[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 1
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 = -3, -56
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.7
walk.back = -2.4
run.fwd  = 4.9, 0
run.back = -4.8,-3.5
jump.neu = 0,-8.3
jump.back = -2.7
jump.fwd = 2.8
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 = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; 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 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2

[State 180, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,2

[State 191, Snd 2a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = var(10) = [0,1]
value = 4,6

[State 191, Snd 2b]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = var(10) = [1,2]
value = 2,1

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

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

[State 1060, 1]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 1001, T1]
Type = Projectile
trigger1 = time = 0
attr = A, SP
animtype  = Heavy
damage    = 0
guardflag = MA
hitflag = MAF
pausetime = 12,10
offset = 11,-114
sparkxy = -10,0 
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3,-2
air.velocity = -3,-2
ProjID = 1000
projanim = 1151
projhitanim = 1152
projremanim = 1152
projcancelanim = 1152
projremovetime = 20
velocity = 0,0
projpriority = 1
fall = 1
air.fall = 1
fall.recover = 0

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

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

[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

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

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

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,7

[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 40,1

[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 = 20
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, -85
sparkno = s4000
guard.sparkno = s4100
hitsound = s3,1
guardsound = s3,5
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 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= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkxy = -10,-84
sparkno = s4050
guard.sparkno = s4100
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 1001, T1]
Type = Projectile
triggerall = NumProjID(1000) = 0
trigger1 = animelem = 3
attr = A, SP
animtype  = Light
damage    = 10, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
offset = 64,-84
sparkxy = 0,0  
sparkno = s4050
guard.sparkno = s4100
hitsound = s3,1
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1001
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 4,0
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 3
value = 2

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

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

;---------------------------------------------------------------------------
; Standing light kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
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 = s4100
hitsound = s3,1
guardsound = s3,5
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

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

;---------------------------------------------------------------------------
; Standing strong kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
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,-90
sparkno = s4050
guard.sparkno = s4100
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 1001, T1]
Type = Projectile
triggerall = NumProjID(1000) = 0
trigger1 = animelem = 3
attr = A, SP
animtype  = Light
damage    = 10, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
offset = 33,-100
sparkxy = 0,0  
sparkno = s4050
guard.sparkno = s4100
hitsound = s3,1
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1004
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 4,-4
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,3

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

;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
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 = s4100
hitsound = s3,1
guardsound = s3,5
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 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

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

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

[State 410, 2]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 52
animtype  = Heavy
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkxy = -10,-46
sparkno = s4000
guard.sparkno = s4100
hitsound = s3,2
guardsound = s3,5
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 1001, T1]
Type = Projectile
triggerall = NumProjID(1000) = 0
trigger1 = animelem = 3
attr = A, SP
animtype  = Light
damage    = 10, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
offset = 57,-47
sparkxy = 0,0  
sparkno = s4050
guard.sparkno = s4100
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1001
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 4
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300

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

;---------------------------------------------------------------------------
;Crouching light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
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 = s4100
hitsound = s3,1
guardsound = s3,5
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
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
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

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

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,3

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = s4050
guard.sparkno = s4100
hitsound = s3,2
guardsound = s3,5
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
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
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,-47
sparkno = s4000
guard.sparkno = s4100
hitsound = s3,1
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

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

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

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

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkxy = -10,-40
sparkno = s4050
guard.sparkno = s4100
hitsound = s3,2
guardsound = s3,5
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 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 = s4100
hitsound = s3,1
guardsound = s3,5
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  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

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

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,3

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkxy = -10,-50
sparkno = s4050
guard.sparkno = s4100
hitsound = s3,2
guardsound = s3,5
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

[State 1001, T1]
Type = Projectile
triggerall = NumProjID(1000) = 0
trigger1 = animelem = 3
attr = A, SP
animtype  = Heavy
damage    = 10, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
offset = 57,-50
sparkxy = 0,0  
sparkno = s4050
guard.sparkno = s4100
hitsound = s3,1
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1001
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 5,0
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Power Charge - Inicio
[Statedef 700]
type = S
movetype = I
physics = S
velset = 0
ctrl = 0

[State 700, 1]
type = ChangeState
trigger1 = time = 0 && power = 3000
value = 0
ctrl = 1

[State 700, 1]
type = ChangeState
trigger1 = time = 0
value = IfElse(power<3000,701,702)

