[Data]
life = 1000
power = 3000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 200
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 38
ground.front = 41
air.back = 33
air.front = 29
height = 90
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = 6, -80
mid.pos = -3, -50
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 1.4
walk.back = -1.2
run.fwd  = 8.6, 0
run.back = -6.5,-4
jump.neu = 0,-9.3
jump.back = -3.43
jump.fwd = 3.5
runjump.back = -2.55,-9.5
runjump.fwd = 4,-9.5
airjump.neu = 0,-9.5
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 30
yaccel = .48
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; Run
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
value = 3,10

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 101

;--------
[Statedef 101]; Fin del Run
type = S
movetype = I
physics = N
anim = 101
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = 1
x = 0

[State 101, 5] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash Back
[Statedef 105]
type    = A   
physics = N   
anim = 105    
ctrl = 0  
sprpriority = 1

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

[State 100, 1]
type = VelSet
trigger1 = 1
x = 0

[State 100, 1]
type = PlaySnd
trigger1 = time = 1
value = 3,13

[State 100, 5 ] 
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100,4]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 1000, ojo]
type = Explod
trigger1 = time = 0
anim = 107
pos = -80,0
sprpriority = -3
postype = p1
persistent = 1
ignorehitpause = 1
ID = 105
vel = -1.5,0

[State 1400, 1]
type = ChangeState
trigger1 = animtime = 0
value = 106

;------
; Teleport 1 - Al otro lado de la pantalla
[Statedef 106]
type = S
movetype = I
physics = N
anim = 109
velset = -5,0

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

[State 1400, 1]
type = ChangeState
trigger1 = time >= 30
value = 107

;--------
[Statedef 107]; Fin del Dash Back
type = S
movetype = I
physics = N
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = 1
x = 0

[State 106, 1]
type = RemoveExplod
trigger1 = 1
value = 105

[State 100, 1]
type = PlaySnd
trigger1 = time = 1
value = 4,7

[State 101, 5] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 190, voz1]
type = PlaySnd
trigger1 = animelem = 2
value = 3, 0

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, VS];vs. Shuma-Gorath
type = ChangeState
triggerall = Time = 0
trigger1 = p2name = "Shuma-Gorath" && authorname = "Basara-kun"
trigger2 = (p2name = "shuma gorath by Qkrtkf!" || p4name = "shuma gorath")
trigger3 = (p2name = "Shuma Gorath" || p4name = "Shuma Gorath")
trigger4 = (p2name = "Azathoth" || p4name = "Azathoth")
value = 187

[State 180, VarRandom]
type = VarRandom
trigger1 = Time = 1
v = 10
range = 0,50

[State 180, Win 1] 
type = ChangeState
triggerall = Time = 2
trigger1 = var(10) = [0,10]
value = 181

[State 180, Win 2] 
type = ChangeState
triggerall = Time = 2
trigger1 = var(10) = [11,20]
value = 182

[State 180, Win 3] 
type = ChangeState
triggerall = Time = 2
trigger1 = var(10) = [21,30]
value = 183

[State 180, Win 4]
type = ChangeState
triggerall = Time = 2
trigger1 = var(10) = [31,40]
value = 184

[State 180, Win 5]
type = ChangeState
triggerall = Time = 2
trigger1 = var(10) = [41,50]
value = 186

;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 190, 0]
type = PlaySnd
trigger1 = time = 1
value = 1, 2

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 250
flag = roundnotover

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

;---------------------------------------------------------------------------
; Win pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 190, voz1]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

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

;---------------------------------------------------------------------------
; Win pose 3
[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 190, voz1]
type = PlaySnd
trigger1 = animelem = 2
value = 1,4

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 250
flag = roundnotover

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

;---------------------------------------------------------------------------
; Win pose 4
[Statedef 184]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 190, voz]
type = PlaySnd
trigger1 = time = 0
value = 1,5

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

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

[State 2000, 4]
type = Helper
Trigger1 = animelemtime(8) = 0
ID = 185
pos = 0,0
postype = p1
stateno = 185
Persistent = 0
name = "JW"
helpertype = normal

[State 1000, scary]
type = Explod
trigger1 = AnimElemTime(8) = 50 
anim = 1830
pos = 140,200
postype = back
ontop = 1

[State 190, fx]
type = PlaySnd
trigger1 = AnimElemTime(8) = 50 
value = 4,6

;-------
; Johnny Walker
[Statedef 185]
type = S
anim = 100
sprpriority = 5
velset = 7,0

[State 181, 1]
type = DestroySelf
trigger1 = time = 300

;---------------------------------------------------------------------------
; Win pose 5
[Statedef 186]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 1000, hoyo]
type = Explod
trigger1 = time = 1
anim = 1840
pos = 0,0
postype = p1
ontop = 1
removetime = 32

[State 190, 2]
type = ChangeAnim
trigger1 = time = 32
value = 184

[State 190, 1]
type = PlaySnd
trigger1 = time = 1
value = 1,12

[State 190, 2]
type = PlaySnd
trigger1 = time = 32
value = 4,7

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 250
flag = roundnotover

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

;---------------------------------------------------------------------------
; Win pose 6
[Statedef 187];vs. Shuma-Gorath
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 190, 0]
type = PlaySnd
trigger1 = time = 1
value = 1,14

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 250
flag = roundnotover

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

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

[State 190, Intro VS1];vs. Shuma-Gorath
type = ChangeState
triggerall = Time = 0
trigger1 = p2name = "Shuma-Gorath" && authorname = "Basara-kun"
trigger2 = (p2name = "shuma gorath by Qkrtkf!" || p4name = "shuma gorath")
trigger3 = (p2name = "Shuma Gorath" || p4name = "Shuma Gorath")
trigger4 = (p2name = "Azathoth" || p4name = "Azathoth")
value = 1900

[State 190, Intro VS2];vs. Hsien-ko/Lei-Lei
type = ChangeState
triggerall = Time = 0
trigger1 = (p2name = "Hsien-ko" || p4name = "Hsien-ko")
trigger2 = (p2name = "Lei-Lei" || p4name = "Lei-Lei")
value = 1901

