = 1

[State 1320, 2] 
Type = Explod
trigger1 = animelem = 20
anim = 4000
ID = 2
pos = -10,-65
postype = p2
removetime = -2
ignorehitpause = 1
removeongethit = 1
ownpal = 1
ontop = 1

[State 1320, 2] 
Type = Explod
trigger1 = animelem = 29
anim = 4001
ID = 2
pos = -10,-80
postype = p2
removetime = -2
ignorehitpause = 1
removeongethit = 1
ownpal = 1
ontop = 1

[State 810, Golpe1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
value = 1,0

[State 810, Golpe2]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
value = 1,1

[State 810, Golpe3]
type = PlaySnd
trigger1 = AnimElem = 29
value = 1,2

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 12
trigger4 = AnimElem = 20
trigger5 = AnimElem = 29
value = -15

[State 6005, hit]
type = HitAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
trigger4 = AnimElem = 29
value = 1

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 30
value = 871

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------
;Lanzado con el Agarre
[Statedef 870]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 860

;------
;Lanzado con el Agarre - en el aire
[Statedef 871]
type    = A
movetype= H
physics = N
velset = -5,-6
poweradd = 40

[State 821, 1]
type = Gravity
Trigger1 = 1

[State 821, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Special Skill: Roll
[Statedef 900]
type = S
movetype = I
physics = S
anim = 900
velset = 0
ctrl = 0
sprpriority = -1

[State 810, Holding back?]
type = VarSet
trigger1 = Time = 0
var(2) = command = "holdback"

[State 810, holdfwd - Turn]
type = Turn
trigger1 = var(2)
trigger1 = AnimElem = 1

[State 710, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,0

[State 710, 1]
type = NotHitBy
trigger1 = AnimElem = 2,>= 0 && AnimElem = 7,< 0
value = SCA,NA,NP,SA,SP,HA,HP

[State 720, 1]
type = AfterImage
trigger1 = Time = 0
time = 15
length = 10
framegap = 3
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1

[State 710, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 710, 1]
type = PosAdd
trigger1 = AnimElem = 2,>= 0 && AnimElem = 7,< 0
x = 5

[State 710, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Command move 1: Great Punch
[Statedef 1000]
type    = S 
movetype= A 
physics = S
juggle  = 3 
ctrl = 0
anim = 1000
poweradd = 0
sprpriority = 2

[State 1050, s]
type = PlaySnd 
trigger1 = Time = 0
value = 40,2

[State 1000, v]
type = PlaySnd 
trigger1 = Time = 1
value = 2,3

[State 1000, s]
type = PlaySnd 
trigger1 = Time = 0
value = 0,3

[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  0, 0, 30
PalContrast =  20, 20, 70
PalAdd      = -10,-10,-10
PalMul      = .50,.50,.85
TimeGap  = 1
FrameGap = 2
Trans = Add1
time = 2

[State 1070, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 210, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = Heavy
damage    = 70,5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,2
guardsound = s1,4
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
fall = 1
fall.recover = 0

[State 821, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Command move 2: Knee Hop
[Statedef 1050]
type    = S 
movetype= A 
physics = S
juggle  = 3 
ctrl = 0
anim = 1050
poweradd = 0
sprpriority = 2

[State 1050, s]
type = PlaySnd 
trigger1 = Time = 0
value = 40,2

[State 1050, s]
type = PlaySnd 
trigger1 = Time = 1
value = 2,1

[State 1050, v]
type = PlaySnd 
trigger1 = Time = 0
value = 0,3

[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  0, 0, 30
PalContrast =  20, 20, 70
PalAdd      = -10,-10,-10
PalMul      = .50,.50,.85
TimeGap  = 1
FrameGap = 2
Trans = Add1
time = 2

[State 1070, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1050, 2]
type = VelSet
trigger1 = animelemtime(3) >= 0
x = 4

[State 1050, 2]
type = VelSet
trigger1 = animelem = 3
y = -3

[State 1050, 3]
type = StateTypeSet
trigger1 = animelemtime(3) >= 0
value = A

[State 1050, 4]
type = Gravity
trigger1 = animelemtime(4) >= 0

[State 210, 2]
type = HitDef
trigger1 = !time
attr = A, SA
animtype  = Heavy
damage    = 70,5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,2
guardsound = s1,4
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-2
air.velocity = -3.5,-1
fall = 1
fall.recover = 0

[State 640, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Command move 3: Eagle's Talon
[Statedef 1100]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 0
ctrl = 0
anim = 1100
sprpriority = 2

[State 1050, s]
type = PlaySnd 
trigger1 = Time = 0
value = 40,2

[State 1100, v]
type = PlaySnd 
trigger1 = Time = 1
value = 2,4

[State 1100, s]
type = PlaySnd 
trigger1 = Time = 0
value = 0,3

[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  0, 0, 30
PalContrast =  20, 20, 70
PalAdd      = -10,-10,-10
PalMul      = .50,.50,.85
TimeGap  = 1
FrameGap = 2
Trans = Add1
time = 2