;------
[Statedef 701];cargando
type = S
movetype = I
physics = S
anim = 700 
velset = 0
ctrl = 0

[State 701, poweradd]
type = PowerAdd
trigger1 = (Gametime%5) = 0
value = 50

[State 701, aura]
type = Explod
triggerall = Stateno = 701
trigger1 = animelem = 4;timemod = 24,0
anim = 702
pos = 0,0
sprpriority = -1
postype = p1
bindtime = -1
ownpal = 1
ID = 700
removetime = -1
removeongethit = 1

[State 1100, aura]
type = PlaySnd
trigger1 = time = 1
value = 3,6
channel = 4
loop = 1

[State 1100, grito]
type = PlaySnd
trigger1 = time = 1
value = 2,4
volume = 5

[State 702, stop]
type = StopSnd
triggerall = time = 1
trigger1 = movetype = H
channel = 4

[State 702, stop]
type = StopSnd
triggerall = time = 1
trigger1 = movetype = H
channel = 5

[State 901, stop charging]
type = ChangeState
trigger1 = (power = 3000) || (command != "holdy" && command != "holdb")
value = 702

;------
[Statedef 702];listo
type = S
movetype = I
physics = S
anim = 701
velset = 0
ctrl = 0

[State 902, Remov]
type = RemoveExplod
trigger1 = 1
ID = 700

[State 702, stop]
type = StopSnd
trigger1 = 1
channel = 4

[State 702, stop]
type = StopSnd
trigger1 = 1
channel = 5

[State 702, stop]
type = PlaySnd
trigger1 = time = 0
value = 6,0

[State 902, stop]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Projectile Nš0 - Attempt
[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

;------
;Projectile Nš0 - Throwing the opponent
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, agarre]
type = PlaySnd
trigger1 = time = 0
value = 1,5

[State 810, voz]
type = PlaySnd
trigger1 = animelem = 3
value = 2,0

[State 810, proj]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,4

[State 810, hit]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,2

[State 810, Width]
type = Width
trigger1 = AnimElemTime(3) < 0
edge = 60,0

[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = 30, 0

[State 1151, fire]
type = Explod
trigger1 = animelem = 4
anim = 815
ID = 800
pos = 23,-65
postype = p1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
removetime = -2
removeongethit = 1

[State 1151, hit]
type = Explod
trigger1 = animelem = 4
anim = 4050
ID = 800
pos = -10,-65
postype = p2
sprpriority = 3
ignorehitpause = 1
removetime = -2
removeongethit = 1

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 4
value = 821

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

;------
;Thrown by Projectile Nš0
[Statedef 820]
type    = A
movetype= H
physics = N

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

;------
;Thrown by Projectile Nš0 - Fall Out
[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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Projectile Nš1 (Doble)
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,2

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,0

[State 1001, T1] ;P1
Type = Projectile
trigger1 = animelem = 4
attr = A, SP
animtype  = Heavy
damage    = 40, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
offset = 50,-65
sparkxy = 0,0  
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1002
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,-2
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300

[State 1001, T1] ;P2
Type = Projectile
trigger1 = animelem = 4
attr = A, SP
animtype  = Heavy
damage    = 40, 2
guardflag = MA
hitflag = MAD
pausetime = 12,10
offset = 50,-65
sparkxy = 0,0  
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1003
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,2
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300

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

;---------------------------------------------------------------------------
; Projectile Nš1 (Triple)
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,2

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,0

[State 1001, T1] ;P1
Type = Projectile
trigger1 = animelem = 4
attr = A, SP
animtype  = Heavy
damage    = 30, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
offset = 50,-65
sparkxy = 0,0  
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1001
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,0
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300

[State 1001, T1] ;P2
Type = Projectile
trigger1 = animelem = 4
attr = A, SP
animtype  = Heavy
damage    = 30, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
offset = 50,-65
sparkxy = 0,0 
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1002
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,-3
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300

[State 1001, T1] ;P3
Type = Projectile
trigger1 = animelem = 4
attr = A, SP
animtype  = Heavy
damage    = 30, 2
guardflag = MA
hitflag = MAD
pausetime = 12,10
offset = 50,-65
sparkxy = 0,0 
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1003
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,3
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Projectile Nš1 (Aereo Doble)
[Statedef 1200]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 100
anim = 1200
ctrl = 0
sprpriority = 2