[State 190, Intro VS3];vs. Haggar
type = ChangeState
triggerall = Time = 0
trigger1 = (p2name = "Haggar" || p4name = "Haggar")
value = 1902

[State 190, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 11
range = 0,30

[State 190, Intro 1] 
type = ChangeState
trigger1 = Time = 1
trigger1 = var(11) = [0,10]
value = 191

[State 190, Intro 2] 
type = ChangeState
trigger1 = Time = 1
trigger1 = var(11) = [11,20]
value = 192

[State 190, Intro 3] 
type = ChangeState
trigger1 = Time = 1
trigger1 = var(11) = [21,30]
value = 193

;------
;Intro 1
[Statedef 191, Ojo]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1000, ojo]
type = Explod
trigger1 = time = 0
anim = 107
pos = 0,0
sprpriority = -3
postype = p1
persistent = 1
ignorehitpause = 1
ID = 105
shadow = 0

[State 190, 0]
type = PlaySnd
trigger1 = time = 1
value = 1,7

[State 190, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 4,7

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 0]
type = RemoveExplod
trigger1 = animelem = 3
value = 105

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;------
;Intro 2
[Statedef 192, Portal]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 190, voz]
type = PlaySnd
trigger1 = time = 0
value = 1,0

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

[State 1000, ojo]
type = Explod
trigger1 = animelem = 21
anim = 1910
pos = 0,0
sprpriority = -1
postype = p1
persistent = 1
ignorehitpause = 1
ID = 105
shadow = 0

[State 193, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0

[Statedef 1910];helper
type = A
movetype = I
physics = N
anim = 1910
velset = 3,0

[State 10010, 2]
type = Gravity
trigger1 = Time >= 0

[State 10010, 9]
type = DestroySelf
trigger1 = Vel Y > 0 && Pos Y >= 0

;------
;Intro 3
[Statedef 193, Roots]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 190, 0]
type = PlaySnd
trigger1 = time = 0
value = 1,8

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;------
;Intro VS Shuma-Gorath
[Statedef 1900, VS1]
type = S
ctrl = 0
anim = 1900
velset = 0,0

[State 190, 0]
type = PlaySnd
trigger1 = time = 0
value = 1,6

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

[State 193, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0

;------
;Intro VS Hsien-ko
[Statedef 1901, VS2]
type = S
ctrl = 0
anim = 1900
velset = 0,0

[State 190, 0]
type = PlaySnd
trigger1 = time = 0
value = 1,9

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

[State 193, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0

;------
;Intro VS Haggar
[Statedef 1902, VS3]
type = S
ctrl = 0
anim = 1900
velset = 0,0

[State 190, 0]
type = PlaySnd
trigger1 = time = 0
value = 1,10

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

[State 193, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Burlas
[Statedef 195]
type = S
ctrl = 0
anim = 195+random%3
velset = 0,0
movetype = I
physics = S
poweradd = 200
sprpriority = 2

[State 190, 0]
type = PlaySnd
trigger1 = time = 0
value = 1,ifelse(random<500,2,11)

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Golpe Debil Parado
[Statedef 200]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,4

[State 190, 2]
type = PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 2,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 30, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2000
guard.sparkno = s2050
sparkxy = -10, -65
hitsound = s3,0
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, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Golpe Medio Parado
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 210

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,7

[State 190, 2]
type = PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 2,1

[State 220, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 50, 5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 12
sparkno = s2010
guard.sparkno = s2050
sparkxy = -10, -50
hitsound = s3,1
guardsound = s3,5
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.2,-3
air.hittime = 18

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6310
ctrl = 0

;---------------------------------------------------------------------------
; Golpe Fuerte Parado - Rayo 1
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 220

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,2

[State 190, 2]
type = PlaySnd
trigger1 = animelem = 5 
value = 4,8

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 2,2

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 75, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 8, 8
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -60
hitsound = s3,2
guardsound = s3,5
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10
airguard.velocity = -7,-.8
air.velocity = -7,-3
air.hittime = 18
fall = 1
fall.recover = 1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6310
ctrl = 0

;---------------------------------------------------------------------------
; Patada Debil Parado
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,4

[State 190, 2]
type = PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 2,1

[State 230, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2000
guard.sparkno = s2050
sparkxy = 0, -17
hitsound = s3,0
guardsound = s3,5
ground.type = Low
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 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Patada Media Parado
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 95
ctrl = 0
velset = 0,0
anim = 240

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,5

[State 190, 2]
type = PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 2,4

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2010
guard.sparkno = s2050
sparkxy = -10, -50
hitsound = s3,1
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-5
airguard.velocity = 0,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6310
ctrl = 0

;---------------------------------------------------------------------------
; Patada Fuerte Parado
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 95
ctrl = 0
velset = 0,0
anim = 250

[State 190, 2]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
value = 4,6

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 2,0

[State 250, h1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 12, 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -87
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 250, h2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
damage = 12, 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -60
hitsound = s3,2
guardsound = s3,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 250, h3]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
damage = 12, 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -30
hitsound = s3,2
guardsound = s3,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 250, h4]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
damage = 12, 2
animtype = Low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -57
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 250, h5]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
damage = 12, 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -93
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 250, h6]
type = HitDef
trigger1 = animelem = 9
attr = S, NA
damage = 12, 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -115
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6310
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Golpe Debil Agachado
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,4

[State 190, 2]
type = PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 2,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 30, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2000
guard.sparkno = s2050
sparkxy = 0, -46
hitsound = s3,0
guardsound = s3,5
ground.type = Low
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 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Golpe Medio Agachado
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,5

[State 190, 2]
type = PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 2,2

[State 220, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = S, NA
damage = 25, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 12
sparkno = s2010
guard.sparkno = s2050
sparkxy = -10, -40
hitsound = s3,1
guardsound = s3,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6311
ctrl = 0

