; _____________________________________
;| K' by Chazzanova & Dampir           |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<NORMAL MOVES>========================================
;==============================================================================================

;===========<STANDING LIGHT PUNCH>==========
[StateDef 200]
type = S
physics = S
moveType = A
anim = 200
ctrl = 0
velset = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 200, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 200, Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0
channel = 1

[State 200, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ifElse(var(40), 35, 25), 0
getpower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
yAccel = 0.4
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 55), var(36):= -97
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48

[State 200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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

;===========<STANDING MEDIUM PUNCH>==========
[StateDef 210]
type = S
physics = S
moveType = A
anim = 210
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 210, Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 210, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -3.24, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 55), var(36) := -97
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 210, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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

;===========<Flame Punch>==========
[StateDef 217]
type = S
physics = N
moveType = A
anim = 225
ctrl = 0
velset = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = !Time && PrevStateNo=[200,225]
value = 300
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = !Time && PrevStateNo=[230,250]
value = 310
ctrl = 0

[State 218, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 3
channel = 0

[State 218, Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 218, EnvShake]
type = EnvShake
trigger1 = AnimElem = 3
time = 12
ampl = -5
freq = 180

[State 7180, flames]
type=explod
trigger1= Animelem = 3
anim=8150
ID=8150
sprpriority=4
postype=p1
vel=-1,-2
pos=50,-82
random=40,40
removetime=-2
scale=.5,.5

[State 7180, flames]
type=explod
trigger1= Animelem = 3
anim=8150
ID=8150
sprpriority=4
postype=p1
vel=0,-2
pos=50,-82
random=40,40
removetime=-2
scale=.5,.5

[State 7180, flames]
type=explod
trigger1= Animelem = 3
anim=8150
ID=8150
sprpriority=4
postype=p1
vel=1,-2
pos=50,-82
random=40,40
removetime=-2
scale=.5,.5

[State 225, HitDef 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ifElse(var(40), 101, 91), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -14, -6
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -14, -5.5
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 0
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -82
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 218, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 218, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<ONE INCH PUNCH>==========
[StateDef 218]
type = S
physics = N
moveType = A
anim = 218
ctrl = 0
velset = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 218, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 3
channel = 0

[State 218, Woosh]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,1
channel = 1

[State 218, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 12
ampl = -5
freq = 180

[State 218, HitDef]
type = HitDef
triggerAll = !var(9)
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
ID = 950
attr = S, NA
hitFlag = MAF
guardFlag = H
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 51 < 7, 7, fvar(11) * 51)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -14, -6
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -14, -5.5
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 0
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -46
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
p2Facing = 1
p2StateNo = 950

[State 218, HitDef]
type = HitDef
triggerAll = var(9)
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
ID = 218
attr = S, NA
hitFlag = MAF
guardFlag = H
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 67 < 7, 7, fvar(11) * 67)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 5, 13)
guard.pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 5, 12)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -4.5, -6.5
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -4.5, -6.5
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 0
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -46
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
p2facing = 1

[State 218, Juggles]
type = VarSet
trigger1 = MoveHit && NumTarget(218)
var(15) = 0
ignoreHitPause = 1

[State 218, TargetState]; Hits Foe Into Wall
type = TargetState
trigger1 = MoveHit && NumTarget(218)
trigger1 = (Target(218), StateNo = 5000) || (Target(218), StateNo = 5010) || (Target(218), StateNo = 5020)
value = 1090
ID = 218
ignoreHitPause = 1

[State 218, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 218
elem = 6
ignoreHitPause = 1

[State 218, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 218, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<ONE INCH PUNCH (CANCELED)>==========
[StateDef 219]
type = S
physics = N
moveType = A
anim = 219
ctrl = 0
velset = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 219, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 3
channel = 0

[State 219, Woosh]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,1
channel = 1

[State 219, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 12
ampl = -5
freq = 180

[State 218, HitDef]
type = HitDef
triggerAll = P2MoveType != H
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
ID = 950
attr = S, NA
hitFlag = MAF
guardFlag = H
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 67 < 7, 7, fvar(11) * 67)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 13)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -4.5, -6.5
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -4.5, -6.5
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 0
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -46
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
p2Facing = 1
p2StateNo = 950

[State 218, HitDef]
type = HitDef
triggerAll = P2MoveType = H
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = H
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 67 < 7, 7, fvar(11) * 67)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 13)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -6.5
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -4.5, -6.5
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -46
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 219, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 219
elem = 6
ignoreHitPause = 1

[State 219, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 219, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<STANDING FAR HEAVY PUNCH>==========
[StateDef 220]
type = S
physics = S
moveType = A
anim = 220
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 220, Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 8
 
[State 220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4 || AnimElem = 5
x = 2

[State 220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 10 || !AnimTime
x = -6

[State 220, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ifElse(var(40), 59, 49), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -5.39, -5.65
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -73
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 220, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 220
elem = 5
ignoreHitPause = 1

