[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 = -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 = 1
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 pose 1 - Bow
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

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

[State 191, 2]
type = PlaySnd
trigger1 = time = 1
value = 9,2+random%2

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

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

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

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

[State 191, voz]
type = PlaySnd
trigger1 = animelem = 8
value = 5,0

[State 191, Wood 1]
type = Explod
trigger1 = RoundState != 0
persistent = 0
anim = 191
postype = p1
pos = 260, -90
velocity = -4.5, -7.5
accel = 0, .32
removetime = 52

[State 191, Wood 2]
type = Explod
trigger1 = AnimElemTime(10) = 1
anim = 192
postype = p1
pos = 40, -100
velocity = 2, -4
accel = 0, .32
removetime = 36

[State 191, Hit]
type = Explod
trigger1 = AnimElem = 10
anim = 4000
postype = p1
pos = 40, -100
ontop = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,2
volume = -40

[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElemTime(10) = 3
value = 1,3
volume = -80

[State 191, patada]
type = PlaySnd
trigger1 = animelem = 10
value = 0,2

;---------------------------------------------------------------------------
; 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 195, 1]
type = PlaySnd
trigger1 = time = 1
value = 9,0

[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
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10, -85
hitsound = s1,1
guardsound = s6,0
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 = 0,1

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = s4050
guard.sparkno = s4100
sparkxy = -10,-83
hitsound   = s1,2
guardsound = s6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 3
value = 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
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-37
hitsound   = s1,1
guardsound = s6,0
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 = 0,2

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,12
sparkno = s4050
guard.sparkno = s4100
sparkxy = -10,-90
hitsound   = s1,2
guardsound = s6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 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
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-42
hitsound   = s1,1
guardsound = s6,0
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 = 0,2

[State 410, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s4050
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = s1,2
guardsound = s6,0
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 = s4050
guard.sparkno = s4100
hitsound   = s1,2
guardsound = s6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4

[State 191, golpe]
type = PlaySnd
trigger1 = time = 1
value = 5,2

[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
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-8
hitsound   = s1,1
guardsound = s6,0
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 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,4

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s4050
guard.sparkno = s4100
sparkxy = -5,-10
hitsound   = s1,2
guardsound = s6,0
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
[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
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-47
hitsound   = s1,1
guardsound = s6,0
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 191, golpe]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s4050
guard.sparkno = s4100
sparkxy = -10,-40
hitsound   = s1,2
guardsound = s6,0
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
sparkno = s4000
guard.sparkno = s4100
sparkxy = -5,-35
hitsound   = s1,1
guardsound = s6,0
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 = 0,2

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,0

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s4050
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = s1,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;Kung Fu Throw - 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 = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1

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

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0

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

[State 191, voz]
type = PlaySnd
trigger1 = animelem = 6
value = 5,4

[State 810, Width]
type = Width
trigger1 = AnimElemTime(7) < 0
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(4) < 0
pos = 30, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 28, -72

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -7, -100

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = -36, -95

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 7
pos = -50, -70

[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 = 8

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

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

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

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Kung Fu Palm Debil
[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 = Time = 8
value = 0, 3

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 9,1

[State 1000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
x = 10

[State 1000, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 1000, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 85, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,3
guardsound = s6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1

[State 1000, 6]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 80, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4,-2.5

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

;---------------------------------------------------------------------------
; Kung Fu Palm Fuerte
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = Time = 9
value = 0, 3

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 9,1

[State 1010, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1010, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
x = 10

[State 1010, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 1010, 5]
type = VelSet
trigger1 = AnimElem = 4
x = 4

[State 1010, 6]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 94, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1

[State 1010, 7]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 89, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4,-2.5

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

;---------------------------------------------------------------------------
; Kung Fu Knee Debil
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1050, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 15

[State 1050, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 1050, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 80, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-85
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-7
guard.velocity = -7
air.velocity = -3.5,-7
fall = 1

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051

;------------------
; Kung Fu Knee Debil - salto
[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 2,-6
anim = 1051
hitdefpersist = 1