;---------------------------------------------------------------------------
; Golpe Fuerte Agachado - Rayo 2
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420

[State 190, 2]
type = PlaySnd
trigger1 = animelem = 6
value = 4,8

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 2,3

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 70, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,15
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -29
hitsound = s3,2
guardsound = s3,5
ground.type = Low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7,-3
air.hittime = 12
fall = 1
fall.recover = 1

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6311
ctrl = 0

;---------------------------------------------------------------------------
; Patada Debil Agachado
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,4

[State 190, 2]
type = PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 2,1

[State 230, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s2000
guard.sparkno = s2050
sparkxy = -5,-10
hitsound = s3,0
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 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Patada Media Agachado
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,5

[State 190, 2]
type = PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 2,5

[State 230, 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 = s2010
guard.sparkno = s2050
sparkxy = -5,-10
hitsound = s3,1
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6311
ctrl = 0

;---------------------------------------------------------------------------
; Patada Fuerte Agachado
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450
velset = 0,0

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,6

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 2,6

[State 440, 3]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 72
hitflag = MAF
guardflag = L
pausetime = 15, 15
guard.pausetime = 14, 14
sparkno = s2020
guard.sparkno = s2050
sparkxy = -5,-10
hitsound = s3,2
guardsound = s3,5
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,-4.5
air.velocity = -2.5,-5
guard.velocity = -5
fall = 1

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6311
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Golpe Debil Aereo
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,4

[State 190, 2]
type = PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 2,0

[State 220, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 35, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s2000
guard.sparkno = s2050
sparkxy = -10, -76
hitsound = s3,0
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

;---------------------------------------------------------------------------
; Golpe Medio Aereo
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 610

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,5

[State 190, 2]
type = PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 2,1

[State 220, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 50, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s2010
guard.sparkno = s2050
sparkxy = -10, -76
hitsound = s3,1
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6312
ctrl = 0

;---------------------------------------------------------------------------
; Golpe Fuerte Aereo - Rayo 3
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 620

[State 190, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 4,8

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 2,2

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 70, 3
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -46
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -6,4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6,3
air.hittime = 18
fall = 1
fall.recover = 1

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6312
ctrl = 0

;---------------------------------------------------------------------------
; Patada Debil Aerea
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,4

[State 190, 2]
type = PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 2,1

[State 220, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 35, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s2000
guard.sparkno = s2050
sparkxy = -10, -38
hitsound = s3,0
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

;---------------------------------------------------------------------------
; Patada Media Aerea
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 640

[State 190, 2]
type = PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 2,4

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,5

[State 220, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 50, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s2010
guard.sparkno = s2050
sparkxy = -10, -52
hitsound = s3,1
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6312
ctrl = 0

;---------------------------------------------------------------------------
; Patada Fuerte Aerea
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 650

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 2,5

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 4,6

[State 220, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 75, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -76
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

;Chaos Dimension
[State 200, 666]
type = ChangeState
trigger1 = var(13) > 0
value = 6312
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crystal Smash
[Statedef 500]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 95
ctrl = 0
anim = 500

[State 190, 2]
type = VelSet
trigger1 = 1
x = 0
y = 8

[State 250, 1]
type = HitDef
trigger1 = time = 1
attr = A, NA
damage = 100, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -50
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,8
air.velocity = -2,8
air.type = High
fall = 1
air.fall = 1
fall.recover = 60

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 2,6

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 4,3

[State 102, 7] 
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 501
ctrl = 0

[Statedef 501]
type = S
movetype = I
physics = N
anim = 501
velset = 0,0

[State 190, 2]
type = Envshake
trigger1 = time = 0
time = 5
ampl = 10

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 3,7

[State 190, 1]
type = MakeDust
trigger1 = 1

[State 190, 2]
type = PosSet
trigger1 = 1
y = 0

[State 190, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Upper Ray
[Statedef 510]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 95
ctrl = 0
anim = 510

[State 190, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 4,8

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 2,2

[State 190, v1]
type = VelSet
trigger1 = vel x = 0
x = 0

[State 190, v2]
type = VelSet
trigger1 = vel x > 0
x = 3.5

[State 190, v3]
type = VelSet
trigger1 = vel x < 0
x = -3.5

[State 190, v4]
type = null;Gravity
trigger1 = time >= 0

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 70, 3
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -46
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -6,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6,-4
air.hittime = 18
fall = 1
fall.recover = 1

[State 2075, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Agarre 1 - Hentai Tentacles
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[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 = 801
p2stateno = 805
fall = 1

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

;------
; Agarrando al oponente
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
poweradd = 60
sprpriority = -2

[State 810, PS]
type = PlaySnd
trigger1 = time = 0
value = 3,10

[State 190, voz]
type = PlaySnd
trigger1 = animelem = 2
value = 0,6

[State 810, Width]
type = Width
trigger1 = time = 0
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 45, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(21) < 0
pos = 80, -70

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 21
value = 806

[State 810, Hurt 1]
type = TargetLifeAdd
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(21) < 0
value = -1

[State 810, Hurt 2]
type = LifeAdd
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(21) < 0
value = 1

[State 810, SPR]
type = SprPriority
trigger1 = AnimElemTime(2) > 0
value = 2

[State 810, Hurt 3]
type = HitAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
value = 1

[State 810, PalFX]
type = PalFX
trigger1 = AnimElem = 2
time = 100
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
color = 0

[State 810, Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,11
loop = 1
channel = 3

[State 1000, golpe]
type = Explod
trigger1 = AnimElem = 1
anim = 810
pos = 100,-70
postype = p1
shadow = -1
sprpriority = 2
removetime = 5

[State 1000, golpe]
type = Explod
trigger1 = AnimElem = 2
anim = 811
pos = 105,-65
postype = p1
shadow = -1
sprpriority = 2
removetime = 100

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 802
ctrl = 0

;------
; Salto atrás
[Statedef 802]
type    = A
movetype= A
physics = N
anim = 43
velset = -4,-5