[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

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

;===========<STANDING CLOSE HEAVY PUNCH>==========
[StateDef 225]
type = S
physics = S
moveType = A
anim = 225
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 225, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 225, Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 225, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 65 < 7, 7, fvar(11) * 65)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = 0, 0
ground.cornerPush.velOff = 0
guard.velocity = 0
guard.cornerPush.velOff = 0
air.velocity = -5.39, -5.65
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -82
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 225, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < 2 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -5.39, -5.65
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 52), var(36) := -80
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 225, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 225, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[State 220, End]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0 && Command = "z"
value = 217
ctrl = 0

;===========<STANDING LIGHT KICK>==========
[StateDef 230]
type = S
physics = S
moveType = A
anim = 230
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 230, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 0, 1)
channel = 0

[State 230, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3
channel = 1

[State 230, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ifElse(var(40), 38, 28), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animtype = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.12, -5.41), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.12, -5.41)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 62), var(36) := -35
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 230, StateTypeSet: Idle]
type = StateTypeSet
trigger1= AnimElemTime(4) >= 0
moveType = I

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

;===========<STANDING FAR MEDIUM KICK>==========
[StateDef 240]
type = S
physics = S
moveType = A
anim = 240
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 240, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 && Random < 350
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 240, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,4
channel = 1

[State 240, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
x = 2
 
[State 240, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8 || AnimElem = 10 || !AnimTime
x = -2

[State 240, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 91), var(36) := -107
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 240, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 6 && !MoveContact && !MoveReversed
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 79), var(36) := -87
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 240, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 7 && !MoveContact && !MoveReversed
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -52
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 240, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I

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

;===========<STANDING CLOSE MEDIUM KICK>==========
[StateDef 245]
type = S
physics = S
moveType = A
anim = 245
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 245, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 245, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 245, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.05, -9.03), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.05, -9.03)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 39), var(36) := -8
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 245, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

[State 245, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<SNIPER SIDE>==========
[StateDef 248]
type = S
physics = S
moveType = A
anim = 248
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 248, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 2
channel = 0

[State 248, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,4
channel = 1

[State 248, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 248, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 248, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 6
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animtype = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.6, -10.12), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.6, -10.12)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -87
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 248, StateTypeSet: Idle]
type = StateTypeSet
trigger1= AnimElemTime(7) >= 0
moveType = I

[State 248, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<SNIPER SIDE (CANCELED)>==========
[StateDef 249]
type = S
physics = S
moveType = A
anim = 249
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 249, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 2
channel = 0

[State 249, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,4
channel = 1

[State 249, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 249, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 249, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 6
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 44 < 7, 7, fvar(11) * 44)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animtype = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.6, -10.12), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.6, -10.12)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -87
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 249, StateTypeSet: Idle]
type = StateTypeSet
trigger1= AnimElemTime(7) >= 0
moveType = I

[State 249, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<STANDING HEAVY KICK>==========
[StateDef 250]
type = S
physics = S
moveType = A
anim = 250
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 250, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 && Random < 500
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 250, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,5
channel = 1

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 8
x = 2

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 9 || AnimElem = 10 || AnimElem = 11
x = 6

[State 250, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ifElse(var(40), 59, 49), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(PrevStateNo = 700, -6.46, ifElse(var(20), -4.86, -10.52)), ifElse(PrevStateNo = 700, -5.25, 0)
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yaccel = 0.58
fall = ifElse(PrevStateNo = 700, 1, 0)
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkxy = -10 + 0 * (var(35) := 76), var(36) := -83
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 250, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 250
elem = 6
ignoreHitPause = 1

[State 250, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

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

;===========<Punch Finisher>==========
[StateDef 300]
type = S
physics = S
moveType = A
anim = 300
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 248, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 7180, flames]
type=explod
trigger1= Animelem = 4
anim=8150
ID=8150
sprpriority=4
postype=p1
vel=-1,-2
pos=89,-65
random=40,40
removetime=-2
scale=.5,.5

[State 7180, flames]
type=explod
trigger1= Animelem = 4
anim=8150
ID=8150
sprpriority=4
postype=p1
vel=0,-2
pos=89,-65
random=40,40
removetime=-2
scale=.5,.5

[State 7180, flames]
type=explod
trigger1= Animelem = 4
anim=8150
ID=8150
sprpriority=4
postype=p1
vel=1,-2
pos=89,-65
random=40,40
removetime=-2
scale=.5,.5

[State 225, HitDef 1]
type = HitDef
trigger1 = AnimElem = 4
attr=S,SA        
hitflag=MAF       
guardflag=H         
priority=4 ,Hit
ID = 300  
damage = ifElse(var(40), 61, 51), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType=Hard
air.animtype=Back
fall.animtype=Back
ground.type=high
air.type=Low
ground.slidetime=14
ground.hittime =40
guard.hittime=12
ground.velocity=-1,0
air.velocity=-1,0
guard.velocity=-4
airguard.velocity =-8, -4
airguard.ctrlTime=16
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.35
fall=0
fall.recover=0
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -66
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 248, StateTypeSet: Idle]
type = StateTypeSet
trigger1= AnimElemTime(7) >= 0
moveType = I

[State 248, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;===========<Kick Finisher>==========
[StateDef 310]
type = S
physics = S
moveType = A
anim = 248
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 248, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 2
channel = 0