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,2

[State 1051, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .45

[State 1051, 2]
type = ChangeState
trigger1 = Command = "a" || Command = "b"
trigger1 = Vel y < -1
value = 1055

[State 1051, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;------------------
; Kung Fu Knee Debil - cayendo
[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 47
sprpriority = 1
velset = 0,0

[State 1052, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 2]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, 3]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; Kung Fu Knee Debil - patada
[Statedef 1055]
type    = A
movetype= A
physics = N
anim = 1055

[State 1055, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5,4
channel = 0

[State 1055, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 1055, 3]
type = PosAdd
trigger1 = Time = 0
x = 10
y = -10

[State 1055, 4] ;Gravity
type = VelAdd
trigger1 = 1
y = .45

[State 1055, 5]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Med
damage    = 35 + (prevstateno = 1061)*5, 2
priority  = 4
guardflag = MA
pausetime = 12,12
sparkxy = 0,-90
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -4,-5
airguard.velocity = -4,-4.5
air.fall = 1

[State 1055, 6]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1056

;------------------
; Kung Fu Knee Debil - cayendo de la patada
[Statedef 1056]
type    = S
movetype= I
physics = S
anim = 47
sprpriority = 1
velset = 0,0

[State 1056, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 1056, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1056, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kung Fu Knee Fuerte
[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1060, 2]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 14

[State 1060, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 1060, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 93, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-85
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-7.5
guard.velocity = -7
air.velocity = -3.5,-7.5
fall = 1

[State 1060, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1061

;------------------
; Kung Fu Knee Fuerte - salto
[Statedef 1061]
type    = A
movetype= A
physics = N
velset = 2.5,-7.5
anim = 1051
hitdefpersist = 1

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,2

[State 1061, 1]
type = VelAdd
trigger1 = 1
y = .45

[State 1061, 2]
type = ChangeState
trigger1 = Command = "a" || Command = "b"
trigger1 = Vel y < -1
value = 1055

[State 1061, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
; Kung Fu Upper Debil
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0
value = 15,0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,3

[State 1100, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Med
damage    = 52, 4
priority  = 5
guardflag = MA
pausetime = 4,8
sparkxy = 0,-48
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
guard.velocity = -6
air.velocity = -2,-2
airguard.velocity = -4,-4.5
p2facing = 1

[State 1100, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Up
damage    = 55, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = 0,-110
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -1,-9.5
guard.velocity = -6
air.velocity = -1,-7.5
airguard.velocity = -4,-4.5
p2facing = 1
fall = 1
fall.recovertime = 40
yaccel = .4

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kung Fu Upper Fuerte
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1110, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(14) < 0
value = 15,0

[State 1110, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,3

[State 1110, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Med
damage    = 57, 4
priority  = 5
guardflag = MA
pausetime = 4,8
sparkxy = 0,-48
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
guard.velocity = -6
air.velocity = -2,-2
airguard.velocity = -4,-4.5
p2facing = 1

[State 1110, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Up
damage    = 60, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = 0,-110
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -1,-10.5
guard.velocity = -6
air.velocity = -1,-8.5
airguard.velocity = -4,-4.5
p2facing = 1
fall = 1
fall.recovertime = 50
yaccel = .4

[State 1110, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Light Kung Fu Blow
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,0

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800,0

[State 1200, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1200, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1200, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 4
time = 4
ampl = 2
freq = 180

[State 1200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 100, 6
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = 0,-80
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10
ground.cornerpush.veloff = -12
guard.velocity = -7
air.velocity = -3.5,-4.5
airguard.velocity = -3.5,-4.5

[State 1200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Kung Fu Blow
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 191, voz]
type = PlaySnd
trigger1 = time = 1
value = 5,0

[State 1210, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800,0

[State 1210, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1210, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1210, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 4
time = 8
ampl = 2
freq = 170

[State 1210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 125, 9
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = 0,-80
sparkno = s4200
guard.sparkno = s4150
hitsound   = s1,2
guardsound = s6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -10
ground.cornerpush.veloff = -15
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5