[State 2075, 5]
type = StopSnd
trigger1 = 1
channel = 3

[State 810, Snd]
type = null;PlaySnd
trigger1 = time = 1
value = 3,11

[State 2075, 5]
type = Gravity
trigger1 = time >= 1

[State 2075, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------
; Agarrado 1
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 802

;------
; Agarrado 2
[Statedef 806]
type    = S
movetype= H
physics = N
velset = -3, -7
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

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

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

[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 = 851
p2stateno = 852
fall = 1

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

;------
; Agarrando al oponente
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
poweradd = 60

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(4) < 0
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = 40, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 120, -44

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 80, -44

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 100, -44

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -108, -100

[State 810, Turn]
type = Turn
trigger1 = AnimElem = 6
value = -1

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -90

[State 1402, snd1]
type = PlaySnd
trigger1 = animelem = 3
value = 3,1

[State 1402, snd2]
type = PlaySnd
trigger1 = animelem = 5
value = 4,7

[State 1402, voz]
type = PlaySnd
trigger1 = animelem = 4 
value = 2,6

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 853

[State 250, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------
; Adios oponente
[Statedef 852]
type    = A
movetype= H
physics = N
velset = 0,0

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

;-------
; Lanzado por los aires
[Statedef 853]
type    = A
movetype= H
physics = N
velset = 3, -7
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Agarre 1 - Air Hentai Tentacles
[Statedef 900]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, NT 
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 901
p2stateno = 805
fall = 1

[State 821, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;------
; Agarrando al oponente
[Statedef 901]
type    = A
movetype= A
physics = N
anim = 901
poweradd = 60
sprpriority = -2

[State 810, VelSet]
type = VelSet
trigger1 = animelemtime(17) < 0
x = 0
y = 0

[State 810, PS]
type = PlaySnd
trigger1 = time = 0
value = 3,10

[State 190, voz]
type = PlaySnd
trigger1 = animelem = 2
value = 0,6

[State 810, Width]
type = Width
trigger1 = time = 0
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 45, -40

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(21) < 0
pos = 80, -110

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 21
value = 806

[State 810, Hurt 1]
type = TargetLifeAdd
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(21) < 0
value = -1

[State 810, Hurt 2]
type = LifeAdd
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(17) < 0
value = 1

[State 810, SPR]
type = SprPriority
trigger1 = AnimElemTime(2) > 0
value = 2

[State 810, Hurt 3]
type = HitAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
value = 1

[State 810, PalFX]
type = PalFX
trigger1 = AnimElem = 2
time = 100
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
color = 0

[State 810, Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,11
loop = 1
channel = 3

[State 1000, golpe]
type = Explod
trigger1 = AnimElem = 1
anim = 810
pos = 100,-110
postype = p1
shadow = -1
sprpriority = 2
removetime = 5

[State 1000, golpe]
type = Explod
trigger1 = AnimElem = 2
anim = 811
pos = 105,-105
postype = p1
shadow = -1
sprpriority = 2
removetime = 80

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 802
ctrl = 0

;---------------------------------------------------------------------------
; Agarre 2 - Air Chew
[Statedef 950]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 900

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
hitflag = M- 
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 951
p2stateno = 852
fall = 1

[State 821, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;------
; Agarrando al oponente
[Statedef 951]
type    = A
movetype= A
physics = N
anim = 902
poweradd = 60

[State 810, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) < 0
x = 0
y = 0

[State 810, VelSet2]
type = Gravity
trigger1 = AnimElemTime(9) >= 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(4) < 0
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = 40, -40

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 120, -84

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 80, -84

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 100, -84

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -108, -140

[State 810, Turn]
type = Turn
trigger1 = AnimElem = 6
value = -1

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -90

[State 1402, snd1]
type = PlaySnd
trigger1 = animelem = 3
value = 3,1

[State 1402, snd2]
type = PlaySnd
trigger1 = animelem = 5
value = 4,7

[State 1402, voz]
type = PlaySnd
trigger1 = animelem = 4 
value = 2,6

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 853

[State 821, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; MOVIMIENTOS DE SHUMA-GORATH
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;MYSTIC STARE
;------------
;MST Debil
[Statedef 1000]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1000
ctrl = 0
poweradd = 100

[State 2075, voz]
type = PlaySnd
trigger1 = time = 1
value = 0,0

[State 2075, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 4,8

[State 2075, 2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4,3

[State 200, ojos]
type = Projectile
trigger1 = animelem = 12
projanim = 1001
projhitanim = -1
projremanim = -1
projcancelanim = -1
projpriority = 1
projid = 1000
offset = 20,-63
velocity = 3
attr = A, SP
damage = 100,10
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 5, 5
guard.pausetime = 4, 4
sparkno = s2020
guard.sparkno = s2050
hitsound = s3,3
guardsound = s3,5
sparkxy = 0,0
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -4
air.velocity = -4
guard.velocity = -5
numhits = 6
projedgebound = 80
projstagebound = 80
projheightbound = -300,1

[State 2075, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MST - Ojo Explosivo 1
[Statedef 1005]
type = S
movetype = I
anim = 1005
velset = 0,0
ctrl = 0
sprpriority = 2
facing = 1

[State 1502, 0]
type = posset
trigger1 = 1
x = Ceil(enemy,pos x)+20*(facing)
y = Ceil(enemy,pos y)-70

[State 2075, 5]
type = ChangeState
trigger1 = time = 350
value = 1006

[State 2075, 5]
type = DestroySelf
trigger1 = parent,movetype = H

;----------
;MST - Ojo Explosivo 2
[Statedef 1010]
type = S
movetype = I
anim = 1005
velset = 0,0
ctrl = 0
sprpriority = 2
facing = 1

[State 1502, 0]
type = posset
trigger1 = 1
x = Ceil(enemy,pos x)-10*(facing)
y = Ceil(enemy,pos y)-30

[State 2075, 5]
type = ChangeState
trigger1 = time = 350
value = 1006

[State 2075, 5]
type = DestroySelf
trigger1 = parent,movetype = H

;----------
;MST - Ojo Explosivo 3
[Statedef 1015]
type = S
movetype = I
anim = 1005
velset = 0,0
ctrl = 0
sprpriority = 2
facing = 1