[State 248, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,4
channel = 1

[State 248, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 248, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 7180, flames]
type=explod
trigger1= Animelem = 6
anim=8150
ID=8150
sprpriority=4
postype=p1
vel=-1,-2
pos=56,-85
random=40,40
removetime=-2
scale=.5,.5

[State 7180, flames]
type=explod
trigger1= Animelem = 6
anim=8150
ID=8150
sprpriority=4
postype=p1
vel=0,-2
pos=56,-85
random=40,40
removetime=-2
scale=.5,.5

[State 7180, flames]
type=explod
trigger1= Animelem = 6
anim=8150
ID=8150
sprpriority=4
postype=p1
vel=1,-2
pos=56,-85
random=40,40
removetime=-2
scale=.5,.5

[State 225, HitDef 1]
type = HitDef
trigger1 = AnimElem = 6
attr=S,SA        
hitflag=MAF       
guardflag=H         
priority=4 ,Hit
ID = 310  
damage = ifElse(var(40), 61, 51), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType=Hard
air.animtype=Back
fall.animtype=Back
ground.type=high
air.type=Low
ground.slidetime=14
ground.hittime =14
guard.hittime=12
ground.velocity=-14,-7
air.velocity=-14,-5
guard.velocity=-8
airguard.velocity =-8, -4
airguard.ctrlTime=16
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.35
fall=1
fall.recover=0
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -86
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 1350, p2state]
type=targetstate
trigger1= movehit && numtarget(310)
trigger1= target(310),Movetype=H
ID=310
value=1090
ignorehitpause=1
persistent=0

[State 248, StateTypeSet: Idle]
type = StateTypeSet
trigger1= AnimElemTime(7) >= 0
moveType = I

[State 248, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<Launcher>==========
[StateDef 320]
type = C
physics = C
moveType = A
anim = 1020
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 250, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 500
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 250, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
channel = 1

[State 225, HitDef 1]
type = HitDef
trigger1 = AnimElem = 3
attr=S,SA        
hitflag=MAF       
guardflag=H         
priority=4 ,Hit
ID = 310  
damage = ifElse(var(40), 61, 51), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = 15,15
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animtype = Up
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -1,-11.5
guard.velocity = -9
air.velocity = ifelse(p2movetype=H,-3,-1),ifelse(p2movetype=H,-5,-10)
fall = 1
air.animtype = back
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -86
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 420, ChangeState]
type = ChangeState
trigger1 = animelemtime(3)>=1 && movehit
trigger1 = command="holdup"
value = 123
ctrl = 0
ignorehitpause = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===========<CROUCHING LIGHT PUNCH>==========
[StateDef 400]
type = C
physics = C
moveType = A
anim = 400
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1

[State 400, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 0, 1)
channel = 0

[State 400, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,0
channel = 1

[State 400, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=C,NA        
hitflag=MAF       
guardflag=M         
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30,30
animtype=Light         
priority=4,Hit   
damage = ifElse(var(40), 31, 21), 0
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-55
hitsound=S2+10*var(44),0
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-4.21,-7.36
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 400, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
moveType = I

[State 400, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;===========<CROUCHING MEDIUM PUNCH>==========
[StateDef 410]
type = C
physics = C
moveType = A
anim = 410
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 410, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 350
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 410, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1
channel = 1

[State 410, HitDef]
type = HitDef
triggerAll = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 56), var(36) := -60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 410, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 410
elem = 4
ignoreHitPause = 1

[State 410, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 410, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;===========<CROUCHING HEAVY PUNCH>==========
[StateDef 420]
type = C
physics = C
moveType = A
anim = 420
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 410, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 420, HitDef]
type = HitDef
trigger1= !var(16) && (var(15)<1 || var(20)) 
trigger1 = animelem=3
attr = C,NA        
hitflag = MAF       
guardflag = M         
animtype = Hard         
priority = 4, Hit   
damage = ifElse(var(40), 54, 44), 0
ID = 200*!var(20)
getpower = 30 * !var(20), 0
givepower = 30, 30
pausetime = Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
guard.pausetime = Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -30
hitsound = S2+10*var(44),2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 14 + 4*var(9)
ground.hittime = 14 + 4*var(9)
guard.hittime = 14
air.hittime = Ifelse(var(55)=2,30,120)
ground.velocity = Ifelse(var(55)=2,-.5,Ifelse(var(55)=1,-4.5,-5.52))*(ifelse(!var(20),1,.5)),0
guard.velocity = Ifelse(var(20),-2,-4)
air.velocity = Ifelse(var(55)=2,-.5,Ifelse(var(20),-1.25,-2.5)),-3
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel =  .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-2,2)