[State 1210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 191, voz]
type = PlaySnd
trigger1 = time = 0
value = 5,5

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 0, -57
anim = s4500
sound = s6,1
poweradd = -1000

[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 3000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
trigger4 = AnimElem = 26
x = 10

[State 3000, 4]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
x = 6

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 2
x = 5

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
attr = S, HA
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = s4250
guard.sparkno = s4150
hitsound   = s1,3
guardsound = s6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 3000, 6]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype  = Hard
damage    = 75,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = s4250
guard.sparkno = s4150
hitsound   = s1,4
guardsound = s6,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -5, -4
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0
getpower = 0

[State 191, voz]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 11
value = 5,3

[State 191, voz]
type = PlaySnd
trigger1 = animelem = 18
value = 5,4

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

;---------------------------------------------------------------------------
; Smash Kung Fu Upper (hyper)
[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 191, voz]
type = PlaySnd
trigger1 = time = 0
value = 5,5

[State 3050, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 20,0

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = s4500
sound = s6,1
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 3050, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 191, voz]
type = PlaySnd
trigger1 = animelem = 4
value = 5,0

[State 3050, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up
damage    = 185, 12
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkxy = -10,-110
sparkno = s4250
guard.sparkno = s4150
hitsound   = s1,4
guardsound = s6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
p2facing = 1
fall = 1
fall.recover = 0
fall.damage = 70
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100
maxdist = 100,-10
yaccel = .8

[State 3050, 4]
type = ChangeState
trigger1 = MoveHit
value = 3051

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

;------------------
; Smash Kung Fu Upper (success)
[Statedef 3051]
type    = S
movetype= A
physics = S
anim = 3050

[State 3051, 1]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 3051, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kung Fu Combo (hyper)
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 191, voz]
type = PlaySnd
trigger1 = time = 0
value = 5,5

[State 191, rush]
type = PlaySnd
trigger1 = time = 1
value = 12,0

[State 191, pies]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
value = 40,0

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

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = s4500
sound = s6,1
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 3050, Vel]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(9) < 0
x = 5

[State 1110, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Med
damage    = 0, 10
priority  = 5
guardflag = MA
pausetime = 4,8
sparkxy = 0,-48
sparkno = s4250
guard.sparkno = s4150
hitsound   = s1,3
guardsound = s6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
guard.velocity = -6
air.velocity = -2,-2
airguard.velocity = -4,-4.5
p2facing = 1
p1stateno = 3101
p2stateno = 3105
getpower = 0

[State 3051, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; Kung Fu Combo (success)
[Statedef 3101]
type    = S
movetype= A
physics = S
anim = 3101

[State 191, voz]
type = PlaySnd
trigger1 = time = 0
value = 9,3

[State 3051, 1]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 191, golpe]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 11
trigger4 = AnimElem = 16
trigger5 = AnimElem = 24
trigger6 = AnimElem = 32
value = 0,1

[State 3050, Vel]
type = VelSet
trigger1 = AnimElemTime(32) < 0
x = 3

[State 6005, 0]
type = Width
trigger1 = AnimElemtime(32) < 0
value = 70,0

[State 6005, invencible]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 6005, empuja]
type = PlayerPush
trigger1 = time >= 1
value = 0

[State 6022, 1]
type = TargetBind
trigger1 = AnimElemtime(32) < 0
pos = 55,0

[State 6005, hit]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 24
trigger6 = AnimElem = 25
value = 1,4

[State 6005, hit]
type = HitAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 24
trigger6 = AnimElem = 25
value = 1

[State 6005, 1]
type = TargetLifeadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 24
trigger6 = AnimElem = 25
value = -25
kill = 0

[State 6105, 5]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 =AnimElem = 17
trigger4 = AnimElem = 24
trigger5 = AnimElem = 25
anim = 4250
pos =  -10, -65
postype = p2
sprpriority = 2

[State 6105, 5]
type = Explod
trigger1 = AnimElem = 12
anim = 4250
pos =  -10, -37
postype = p2
sprpriority = 2