[State 1502, 0]
type = posset
trigger1 = 1
x = Ceil(enemy,pos x)-20*(facing)
y = Ceil(enemy,pos y)-60

[State 2075, 5]
type = ChangeState
trigger1 = time = 350
value = 1006

[State 2075, 5]
type = DestroySelf
trigger1 = parent,movetype = H

;----------
;MST - Ojo Explosivo 4
[Statedef 1020]
type = S
movetype = I
anim = 1005
velset = 0,0
ctrl = 0
sprpriority = 2
facing = 1

[State 1502, 0]
type = posset
trigger1 = 1
x = Ceil(enemy,pos x)+10*(facing)
y = Ceil(enemy,pos y)-45

[State 2075, 5]
type = ChangeState
trigger1 = time = 350
value = 1006

[State 2075, 5]
type = DestroySelf
trigger1 = parent,movetype = H

;--------
;MST - Boom!!
[Statedef 1006]
type = S
movetype = A
anim = 1006
sprpriority = 5
velset = 0,0

[State 2075, 5]
type = RemoveExplod
trigger1 = 1
ID = 1005

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 20, 2
animtype = Hard
pausetime = 7,7
sparkno = -1;s2020
guard.sparkno = -1;s2050
sparkxy = 0, 0
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -4,-4
air.velocity = -4,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 2075, 5]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;MST Medio
[Statedef 1050]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1000
ctrl = 0
poweradd = 120

[State 2075, voz]
type = PlaySnd
trigger1 = time = 1
value = 0,0

[State 2075, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 4,8

[State 2075, 2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4,3

[State 200, ojos]
type = Projectile
trigger1 = animelem = 12
projanim = 1001
projhitanim = -1
projremanim = -1
projcancelanim = -1
projpriority = 1
projid = 1000
offset = 20,-63
velocity = 4
attr = A, SP
damage = 120,12
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 5, 5
guard.pausetime = 4, 4
sparkno = s2020
guard.sparkno = s2050
hitsound = s3,3
guardsound = s3,5
sparkxy = 0,0
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -4
air.velocity = -4
guard.velocity = -5
numhits = 6
projedgebound = 80
projstagebound = 80
projheightbound = -300,1

[State 2075, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MST Fuerte
[Statedef 1090]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1000
ctrl = 0
poweradd = 150

[State 2075, voz]
type = PlaySnd
trigger1 = time = 1
value = 0,0

[State 2075, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 4,8

[State 2075, 2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4,3

[State 200, ojos]
type = Projectile
trigger1 = animelem = 12
projanim = 1001
projhitanim = -1
projremanim = -1
projcancelanim = -1
projpriority = 1
projid = 1000
offset = 20,-63
velocity = 5
attr = A, SP
damage = 150,15
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 5, 5
guard.pausetime = 4, 4
sparkno = s2020
guard.sparkno = s2050
hitsound = s3,3
guardsound = s3,5
sparkxy = 0,0
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -4
air.velocity = -4
guard.velocity = -5
numhits = 6
projedgebound = 80
projstagebound = 80
projheightbound = -300,1

[State 2075, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;MYSTIC SMASH
;------------
;MSM Debil
[Statedef 1100]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1100
ctrl = 0
poweradd = 100

[State 2075, voz]
type = PlaySnd
trigger1 = AnimElem = 17
value = 0,3

[State 2075, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
ctrl = 0

;------
[Statedef 1101]
type = A
movetype = A
physics = A
anim = 1101

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 0,1

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 4,3

[State 220, 1]
type = VelSet
trigger1 = time = 0
x = 4
y = -9

[State 220, 1]
type = Gravity
trigger1 = time = 0

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%1) = 0 
trigger1 = hitcount <4
attr = A, SA
damage = 20, 2
animtype = Hard
guardflag = MA
pausetime = 7,7
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -1,-1
air.velocity = -1,-1

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%4) = 0 
trigger1 = hitcount = 4
attr = A, SA
damage = 20, 2
animtype = Up
guardflag = MA
pausetime = 15,15
sparkno = s4003
guard.sparkno = s4004
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = Low
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = 5,-20
air.velocity = 5,-20
fall = 1
air.fall = 1
yaccel = 0.7

[State 2075, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1102

;------
;MSM - Cayendo
[Statedef 1102]
type = S
movetype = I
physics = S
velset = 0
anim = 1102

[State 2075, 5]
type = PosSet
trigger1 = 1
y = 0

[State 2075, 5]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MSM Medio
[Statedef 1110]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1100
ctrl = 0
poweradd = 100

[State 2075, voz]
type = PlaySnd
trigger1 = AnimElem = 17
value = 0,3

[State 2075, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111
ctrl = 0

;------
[Statedef 1111]
type = A
movetype = A
physics = A
anim = 1101

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 4,3

[State 220, 0]
type = PosSet
trigger1 = prevstateno = 1160
y = -125

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 0,(ifelse(prevstateno=1160,2,1))

[State 220, 1]
type = VelSet
trigger1 = time = 0
x = 5.5
y = (ifelse(prevstateno=1160,0,-9))

[State 220, 1]
type = Gravity
trigger1 = time = 0

[State 220, 1]
type = Veladd
trigger1 = prevstateno=1160
y = .7

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%1) = 0 
trigger1 = hitcount <4
attr = A, SA
damage = 25, 3
animtype = Hard
guardflag = MA
pausetime = 7,7
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -1,-1
air.velocity = -1,-1

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%4) = 0 
trigger1 = hitcount = 4
attr = A, SA
damage = 25, 3
animtype = Up
guardflag = MA
pausetime = 15,15
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = Low
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = 5,-20
air.velocity = 5,-20
fall = 1
air.fall = 1
yaccel = 0.7

[State 2075, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1102

;---------------------------------------------------------------------------
;MSM Fuerte
[Statedef 1120]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1100
ctrl = 0
poweradd = 100