[State 1200, Vel 1]
type = Velset
trigger1 = Vel X = 0
x = 0

[State 1200, Vel 2]
type = Velset
trigger1 = Vel x > 0
X = 4

[State 1200, Vel 3]
type = Velset
trigger1 = Vel x < 0
X = -4

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,0

[State 1001, T1] ;P1
Type = Projectile
trigger1 = animelem = 3
attr = A, SP
animtype  = Heavy
damage    = 40, 5
guardflag = MA
hitflag = MAD
pausetime = 10,10
offset = 38,-44
sparkxy = 0,0  
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -10
air.velocity = -3,-4
ProjID = 1000
projanim = 1003
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 4,3
remvelocity = 0
projpriority = 1
air.fall = 1
air.juggle = 15

[State 1001, T1] ;P2
Type = Projectile
trigger1 = animelem = 3
attr = A, SP
animtype  = Heavy
damage    = 40, 5
guardflag = MA
hitflag = MAD
pausetime = 10,10
offset = 38,-44
sparkxy = 0,0  
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -10
air.velocity = -3,-4
ProjID = 1000
projanim = 1005
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 3,4
remvelocity = 0
projpriority = 1
air.fall = 1
air.juggle = 15

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Projectile Nš1 (Aereo Triple)
[Statedef 1210]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 100
anim = 1200
ctrl = 0
sprpriority = 2

[State 1200, Vel 1]
type = Velset
trigger1 = Vel X = 0
x = 0

[State 1200, Vel 2]
type = Velset
trigger1 = Vel x > 0
X = 4

[State 1200, Vel 3]
type = Velset
trigger1 = Vel x < 0
X = -4

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,0

[State 1001, T1] ;P1
Type = Projectile
trigger1 = animelem = 3
attr = A, SP
animtype  = Heavy
damage    = 30, 5
guardflag = MA
hitflag = MAD
pausetime = 10,10
offset = 38,-44
sparkxy = 0,0  
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -10
air.velocity = -3,-4
ProjID = 1000
projanim = 1003
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 3,4
remvelocity = 0
projpriority = 1
air.fall = 1
air.juggle = 15

[State 1001, T2] ;P2
Type = Projectile
trigger1 = animelem = 3
attr = A, SP
animtype  = Heavy
damage    = 30, 5
guardflag = MA
hitflag = MAD
pausetime = 10,10
offset = 38,-44
sparkxy = 0,0  
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -10
air.velocity = -3,-4
ProjID = 1000
projanim = 1005
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 4,3
remvelocity = 0
projpriority = 1
air.fall = 1
air.juggle = 15

[State 1001, T3] ;P3
Type = Projectile
trigger1 = animelem = 3
attr = A, SP
animtype  = Heavy
damage    = 30, 5
guardflag = MA
hitflag = MA
pausetime = 10,10
offset = 38,-44
sparkxy = 0,0  
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -10
air.velocity = -3,-4
ProjID = 1000
projanim = 1001
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 4,.5
remvelocity = 0
projpriority = 1
air.fall = 1
air.juggle = 15

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Projectile Nš2 (Reppuken)
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 110
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1,1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,3

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,2

[State 1001, T1]
Type = Projectile
trigger1 = animelem = 5
attr = S, SP
animtype  = Heavy
damage    = 80, 2
guardflag = L
hitflag = MAD
pausetime = 12,10
sparkxy = 0,-20
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = Low
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
velocity = 7.5
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
offset = 0,0

[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Projectile Nš2 (Double Reppuken)
[Statedef 1060]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 120
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1,1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,3

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,2

[State 1001, T1]
Type = Projectile
trigger1 = animelem = 5
attr = S, SP
animtype  = Heavy
damage    = 50, 2
guardflag = L
hitflag = MAD
pausetime = 12,10
sparkxy = 0,-20
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = Low
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
velocity = 7.5
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
offset = 0,0

[State 1020, 7]
type = ChangeState
trigger1 = AnimElemTime(7) >= 0
value = 1061
ctrl = 0

[Statedef 1061];Second
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 0
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1,1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,3