[State 420, HitDef]
type = HitDef
trigger1= !var(16) && (var(15)<1 || var(20)) 
trigger1 = animelem=4
attr = C,NA        
hitflag = MAF       
guardflag = M         
animtype = Hard         
priority = 4, Hit   
damage = Ifelse(var(55)=2,43,63), 0
ID = 200*!var(20)
getpower = 30 * !var(20), 0
givepower = 30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 160), var(36) := -105
hitsound = S2+10*var(44),2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = Ifelse(var(55)=2,30,120)
ground.velocity = Ifelse(var(55)=2,-1,Ifelse(var(55)=1,-9,-10.52))*(ifelse(!var(20),1,.5)),Ifelse(var(55)=2,-10,0)
guard.velocity = Ifelse(var(20),-4,-8)
air.velocity = Ifelse(var(55)=2,-1,Ifelse(var(20),-2.5,-5)),Ifelse(var(55)=2,-8,-3)
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel =  Ifelse(var(55)=2,.4,.65)
fall = 0
fall.recover = 1
fall.recovertime = Ifelse(var(55)=2,20,120)
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 12
envshake.ampl = Ifelse(random<=500,-3,3)

[State 420, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 420, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;===========<CROUCHING LIGHT KICK>==========
[StateDef 430]
type = C
physics = C
moveType = A
anim = 430
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1

[State 430, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 0, 1)
channel = 0

[State 430, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3
channel = 1

[State 430, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=C,NA        
hitflag=MAF       
guardflag=L         
animtype=Light         
priority=4,Hit   
damage =ifElse(var(40), 31, 21), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 85), var(36):=-5
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-5.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-5.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 430, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 430, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<CROUCHING MEDIUM KICK>==========
[StateDef 440]
type = C
physics = C
moveType = A
anim = 440
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 440, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 440, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 440, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13),144,72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -2
palFX.time = 12*var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 440, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

[State 440, End]
type = Changestate
trigger1 = !AnimTime
value = 11
ctrl = 1

;===========<CROUCHING HEAVY KICK>==========
[StateDef 450]
type = C
physics = N
moveType = A
anim = 450
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 450, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 && Random < 500
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 450, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,5
channel = 1

[State 450, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time && PrevStateNo != 750
attr=C,NA        
hitflag=MAF       
guardflag=L         
animtype=Hard         
priority=4,Hit   
damage = ifElse(var(40), 54, 44), 0
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -30
hitsound=S2+10*var(44),5
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Trip     
air.type=Trip
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
fall=1
fall.recover=1
fall.recovertime=120
yaccel=.58
ground.velocity=-1.5, -6
guard.velocity=Ifelse(var(20),-3,-6)
air.velocity=-1.5, -6
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
fall.envshake.time=12
fall.envshake.ampl=Ifelse(random<=500,-4,4)

[State 450, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(6) >= 0
moveType = I

[State 450, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;===========<KNEE ASSAULT>==========
[StateDef 457]
type = C
physics = N
moveType = A
anim = 457
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 457, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4, 3
channel = 0

[State 457, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,5
channel = 1

[State 457, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 18

[State 457, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 10

[State 457, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 12

[State 457, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 2
x = 3.8
y = -4

[State 457, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 2
y = 0.475

[State 457, VelMul]
type = VelMul
trigger1 = AnimElemTime(5) > 2
x = 0.95

[State 457, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 3
x = 0

[State 457, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 4

[State 457, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 457, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 457, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = H
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 130 < 7, 7, fvar(11) * 130)), 0
getPower = ifElse(!var(13),144,72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 4 * var(9)
ground.slideTime = 15 + 4 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -8.32
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.25, -6.82
air.cornerPush.velOff = 0
yAccel = 0.677
fall = 0
fall.recover = 0
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 31), var(36) := -86
palFX.time = 12*var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 457, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(6) >= 0
moveType = I

[State 457, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(6) >= 0
trigger1 = pos y > -vel y
value = 459

;===========<KNEE ASSAULT (CANCELED)>==========
[StateDef 458]
type = C
physics = N
moveType = A
anim = 458
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 458, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4, 3
channel = 0

[State 458, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,5
channel = 1

[State 458, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 18

[State 458, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 10

[State 458, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 12

[State 458, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 2
x = 3.8
y = -4

[State 458, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 2
y = 0.475

[State 458, VelMul]
type = VelMul
trigger1 = AnimElemTime(5) > 2
x = 0.95

[State 458, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 3
x = 0

[State 458, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 4

[State 458, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 458, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 458, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 57 < 7, 7, fvar(11) * 57)), 0
getPower = ifElse(!var(13),144,72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 4 * var(9)
ground.slideTime = 15 + 4 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -8.32
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.25, -6.82
air.cornerPush.velOff = 0
yAccel = 0.677
fall = 0
fall.recover = 0
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 31), var(36) := -86
palFX.time = 12*var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 458, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(6) >= 0
moveType = I

[State 458, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(6) >= 0
trigger1 = pos y > -vel y
value = 459

;Landing
[StateDef 459]
type = S
anim = 459
physics = N
moveType = I
velSet = 0,0

[State 459, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 459, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 459, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0

[State 459, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<JUMPING LIGHT PUNCH>==========
[StateDef 600]
type = A
physics = N
moveType = A
anim = 600
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 600, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value= 4, ifElse(Random < 500, 0, 1)
channel = 0