[State 2075, voz]
type = PlaySnd
trigger1 = AnimElem = 17
value = 0,3

[State 2075, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121
ctrl = 0

;------
[Statedef 1121]
type = A
movetype = A
physics = A
anim = 1101

[State 220, 0]
type = PosSet
trigger1 = prevstateno = 1170
y = -125

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 0,(ifelse(prevstateno=1170,2,1))

[State 220, 1]
type = VelSet
trigger1 = time = 0
x = 7
y = (ifelse(prevstateno=1170,0,-10))

[State 220, 1]
type = Gravity
trigger1 = time = 0

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 4,3

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%1) = 0 
trigger1 = hitcount <4
attr = A, SA
damage = 30, 5
animtype = Hard
guardflag = MA
pausetime = 7,7
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -1,-1
air.velocity = -1,-1

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%1) = 0 
trigger1 = hitcount = 4
attr = A, SA
damage = 30, 5
animtype = Up
guardflag = MA
pausetime = 15,15
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = Low
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = 5,-20
air.velocity = 5,-20
fall = 1
air.fall = 1
yaccel = 0.7

[State 2075, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1102

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

;AIR MYSTIC SMASH
;----------------
;AMSM Debil
[Statedef 1150]
type = A
movetype = A
physics = A
juggle = 15
velset = 0
anim = 1150
ctrl = 0
poweradd = 100

[State 2075, 5]
type = Velset
trigger1 = 1
x = 0
y = 0

[State 2075, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1151
ctrl = 0

;------
[Statedef 1151]
type = A
movetype = A
physics = A
anim = 1151

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 4,3

[State 220, 1]
type = VelSet
trigger1 = 1
x = 4

[State 220, 1]
type = Gravity
trigger1 = time >= 0

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%1) = 0 
trigger1 = hitcount <4
attr = A, SA
damage = 20, 2
animtype = Hard
guardflag = MA
pausetime = 5,5
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -1,-1
air.velocity = -1,-1

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%4) = 0 
trigger1 = hitcount = 4
attr = A, SA
damage = 20, 2
animtype = Up
guardflag = MA
pausetime = 10,10
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = Low
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = 5,-20
air.velocity = 5,-20
fall = 1
air.fall = 1
yaccel = 0.7

[State 2075, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1102

;---------------------------------------------------------------------------
;AMSM Medio
[Statedef 1160]
type = A
movetype = A
physics = A
juggle = 15
velset = 0
anim = 1150
ctrl = 0
poweradd = 100

[State 2075, 5]
type = Velset
trigger1 = 1
x = 0
y = 0

[State 2075, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1161
ctrl = 0

;------
[Statedef 1161]
type = A
movetype = A
physics = A
anim = 1151

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 4,3

[State 220, 1]
type = VelSet
trigger1 = 1
x = 6

[State 220, 1]
type = Gravity
trigger1 = time >= 0

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%1) = 0 
trigger1 = hitcount <4
attr = A, SA
damage = 20, 2
animtype = Hard
guardflag = MA
pausetime = 5,5
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -1,-1
air.velocity = -1,-1

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%4) = 0 
trigger1 = hitcount = 4
attr = A, SA
damage = 20, 2
animtype = Up
guardflag = MA
pausetime = 10,10
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = Low
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = 5,-20
air.velocity = 5,-20
fall = 1
air.fall = 1
yaccel = 0.7

[State 2075, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1102

;---------------------------------------------------------------------------
;AMSM Fuerte
[Statedef 1170]
type = A
movetype = A
physics = A
juggle = 15
velset = 0
anim = 1150
ctrl = 0
poweradd = 100

[State 2075, 5]
type = Velset
trigger1 = 1
x = 0
y = 0

[State 2075, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1171
ctrl = 0

;------
[Statedef 1171]
type = A
movetype = A
physics = A
anim = 1151

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 4,3

[State 220, 1]
type = VelSet
trigger1 = 1
x = 8

[State 220, 1]
type = Gravity
trigger1 = time >= 0

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%1) = 0 
trigger1 = hitcount <4
attr = A, SA
damage = 20, 2
animtype = Hard
guardflag = MA
pausetime = 5,5
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -1,-1
air.velocity = -1,-1

[State 220, 1]
type = HitDef
trigger1 = time >= 0
trigger1 = (time%4) = 0 
trigger1 = hitcount = 4
attr = A, SA
damage = 20, 2
animtype = Up
guardflag = MA
pausetime = 10,10
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -10
hitsound = s3,3
guardsound = s3,5
ground.type = Low
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = 5,-20
air.velocity = 5,-20
fall = 1
air.fall = 1
yaccel = 0.7

[State 2075, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1102

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

;MYSTIC RAY
;----------
;MR Debil
[Statedef 1200]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1200
ctrl = 0
poweradd = 100
sprpriority = -2

[State 6001, expl]
type = PlaySnd
trigger1 = time = 0
value = 4,2

[State 1030, voz]
type = PlaySnd
trigger1 = time = 0
value = 0,5

[State 220, 1]
type = NotHitBy
trigger1 = animelemtime(2) >= 0 && animelemtime(8) < 0
value = SCA,AP

[State 193, rayo]
type = Helper
trigger1 = animelemtime(2) = 0
ID = 1200
postype = p1
pos = 0,0
stateno = 1210
helpertype = normal
ownpal = 1
keyctrl = 0
ontop = 1
bindtime = -1

[State 250, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------
;MR - Rayo
[Statedef 1210]
type = S
movetype = A
juggle = 15
velset = 0,0
anim = 1201
sprpriority = 5

[State 220, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 220, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6001, rayo]
type = PlaySnd
trigger1 = time = 0
value = 4,9

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 90, 5
animtype = Hard
guardflag = MA
pausetime = 1,1
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -50
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -4,-4
air.velocity = -4,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
p2stateno = 1205
air.p2stateno = 1205