[State 1070, 4]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Medium
getpower  = 0
damage    = 45, 3
priority  = 5
hitflag   = MA
guardflag = MA
pausetime = 8,7
sparkxy = -10,-70
sparkno = s4250
guard.sparkno = s4150
hitsound   = s1,4
guardsound = s6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-6
fall = 1
fall.animtype = Med
fall.recovertime = 30
getpower = 0

[State 191, voz]
type = PlaySnd
trigger1 = animelem = 31
value = 5,0

[State 3051, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3102
ctrl = 0

;------------------
; Kung Fu Combo - KFK
[Statedef 3102]
type    = A
movetype= A
physics = N
velset = 2.5,-9
anim = 1051

[State 191, rush]
type = PlaySnd
trigger1 = time = 0
value = 0,3

[State 1071, Afterimage]
type = AfterImageTime
trigger1 = Vel Y < 0
time = 2

[State 1071, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1071, 2]
type = VelAdd
trigger1 = Vel Y >= -1
y = .2

[State 1071, 3]
type = HitDef
trigger1 = Time = 0
attr = A, HA
animtype  = Medium
getpower  = 0
damage    = 35, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-85
sparkno = s4250
guard.sparkno = s4150
hitsound   = s1,4
guardsound = s6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-9.5
guard.velocity = -7
air.velocity = -3,-9.5
fall = 1
fall.recovertime = 30

[State 1071, 4]
type = ChangeState
trigger1 = animtime = 0;Command = "a" || Command = "b"
;trigger1 = Vel y < -1
;trigger1 = Time > 0
value = 3103

[State 1071, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;------------------
; Kung Fu Combo - KFK patada
[Statedef 3103]
type    = A
movetype= A
physics = N
anim = 1055

[State 1075, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1075, 1]
type = PlaySnd
trigger1 = Time = 0
value = 100,0
channel = 0

[State 1075, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 1075, 3]
type = PosAdd
trigger1 = Time = 0
x = 10
y = -10

[State 1075, 4]
type = VelAdd
trigger1 = 1
y = .45

[State 1075, 5]
type = VelAdd
trigger1 = Vel Y >= -1
y = .2

[State 1075, 6]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Med
damage    = 30, 2
getpower  = 0
priority  = 4
guardflag = MA
pausetime = 12,12
sparkxy = 0,-90
sparkno = s4250
guard.sparkno = s4150
hitsound   = s1,3
guardsound = s6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -4,-6
airguard.velocity = -4,-4.5
air.fall = 1
getpower = 0

[State 191, voz]
type = PlaySnd
trigger1 = time = 0
value = 5,4

[State 1075, 7]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1056

;------------------
; Kung Fu Combo - Golpeando al p2
[Statedef 3105]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
facep2 = 1

[State 6004, 1]
type = ChangeAnim2
Trigger1 = time = 1
value = 3105

[State 6004, 4] ;Hit ground
type = SelfState
trigger1 = AnimTime = 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
; Mega Kung Fu Blow (hyper)
[Statedef 3150]
type    = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 191, voz]
type = PlaySnd
trigger1 = time = 0
value = 5,5

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

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = s4500
sound = s6,1
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 1220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3

[State 1220, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1220, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 191, voz]
type = PlaySnd
trigger1 = time = 0
value = 5,0

[State 1220, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 4
time = 10
ampl = 5
freq = 190

[State 1210, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,0
volume = 2

[State 1020, 6]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Heavy
damage    = 250, 15
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkxy = -10,-80
sparkno = s4250
guard.sparkno = s4150
hitsound   = s1,4
guardsound = s6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0

[State 1220, 3]
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

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

;-----------------
; Sonidos estados 5000
[State -2 , 0]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = anim = 5000 || anim = 5010 || anim = 5020
value = 10,0

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = anim = 5001 || anim = 5011 || anim = 5021
value = 10,1

[State -2 , 2]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = anim = 5002 || anim = 5012 || anim = 5022
value = 10,2

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