[State 600, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0
channel = 1

[State 600, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<15 || var(20))
trigger1 = !Time
attr=A, NA
damage = Ifelse(var(40),38,28), 0
animtype=Light
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8)), Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8))
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-55
hitsound=S2+10*var(44), 0
guardsound=s130, 0
ground.type=High
ground.slidetime=8
ground.hittime =15
guard.hittime =12
ground.velocity=-3
guard.velocity=Ifelse(var(20),-2,-4)
airguard.ctrlTime=16
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = -2,-4
airguard.velocity = -4.75, -0.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 8
envshake.ampl = Ifelse(random<=500,-2,2)

[State 600, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 600, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 600, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;===========<JUMPING MEDIUM PUNCH>==========
[StateDef 610]
type = A
physics  = N
moveType = A
anim = 610
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 610, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 610, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 610, HitDef]
type = HitDef
triggerAll = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 24), var(36) := -45
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 610, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

[State 610, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 610, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52


;===========<JUMPING HEAVY PUNCH>==========
[StateDef 620]
type = A
physics = N
moveType = A
anim = 620
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 620, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 620, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 610, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<16 || var(20))
trigger1=!Time
attr=A, NA
damage = Ifelse(var(40),61,51), 0
animtype=Medium
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)),Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo=-1 + 0 * (var(33) := 8011)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 85), var(36) := -70
hitsound=S2+10*var(44), 1
guardsound=s130, 0
ground.type=High
ground.slidetime=12
ground.hittime =15
guard.hittime =15
ground.velocity = -1
guard.velocity=Ifelse(var(20),-2,-4)
air.animType=Back
fall.animType=Back
air.type=High
air.velocity = -2,-10
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)

[State 620, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 620, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 620, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;===========<JUMPING LIGHT KICK>==========
[StateDef 630]
type = A
physics = N
moveType = A
anim = 630
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 630, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 630, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel = 1

[State 630, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<15 || var(20))
trigger1=!Time
attr=A, NA
damage = Ifelse(var(40),38,28), 0
animtype=Light
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8)), Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8))
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-70
hitsound=S2+10*var(44), 3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High
ground.slidetime=8
ground.hittime =15
guard.hittime =12
ground.velocity=-3
guard.velocity=Ifelse(var(20),-2,-4)
airguard.ctrlTime=16
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = -2,-4
airguard.velocity = -4.75, -0.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 8
envshake.ampl = Ifelse(random<=500,-2,2)

[State 630, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
moveType = I

[State 630, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 630, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<JUMPING MEDIUM KICK>==========
[StateDef 640]
type = A
physics = N
moveType = A
anim = 640
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 640, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 640, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 640, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -35
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 640, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

[State 640, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 640, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52


;===========<JUMPING HEAVY KICK>==========
[StateDef 650]
type = A
physics = N
moveType = A
anim = 650
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 650, Voice]
type = PlaySnd
trigger1 = !Time && Random < 500
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 650, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,5
channel = 1

[State 650, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<17 || var(20))
trigger1=!Time
attr=A, NA
damage = Ifelse(var(40),61,51), 0
animtype=Medium
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)),Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo=-1 + 0 * (var(33) := 8011)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 85), var(36) := -70
hitsound=S2+10*var(44), 1
guardsound=s130, 0
ground.type=High
ground.slidetime=12
ground.hittime =15
guard.hittime =15
ground.velocity = -1
guard.velocity=Ifelse(var(20),-2,-4)
air.animType=Back
fall.animType=Back
air.type=High
air.velocity = -2,-10
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)

[State 650, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 650, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 650, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;===========<Ground Bounce KICK>==========
[StateDef 330]
type = A
physics = N
moveType = A
anim = 330
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 640, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 && Random < 350
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 640, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,5
channel = 1

[State 650, Hit]
type=HitDef
triggerall = p2statetype != A
trigger1=!Time
attr=A, NA
damage = Ifelse(var(40),61,51), 0
animtype=Medium
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)),Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo=-1 + 0 * (var(33) := 8011)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 85), var(36) := -70
hitsound=S2+10*var(44), 1
guardsound=s130, 0
ground.type=High
ground.slidetime=12
ground.hittime =15
guard.hittime =15
ground.velocity = -5
guard.velocity=Ifelse(var(20),-2,-4)
air.animType=Back
fall.animType=Back
air.type=High
air.velocity = -2,8
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 1
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)

[State 650, Hit]
type=HitDef
triggerall = p2statetype = A && var(24)=0
trigger1=!Time
attr=A, NA
damage = Ifelse(var(40),101,91), 0
animtype=Medium
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)),Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo=-1 + 0 * (var(33) := 8011)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 85), var(36) := -70
hitsound=S2+10*var(44), 1
guardsound=s130, 0
ground.type=High
ground.slidetime=12
ground.hittime =15
guard.hittime =15
ground.velocity = -5
guard.velocity=Ifelse(var(20),-2,-4)
air.animType=Back
fall.animType=Back
air.type=High
air.velocity = -2,8
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)
p2stateno = 651

[State 650, Hit]
type=HitDef
triggerall = p2statetype = A && var(24)=1
trigger1=!Time
attr=A, NA
damage = Ifelse(var(40),101,91), 0
animtype=Medium
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)),Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo=-1 + 0 * (var(33) := 8011)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 85), var(36) := -70
hitsound=S2+10*var(44), 1
guardsound=s130, 0
ground.type=High
ground.slidetime=12
ground.hittime =15
guard.hittime =15
ground.velocity = -5
guard.velocity=Ifelse(var(20),-2,-4)
air.animType=Back
fall.animType=Back
air.type=High
air.velocity = -2,8
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)