[State 220, 1]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; Golpeado por la MR
[Statedef 1205]
type = A
movetype = H
physics = N
poweradd = 30
ctrl = 0
sprpriority = -1
velset=0,0

[State 6104,2]
type = NotHitBy
trigger1 = 1
value = SAC

[State 6103,1]
type = Changeanim2
trigger1 = Time = 0
value = 1205

[State 6103,2]
type = Velset
trigger1 = Time = 0
x = -2
y = -13.5

[State 6103,4]
type = VelAdd
trigger1 = time >= 0
y = .5

[State 6103,5]
type = changestate
trigger1 = Vel Y> 0
value = 1206

[State 6103,6]
type = DefenceMulSet
trigger1 = 1
value = .6

[Statedef 1206] ;Cayendo
type = A
movetype = H
physics = N
poweradd = 0
ctrl = 0
sprpriority = -1

[State 6104,1]
type = Changeanim2
trigger1 = Time = 0
value = 1206

[STate 6104,2]
type = NotHitBy
trigger1 = 1
value = SAC

[State 6104,2]
type = VelAdd
trigger1 = 1
y=.5

[State 6104,2]
type = Changeanim
trigger1 = SelfAnimExist(5062)=1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5062

[State 6104,3]
type = selfstate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

[State 6104,4]
type = DefenceMulSet
trigger1 = 1
value = .6

;---------------------------------------------------------------------------
;MR Medio
[Statedef 1250]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1210
ctrl = 0
poweradd = 100
sprpriority = -2

[State 6001, expl]
type = PlaySnd
trigger1 = time = 0
value = 4,2

[State 1030, voz]
type = PlaySnd
trigger1 = time = 0
value = 0,5

[State 220, 1]
type = NotHitBy
trigger1 = animelemtime(2) >= 0 && animelemtime(8) < 0
value = SCA,AP

[State 193, rayo]
type = Helper
trigger1 = animelemtime(2) = 0
ID = 1200
postype = p1
pos = 0,0
stateno = 1260
helpertype = normal
ownpal = 1
keyctrl = 0
ontop = 1
bindtime = -1

[State 250, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------
;MR - Rayo
[Statedef 1260]
type = S
movetype = A
juggle = 15
velset = 0,0
anim = 1211
sprpriority = 5

[State 220, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6104,2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6001, rayo]
type = PlaySnd
trigger1 = time = 0
value = 4,9

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 100, 6
animtype = Hard
guardflag = MA
pausetime = 1,1
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -50
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -4,-4
air.velocity = -4,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
p2stateno = 1205
air.p2stateno = 1205

[State 220, 1]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;MR Fuerte
[Statedef 1290]
type = S
movetype = A
physics = S
juggle = 15
velset = 3,0
anim = 1220
ctrl = 0
poweradd = 100
sprpriority = -2

[State 6001, expl]
type = PlaySnd
trigger1 = time = 0
value = 4,2

[State 1030, voz]
type = PlaySnd
trigger1 = time = 0
value = 0,5

[State 220, 1]
type = NotHitBy
trigger1 = animelemtime(2) >= 0 && animelemtime(8) < 0
value = SCA,AP

[State 193, rayo]
type = Helper
trigger1 = animelemtime(2) = 0
ID = 1200
postype = p1
pos = 0,0
stateno = 1299
helpertype = normal
ownpal = 1
keyctrl = 0
ontop = 1
bindtime = -1

[State 250, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------
;MR - Rayo
[Statedef 1299]
type = S
movetype = A
juggle = 15
velset = 0,0
anim = 1221
sprpriority = 5

[State 220, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6104,2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6001, rayo]
type = PlaySnd
trigger1 = time = 0
value = 4,9

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 110, 7
animtype = Hard
guardflag = MA
pausetime = 1,1
sparkno = s2020
guard.sparkno = s2050
sparkxy = 0, -50
hitsound = s3,3
guardsound = s3,5
ground.type = High
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -4,-4
air.velocity = -4,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
p2stateno = 1205
air.p2stateno = 1205

[State 220, 1]
type = DestroySelf
trigger1 = animtime = 0

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

;DEVITILIZATION (MVC3)
;---------------------
[Statedef 1300]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 800
ctrl = 0

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST 
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = -1
p1facing = 1
p2facing = 1
p1stateno = 1301
p2stateno = 1305
fall = 1

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

;------
; Agarrando al oponente
[Statedef 1301]
type    = S
movetype= A
physics = N
anim = 1300
poweradd = 150
sprpriority = -2

[State 800, Invincible]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 190, voz1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,3

[State 190, voz2]
type = PlaySnd
trigger1 = animelem = 13
value = 2,3

[State 810, Width]
type = Width
trigger1 = time = 0
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = 40, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(7) = 0
trigger4 = AnimElemTime(9) = 0
pos = 28, -85

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(6) = 0
trigger3 = AnimElemTime(8) = 0
pos = -28, -85

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(10) = 0
pos = 30, -95

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(11) = 0
pos = 25, -73

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(12) = 0
pos = 28, -46

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(13) = 0
pos = 37, -18

[State 810, Throw 4]
type = TargetState
trigger1 = AnimElem = 13
value = 1306

[State 810, Vel1]
type = VelSet
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(10) < 0
x = 0
y = -4

[State 810, Vel2]
type = VelSet
trigger1 = AnimElemTime(10) = 0
y = 0

[State 810, Vel3]
type = VelAdd
trigger1 = AnimElemTime(10) > 0
y = .4

[State 810, Snd1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,10

[State 810, Snd2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
value = 4,2

[State 810, Snd1]
type = PlaySnd
trigger1 = AnimElem = 14
value = 4,3

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 100,0
animtype = Heavy
;guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s2020
guard.sparkno = s2050
sparkxy = -10, -10
hitsound = s3,2
guardsound = s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6
air.hittime = 18
fall = 1
fall.recover = 1

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -2
value = 1302
ctrl = 0

;------
; Terminando
[Statedef 1302]
type    = S
movetype= I
physics = N
anim = 1301