[State 1001, T1]
Type = Projectile
trigger1 = animelem = 4
attr = S, SP
animtype  = Heavy
damage    = 50, 2
guardflag = L
hitflag = MAD
pausetime = 12,10
sparkxy = 0,-20
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = Low
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
velocity = 7.5,0
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
offset = 0,0

[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Projetile Nš3 (Cerca)
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1060, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,2

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,1

[State 1001, T1]
Type = Projectile
trigger1 = animelem = 3
attr = S, SP
animtype  = Heavy
damage    = 90, 2
guardflag = MA
hitflag = MAFD
pausetime = 12,10
offset = 80,0
sparkxy = -10,-60 
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -3,-7
air.velocity = -3,-7
air.hittime  = 25
ProjID = 1000
projanim = 1101
projhitanim = 1102
projremanim = 1102
projcancelanim = 1102
projremovetime = 20
velocity = 0
projpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
air.juggle = 15

[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Projetile Nš3 (Lejos)
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1060, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,2

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,1

[State 1001, T1]
Type = Projectile
trigger1 = animelem = 3
attr = S, SP
animtype  = Heavy
damage    = 90, 2
guardflag = MA
hitflag = MAFD
pausetime = 12,10
offset = 200,0
sparkxy = -10,-50 
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -3,-7
air.velocity = -3,-7
air.hittime  = 25
ProjID = 1000
projanim = 1101
projhitanim = 1102
projremanim = 1102
projcancelanim = 1102
projremovetime = 20
velocity = 0
projpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
air.juggle = 15

[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Projetile Nš4 (Shield)
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 115
velset = 0,0
anim = 1150
ctrl = 0
sprpriority = 2

[State 1060, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,3

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,3

[State 1001, T1]
Type = Projectile
trigger1 = animelem = 3
attr = A, SP
animtype  = Heavy
damage    = 90, 2
guardflag = MA
hitflag = MAF
pausetime = 15,15
offset = 60,-82
sparkxy = 50,0 
sparkno = s4200
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 30;15
ground.velocity = -5
air.velocity = -3,-2
ProjID = 1000
projanim = 1151
projhitanim = 1152
projremanim = 1152
projcancelanim = 1152
projremovetime = 20
velocity = 0
projpriority = 1
air.fall = 1
fall.recover = 0
palfx.time = 20
Palfx.add = -0,-200,-0
Palfx.sinadd = 40,80,40,10
Palfx.color = 0
Palfx.invertall = 1

[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Projectile Nš5 (Hyper1 - Multiple)
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1500
ctrl = 0
sprpriority = 2

[State 3000, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2,1
pos = -25, -65
anim = s4500
sound = s3,9
poweradd = -1000
time = 30

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,4

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 30
value2 = C, NA
time = 1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
value = 0, 3

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,2

;---
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 5 || animelem = 6 || animelem = 7
value = 1,0

[State 1000, voz]
type = PlaySnd
trigger1 = animelem = 4
value = 4,0

[State 1001, T1] ;P1
Type = Projectile
trigger1 = animelem = 4 || animelem = 6
attr = A, HP
animtype  = Heavy
damage    = 25, 5
guardflag = MA
hitflag = MAFD
pausetime = 12,10
sparkno = s3002
guard.sparkno = s3005
offset = 50,-65
sparkxy = 0,0  
sparkno = s4250
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
ProjID = 1000
projanim = 1002
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,-3
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
getpower = 0
fall = 1

[State 1001, T1] ;P2
Type = Projectile
trigger1 = animelem = 4 || animelem = 6
attr = A, HP
animtype  = Heavy
damage    = 25, 5
guardflag = MA
hitflag = MAFD
pausetime = 12,10
sparkno = s3002
guard.sparkno = s3005
offset = 50,-65
sparkxy = 0,0  
sparkno = s4250
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1003
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,3
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
getpower = 0
fall = 1
;---

[State 1001, T1] ;P1
Type = Projectile
trigger1 = animelem = 5 || animelem = 7
attr = A, HP
animtype  = Heavy
damage    = 25, 5
guardflag = MA
hitflag = MAFD
pausetime = 12,10
sparkno = s3002
guard.sparkno = s3005
offset = 50,-65
sparkxy = 0,0  
sparkno = s4250
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1001
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,0
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
getpower = 0
fall = 1