[State varset]
type = VarSet
trigger1 = p2stateno = 651
var(29) = 1

[State 650, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 650, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 650, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52
;===========<THROW ATTEMPT>==========
[StateDef 800]
type = S
physics = S
movetype = A
anim = 800
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 800, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
var(10) = (command = "kk")

[State 800, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = (Random < 500)

[State 800, Tech Hit Reset]
type = VarSet
trigger1 = 1
var(19) = 0

[State 800, Tech Hit]
type = VarSet
trigger1 = NumEnemy
trigger1 = EnemyNear, StateType != A
trigger1 = (EnemyNear, StateNo = [0,999]) && (EnemyNear, StateNo != [100,119]) && (EnemyNear, StateNo != [200,799])
var(19) = 7

[State 800, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 800, HitDef: PP Throw]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2BodyDist x < 55
trigger1 = !var(38)
attr = S, NT
hitFlag = M-
priority = 1, Miss
getPower = 0,0
givePower = 0,0
sparkNo = -1 +0 * (var(33) := 0)
guard.sparkNo = -1 +0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -50
hitSound = -1 +0 * (var(31) := 800)
guardSound = -1 +0 * (var(32) := 0)
fall = 1
fall.recover = 1
numHits = 0
p1StateNo = ifElse(command = "holdback", 805, 810)

[State 800, HitDef: KK Throw]
type = HitDef
trigger1 = AnimElem = 2 && var(10)
trigger1 = !var(38)
trigger1 = P2BodyDist x < 45
attr = S, NT
hitFlag = M-
priority = 1, Miss
getPower = 0,0
givePower = 0,0
sparkNo = -1 + 0 * (var(33) := 0)
guard.sparkNo = -1 +0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -50
hitSound = -1 +0 * (var(31) := 800)
guardSound = -1 +0 * (var(32) := 0)
fall = 1
fall.recover = 1
numhits = 0
p1stateno = ifElse(command = "holdback", 805, 820)

[State 800, Voice (Missed)]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800,0
channel = 0

[State 800, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,0
channel = 1

[State 800, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
moveType = I

[State 800, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<THROW SWITCHING SIDES>==========
[StateDef 805]
type = S
moveType = A
physics = S
anim = 805
ctrl = 0
sprPriority = 0

[State 805, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 806

[State 805, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 805, Width]
type = Width
trigger1 = 1
edge = 0,60
ignoreHitPause = 1

[State 805, Turn]
type = Turn
trigger1 = AnimElem = 3

[State 805, Facing]
type = TargetFacing
trigger1 = 1
value = -1

[State 805, Tech Hit]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback") && Target, command != "holdup" && Target, command != "holddown"
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 805, Tech Hit Countdown]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 805, TargetBind 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = ceil(40 * const(size.xScale)),0

[State 805, TargetBind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
trigger2 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = ceil(28 * const(size.xScale)), 0

[State 805, TargetBind 3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 0,0

[State 805, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(2) <= 0 || AnimElemTime(5) > 0
value = 1

[State 805, SprPriority 2]
type = SprPriority
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(5) <= 0
value = -1

[State 805, End]
type = ChangeState
trigger1 = !NumTarget
value = 0
ctrl = 1

[State 805, End]
type = ChangeState
trigger1 = AnimElemTime(4) >= 0
value = ifElse(var(10), 820, 810)


;===========<THROW SWITCHING SIDES (TARGET)>==========
[StateDef 806]
type = S
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 806, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 806, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 806

[State 806, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 806, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 1,1
ignoreHitPause = 1

[State 806, SelfState]
type = SelfState
trigger1 = Time >= 60
value = ifElse(pos y < 0, 5040, 0)
ctrl = 1



;===========<SPOT PILE>==========
[Statedef 810]
type = S
physics = N
moveType = A
anim = 810
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 810, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 810, Tech Hit]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 810, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 810, Throw]
type = TargetState
trigger1 = !Time && NumTarget
value = 815

[State 810, Width]
type = Width
trigger1 = 1
edge = 40,10

[State 810, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = ceil(18 * const(size.xScale)), 0

[State 810, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
pos = ceil(12 * const(size.xScale)), 0

[State 810, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(12) = 0
pos = ceil(8 * const(size.xScale)), ceil(-20 * const(size.yScale))

[State 810, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElemTime(12) = 0
value = floor(ifElse(135 * fvar(11) < 7, -7, -135 * fvar(11)))

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElemTime(12) = 0
value = 36

[State 810, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElemTime(12) = 0 && !var(20)
value = 72

[State 810, VarAdd]
type = VarAdd
trigger1 = NumTarget && AnimElemTime(12) = 0
var(13) = 1

[State 810, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElemTime(12) = 0
var(15) = 1
ignoreHitPause = 1

[State 810, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElemTime(12) = 0
var(16) = 1
ignoreHitPause = 1