[State 190, pos]
type = PosSet
trigger1 = 1
y = 0

[State 190, CS]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Agarrado 1
[Statedef 1305]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1305

;------
; Agarrado 2
[Statedef 1306]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40

[State 821, 1] ;Gravity
type = PosSet
Trigger1 = 1
y = 0

;---------------------------------------------------------------------------
; SUPER SCREEN (experiemento helper)
;---------------------------------------------------------------------------
[Statedef 10000]
type = S
anim = 10001
ctrl = 0

[State 3000, snd]
type = PlaySnd
trigger1 = time = 0
value = 3,9

;--Basado en el Zangief de Renzo
[State 1000, boom]
type = Explod
trigger1 = time = 0 
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -3
removetime = 128
ownpal = 1

[State 9995, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
var(6) = 1

[State 3000, AS]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay
flag3 = nofg
;--

[State 1303, 9]
type = DestroySelf
trigger1 = time = 128
;---------------------------------------------------------------------------
; FIN SUPER SCREEN
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; SUPERS EN sg-h.cns
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


[Statedef -2]

;-----------------
; Sonidos estados 5000
[State -2 , 0]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = stateno = 5000 || stateno = 5001 || stateno = 5020
value = 11,1+random%3

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = stateno = 5010 || stateno = 5011 || stateno = 5012
value = 11,4+random%3

[State -2 , 2]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = stateno = 5002 || stateno = 5021 || stateno = 5022
value = 11,7+random%3

[State -2, RE]
type = RemoveExplod
trigger1 = movetype = H
ID = 4010

;-------
;Super BG (gracias Renzo)
[State -2, Helper]
type = Helper
triggerall = WinKO && !var(6)
trigger1 = movehit
trigger1 = stateno=6001||stateno=6101
trigger1 = stateno=6332&&enemy,life=0
name = "SuperKO"
ID = 10000
stateno = 10000
supermovetime = 99999
pausetime = 99999
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = WinKO
var(6) = 1

;-------
;Mystic Stare (Thanks XGargoyle)
;Ojos Explosivos Debil
[State -2, ojo1]
type = Helper
trigerall = stateno = 1000
trigger1 = ProjHitTime(1000) = 0
ID = 1005
postype = p2
helpertype = normal
pos = 20,-70
stateno = 1005
ownpal = 1
persistent = 0

[State -2, ojo2]
type = Helper
trigerall = stateno = 1000
trigger1 = ProjHitTime(1000) = 0
ID = 1005
postype = p2
pos = -10,-30
stateno = 1010
ownpal = 1
helpertype = normal
persistent = 0

;Ojos Explosivos Medio
[State 193, ojo1]
type = Helper
trigerall = stateno = 1050
trigger1 = ProjHitTime(1000) = 0
ID = 1005
postype = p2
pos = 20,-70
stateno = 1005
helpertype = normal
ownpal = 1
keyctrl = 0

[State 193, ojo2]
type = Helper
trigerall = stateno = 1050
trigger1 = ProjHitTime(1000) = 0
ID = 1005
postype = p2
pos = -10,-40
stateno = 1010
helpertype = normal
ownpal = 1
keyctrl = 0
bindtime = -1

[State 193, ojo3]
type = Helper
trigerall = stateno = 1050
trigger1 = ProjHitTime(1000) = 0
ID = 1005
postype = p2
pos = 40,-60
stateno = 1015
helpertype = normal
ownpal = 1
keyctrl = 0

;Ojos Explosivos Fuerte
[State 193, ojo1]
type = Helper
trigerall = stateno = 1090
trigger1 = ProjHitTime(1000) = 0
ID = 1005
postype = p2
pos = 20,-70
stateno = 1005
helpertype = normal
ownpal = 1
keyctrl = 0

[State 193, ojo2]
type = Helper
trigerall = stateno = 1090
trigger1 = ProjHitTime(1000) = 0
ID = 1005
postype = p2
pos = -10,-40
stateno = 1010
helpertype = normal
ownpal = 1
keyctrl = 0
bindtime = -1

[State 193, ojo3]
type = Helper
trigerall = stateno = 1090
trigger1 = ProjHitTime(1000) = 0
ID = 1005
postype = p2
pos = 40,-60
stateno = 1015
helpertype = normal
ownpal = 1
keyctrl = 0

[State 193, ojo4]
type = Helper
trigerall = stateno = 1090
trigger1 = ProjHitTime(1000) = 0
ID = 1005
postype = p2
pos = -40,-10
stateno = 1020
helpertype = normal
ownpal = 1
keyctrl = 0

;-------
;The Spawning clone
;Basing on Buyog's Main Men Lobo super
[State -2, SetCloneTimer]
type = VarAdd
triggerall = (IsHelper) && (StateNo != 6203) && (RoundState = 2)
trigger1 = Var(12) = [0,300]
trigger2 = (GameTime % 1) = 0
v = 12
value = 1

;Thanks XGargoyle ;)
[State -2, CloneTurn] ;the helper will face the enemy
type = Turn
triggerall = ishelper(6200)
trigger1 = helper(6200), pos Y = 0
trigger1 = helper(6200),facing = enemy,facing

[State -2, CloneTimeout]
type = ChangeState
triggerall = IsHelper
trigger1 = numhelper(6200) > 2
trigger2 = (Var(12) >= 300); && (StateType != A)
;trigger3 = roundstate > 2
trigger3 = stateno = 6000 || stateno = 6100 || stateno = 6300
value = 6203

;-------
;Chaos Dimension grab
[State -2, chd]
type = VarAdd
trigger1 = var(13) > 0
v = 13
value = -1

[State -2, palFX]
type = PalFX
triggerall = var(13) > 0
trigger1 = TimeMod = 2,0
ignorehitpause = 1
time = 1
mul = 125,125,125
invertall = 1

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

[Statedef -3]

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
trigger3 = stateno = 511
value = 3,12

[State -3, Falling Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5080
trigger2 = stateno = 5090
trigger3 = stateno = 5100
value = 3,6