[State 1070, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 640, 2]
type = VelSet
trigger1 = animelemtime(3) < 0
x = 0
y = 0

[State 640, 2]
type = VelSet
trigger1 = animelemtime(3) >= 0
x = 7
y = 6.5

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = 70,5
guardflag = HA
priority = 4
pausetime = 12,12
sparkxy = -10,-40
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,2
guardsound = s1,4
animtype = Heavy
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,4
air.velocity = -4,4
fall = 1
air.fall = 1

[State 640, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Command move 4: Launcher
[Statedef 1150]
type    = S 
movetype= A 
physics = S
juggle  = 3 
ctrl = 0
anim = 1150
poweradd = 0
sprpriority = 2

[State 1050, s]
type = PlaySnd 
trigger1 = Time = 0
value = 40,2

[State 1150, v]
type = PlaySnd 
trigger1 = Time = 1
value = 2,4

[State 1150, s]
type = PlaySnd 
trigger1 = Time = 0
value = 2,1

[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  0, 0, 30
PalContrast =  20, 20, 70
PalAdd      = -10,-10,-10
PalMul      = .50,.50,.85
TimeGap  = 1
FrameGap = 2
Trans = Add1
time = 2

[State 1070, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 210, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
animtype  = Up
damage    = 70,5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,2
guardsound = s1,4
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -.5,-8
air.velocity = -1,-8.5
fall = 1
fall.recover = 0
air.recover = 0

[State 821, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 821, 4]
type = SelfState
triggerall = command = "holdup"
trigger1 = animelemtime(6) >= 0 && movehit
value = 40
ctrl = 0

;---------------------------------------------------------------------------
; Command move 5: Karate Chop
[Statedef 1200]
type    = S 
movetype= A 
physics = S
juggle  = 3 
ctrl = 0
anim = 1200
poweradd = 0
sprpriority = 2

[State 1050, s]
type = PlaySnd 
trigger1 = Time = 0
value = 40,2

[State 1200, v]
type = PlaySnd 
trigger1 = Time = 1
value = 2,10

[State 1200, s]
type = PlaySnd 
trigger1 = animelem = 4
value = 0,3

[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  0, 0, 30
PalContrast =  20, 20, 70
PalAdd      = -10,-10,-10
PalMul      = .50,.50,.85
TimeGap  = 1
FrameGap = 2
Trans = Add1
time = 2

[State 1070, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 640, 2]
type = VelSet
trigger1 = animelemtime(4) >= 0 && animelemtime(7) < 0
x = 5

[State 210, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = Heavy
damage    = 70,5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,2
guardsound = s1,4
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,4
air.velocity = -6,5
fall = 1
fall.recover = 0
air.recover = 0

[State 821, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Command move 6: Slide
[Statedef 1250]
type    = S 
movetype= A 
physics = S
juggle  = 3 
velset = 0,0
ctrl = 0
anim = 1250
poweradd = 0
sprpriority = 2

[State 1050, s]
type = PlaySnd 
trigger1 = Time = 0
value = 40,2

[State 1250 , v]
type = PlaySnd 
trigger1 = Time = 1
value = 2,6

[State 1250, s]
type = PlaySnd 
trigger1 = Time = 0
value = 0,3

[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  0, 0, 30
PalContrast =  20, 20, 70
PalAdd      = -10,-10,-10
PalMul      = .50,.50,.85
TimeGap  = 1
FrameGap = 2
Trans = Add1
time = 2

[State 1070, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 640, 2]
type = VelSet
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
x = 8

[State 640, 2]
type = NotHitBy
trigger1 = 1
value = SCA, AP

[State 210, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
animtype  = Low
damage    = 70,5
guardflag = MA
pausetime = 12,12
sparkxy = 0,-10
sparkno = s4001
guard.sparkno = s4010
hitsound = s1,2
guardsound = s1,4
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
fall.recover = 0
air.recover = 0

[State 821, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

;[Statedef -2]
; Sonidos estados 5000
[State -2 , 0]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = stateno = 5000 || stateno = 5001 || stateno = 5020
value = 10,0

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = stateno = 5010 || stateno = 5011 || stateno = 5012
value = 10,1

[State -2 , 2]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = stateno = 5002 || stateno = 5021 || stateno = 5022
value = 10,2

[State -2 , 3];KO
type = PlaySnd 
triggerall = alive != 1
trigger1 = movehit = 1
value = 11,0

[State -2 , 4];mareado
type = PlaySnd 
trigger1 = stateno = 5300
value = 5300,0

;---------------------------------------------------------------------------
; 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 = 40, 1

[State -3, Running Sound]
type = PlaySnd
triggerall = stateno = 100
trigger1 = animelem = 2
trigger2 = animelem = 5
value = 40, 0