[State 810, Throw]
type = TargetState
trigger1 = NumTarget && AnimElemTime(12) = 0
value = 816

[State 810, Hit Sound]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 12
value = 2,2
channel = 2

[State 810, EnvShake]
type = EnvShake
trigger1 = NumTarget && AnimElem = 12
time = 14
ampl = -4
freq = 120

[State 810, Hit Spark]
type = Helper
trigger1 = NumTarget && AnimElem = 12
helperType = Normal
stateNo = 8012
ID = 8000
name = "Spark"
posType = P1
pos = 29,-50
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 810, Woosh Sound]
type = PlaySnd
trigger1= AnimElem = 13
value = 1,5
channel = 1

[State 810, Woosh Sound]
type = PlaySnd
trigger1= AnimElem = 11
value = 820,0
channel = 2

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



;===========<SPOT PILE (TARGET)>==========
;Being Thrown
[StateDef 815]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 2

[State 815, On Ground]
type = PosSet
trigger1 = !Time
y = 0

[State 815, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 815

[State 815, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0

[State 815, VelSet]
type = VelSet
trigger1 = AnimElem = 4
y = 20

[State 815, VelAdd]
type = VelAdd
Trigger1 = AnimElemTime(4) >= 0
y = .5

[State 815, End]
type = SelfState
triggerAll = AnimElemTime(4) >= 0
trigger1 = pos y > -vel y
value = 5100

[State 815, End]
type = ChangeState
triggerAll = AnimElemTime(4) >= 0
trigger1 = pos y > -vel y
value = 816


;After Throw
[StateDef 816]
type = A
physics = N
movetype = H
ctrl = 0
velSet = 0, 0

[State 816, On Ground]
type = PosSet
trigger1 = !Time
y = 0

[State 816, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 816, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 816

[State 816, VelSet]
type = VelSet
trigger1 = AnimElem = 2
y = -2

[State 816, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .44

[State 816, Impact Shake]
type = EnvShake
trigger1 = pos y > -vel y
time = 14
freq = 120
ampl = 4

[State 815, End]
type = SelfState
triggerAll = AnimElemTime(2) >= 0
trigger1 = pos y > -vel y
value = 5100



;===========<SPIKE RIDE>==========
[Statedef 820]
type = S
physics = N
moveType = A
anim = 820
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 820, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 820, Tech Hit]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 820, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 820, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 825

[State 820, Width]
type = Width
trigger1 = AnimElemTime(5) < 0
edge = 64,0
ignoreHitPause = 1

[State 820, Width]
type = Width
trigger1 = AnimElemTime(16) >= 0 && AnimElemTime(18) < 0
edge = 42,0
ignoreHitPause = 1

[State 820, TargetBind]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) < 0
pos = 40,0

[State 820, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 3
trigger2 = NumTarget && AnimElem = 7
value = floor(ifElse(33 * fvar(11) < 7, -7, -33 * fvar(11)))
kill = 0

[State 820, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 16
value = floor(ifElse(69 * fvar(11) < 7, -7, -69 * fvar(11)))

[State 820, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 3
trigger2 = NumTarget && AnimElem = 7
value = 9

[State 820, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 16
value = 18

[State 820, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 3 && !var(20)
trigger2 = NumTarget && AnimElem = 7 && !var(20)
value = 18

[State 820, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 16 && !var(20)
value = 36

[State 820, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 3
trigger2 = NumTarget && AnimElem = 7
trigger3 = NumTarget && AnimElem = 16
value = 1

[State 820, HitCount]
type = VarAdd
trigger1 = NumTarget && AnimElem = 3
trigger2 = NumTarget && AnimElem = 7
trigger3 = NumTarget && AnimElem = 16
var(13) = 1

[State 820, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 16
var(15) = 1
ignoreHitPause = 1

[State 820, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 16
var(16) = 1
ignoreHitPause = 1

[State 820, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 16
value = 826

[State 820, Voice]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4,3
channel = 0

[State 820, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
value = 1,4
channel = 1

[State 820, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1,5
channel = 1

[State 820, Hit Sound]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 3
trigger2 = NumTarget && AnimElem = 7
value = 2,4
channel = 2

[State 820, Hit Sound]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 16
value = 2,5
channel = 2

[State 820, Hit Spark 1]
type = Helper
trigger1 = NumTarget && AnimElem = 3
helperType = Normal
stateNo = 8011
ID = 8000
name = "Spark"
posType = P1
pos = 38, -8
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 820, Hit Spark 2]
type = Helper
trigger1 = NumTarget && AnimElem = 7
helperType = Normal
stateNo = 8011
ID = 8000
name = "Spark"
posType = P1
pos = 62, -35
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 820, Hit Spark 3]
type = Helper
trigger1 = NumTarget && AnimElem = 16
helperType = Normal
stateNo = 8012
ID = 8000
name = "Spark"
posType = P1
pos = 60, -130
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 820, EnvShake]
type = EnvShake
trigger1 = NumTarget && AnimElem = 16
time = 14
ampl = -4
freq = 120