[State 1001, T1] ;P2
Type = Projectile
trigger1 = animelem = 5 || animelem = 7
attr = A, HP
animtype  = Heavy
damage    = 25, 5
guardflag = MA
hitflag = MAFD
pausetime = 12,10
sparkno = s3002
guard.sparkno = s3005
offset = 50,-65
sparkxy = 0,0 
sparkno = s4250
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
ProjID = 1000
projanim = 1004
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,-6
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
getpower = 0
fall = 1

[State 1001, T1] ;P3
Type = Projectile
trigger1 = animelem = 5 || animelem = 7
attr = A, HP
animtype  = Heavy
damage    = 25, 5
guardflag = MA
hitflag = MAFD
pausetime = 12,10
offset = 50,-65
sparkxy = 0,0 
sparkno = s4250
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
ProjID = 1000
projanim = 1005
projhitanim = 1009
projremanim = 1009
projcancelanim = 1009
velocity = 6,6
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
getpower = 0
fall = 1

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Projectile Nš6 (hyper)
[Statedef 1550]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1550
ctrl = 0
sprpriority = 2

[State 3050, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 5, -50
anim = s4500
sound = s3,9
poweradd = -1000
time = 30

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 6

[State 3050, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 3050, 1]
type = VelSet
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(10) < 0
x = 3

[State 3050, 1]
type = MakeDust
trigger1 = AnimElem = 10

[State 810, Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,4

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,5

[State 1001, T1]
Type = Projectile
trigger1 = animelem = 4
attr = A, HP
animtype  = Heavy
damage    = 300, 10
guardflag = MA
hitflag = MAFD
pausetime = 3,3
offset = 30,0
sparkxy = -10,-60 
sparkno = s4250
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
ProjID = 1000
projanim = 1555
projhitanim = -1
projremanim = -1
projcancelanim = -1
projremove = 0
velocity = 8,0
projpriority = 20
getpower = 0
fall = 1
fall.recover = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 40,1

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Projectile Nš7 (hyper)
[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1500
ctrl = 0
sprpriority = 2

[State 1000, voz]
type = PlaySnd
trigger1 = animelem = 1
value = 4,4

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1,1
pos = -13, -63
anim = s4500
sound = s3,9
poweradd = -1000
time = 30

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 6

[State 1060, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1,4

[State 1000, voz]
type = PlaySnd
trigger1 = animelem = 3
value = 4,1

[State 1001, T1]
Type = Projectile
trigger1 = animelem = 4
attr = A, SP
animtype  = Back
damage    = 50,5
hitflag = MAF
guardflag = MA
pausetime = 5,5
offset = 48,-64
sparkxy = 0,0 
sparkno = -1;s4000
guard.sparkno = -1;s4100
hitsound = s3,2
guardsound = s3,5
ground.type = Low
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -7,-2.5
air.velocity = -7,-2.5
ProjID = 1000
projremove = 0
projremovetime = 15;30
projanim = 1601
velocity = 0
projpriority = 10
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
projhits = 5
air.juggle = 15

[State 3050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Projectile Nš8 (hyper)
[Statedef 1650]
type    = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
anim = 1650
ctrl = 0
sprpriority = 2

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 4,4

[State 3050, Width]
type = Width
trigger1 = AnimElemTime(1) >= 0
value = 5,0

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -4, -84
anim = s4500
sound = s3,9
poweradd = -1000

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

[State 1060, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,3

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2,1

[State 1000, voz]
type = PlaySnd
trigger1 = animelem = 3
value = 4,3

[State 1001, T1]
Type = Projectile
trigger1 = animelem = 3
attr = A, HP
animtype  = Heavy
damage    = 50, 2
guardflag = MA
hitflag = MAF
pausetime = 15,15
offset = 60,-82
sparkxy = 50,0 
sparkno = s4250
guard.sparkno = s4150
hitsound = s3,4
guardsound = s3,5
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1151
projhitanim = 1152
projremanim = 1152
projcancelanim = 1152
projremovetime = 50
projhits = 5
velocity = 0,0
projpriority = 5
getpower = 0
fall = 1
palfx.time = 40
Palfx.add = -0,-200,-0
Palfx.sinadd = 40,80,40,10
Palfx.color = 0
Palfx.invertall = 1

[State 1020, 7]
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]

[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 = Time = 1
triggerall = stateno = 100
trigger1 = animelem = 2
trigger2 = animelem = 5
value = 40, 0