[State 820, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<SPIKE RIDE (TARGET)>==========
;Being Thrown
[StateDef 825]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 825, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 825

[State 825, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 13
value = 5011

[State 825, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5011 && !AnimTime
value = 5016

[State 825, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 23
value = 5012

[State 825, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5012 && !AnimTime
value = 5017

[State 825, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 825, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1


;After Throw
[StateDef 826]
type = A
physics = N
movetype = H
ctrl = 0
velSet = -2, -11

[State 826, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5030

[State 826, ChangeAnim]
type = ChangeAnim
trigger1 = !AnimTime && Anim = 5030 && SelfAnimExist(5035)
value = 5035

[State 826, ChangeAnim]
type = ChangeAnim
trigger1 = !AnimTime && Anim = 5035
trigger2 = !AnimTime && Anim = 5030 && !SelfAnimExist(5035)
value = 5050

[State 826, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1,0
ignoreHitPause = 1

[State 826, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.49

[State 826, EnvShake]
type = EnvShake
trigger1 = pos y > -vel y
time = 14
ampl = -4
freq = 120

[State 826, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 826, End]
type = SelfState
trigger1 = pos y > -vel y
value = 5100



;===========<THROW ESCAPED>==========
[StateDef 890]
type = S
physics = N
movetype = I
anim = 5945
ctrl = 0
velset = 0,0
sprPriority = 1

[State 890, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 0,0

[State 890, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 895

[State 890, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 890, PosAdd]
type = PosAdd
trigger1 = !Time
x = 24

[State 890, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 890, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignoreHitPause = 1

[State 890, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(6) >= 0
value = 1

[State 890, SprPriority -1]
type = SprPriority
trigger1 = AnimElemTime(2) <= 0
value = -1

[State 890, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 890, VelSet]
type = VelSet
trigger1 = 1
x = -1.425
y = 0

[State 890, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5940,0
channel = 0

[State 890, Escape Sound]
type = PlaySnd
trigger1= !Time
value = 760,0

[State 890, Throw Escape FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8000
ID = 8000
name = "Spark"
PosType = P1
pos = 0, -68
facing = -1
ownPal = 1
size.xScale = 0.5
size.yScale = 0.5
pauseMoveTime = 65535
superMoveTime = 65535

[State 890, End]
type = ChangeState
trigger1 = Time >= 27
value = 0
ctrl = 1


;Target Escape
[StateDef 895]
type = S
physics = N
moveType = I
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 895, ChangeAnim]
type = ChangeAnim
trigger1= !Time
value = ifElse(SelfAnimExist(5945), 5945, 130)

[State 895, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && !SelfAnimExist(5945) && SelfAnimExist(5940)
value = 5940

[State 895, ChangeAnim]
type = ChangeAnim
trigger1= !Time && !SelfAnimExist(5945) && !SelfAnimExist(5940) && SelfAnimExist(5910)
value = 5910

[State 895, ChangeAnim]
type = ChangeAnim
trigger1 = Time >= 20 && Anim = 130
value = 140

[State 895, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 895, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignoreHitPause = 1

[State 895, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 895, VelSet]
type = VelSet
trigger1 = 1
x = -1.425
y = 0

[State 895, End]
type = SelfState
trigger1 = Time >= 27
value = 0
ctrl = 1


;--------------------------------------------------------------------------
;Hit By One Inch Punch (For Pausetime)
;**Special Thanks to KoopaKoot**
[Statedef 950]
type    = S
movetype= H
physics = N
velset = 0,0

[State 950, ChangeAnim2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000),5010+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + GetHitVar(animtype)))
value = 5047+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 951

;Hit By One Inch Punch (Air Fall)
[Statedef 951]
type    = A
movetype= H
physics = N
velset = 0,0

[State 951, ChangeAnim2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 951, Vel]
type = VelSet
trigger1 = time = 0
x = ifelse((facing=enemynear,facing),7,-7)
y = -4

[State 951, Gravity]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 951, Anim 5050]
type = ChangeAnim
trigger1 = !time
persistent = 0
value = 5050+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)

[State 951, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 952 ;HIT_BOUNCE

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [105051,105059]) || (anim = [105061,105069]), 0, 25)
value = 952 ;HIT_BOUNCE

;Hit By One Inch Punch (Slide)
[Statedef 952]
type    = S
movetype= H
physics = N
velset = 0,0

[State 952, ChangeAnim2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 952, ChangeAnim2]
type = ChangeAnim2
trigger1 = !time
value = 952+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*30000)

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State InitVel]
type = VelSet
trigger1 = !time
X = ifelse((facing=enemynear,facing),3.56535983085632,-3.56535983085632)

[State Accel]
type = VelAdd
trigger1 = Vel X != 0
X = ifelse((facing=enemynear,facing),-0.176470592617989,0.176470592617989)

[State 802, VelSet]
type = VelSet
trigger1 = Time = 20
x = 0

[State 802, SelfState]
type = ChangeState
trigger1 = Vel X = 0
value = 953

;Hit By One Inch Punch (Liedown)
[Statedef 953]
type    = S
movetype= H
physics = N

[State 953, ChangeAnim2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 953, ChangeAnim2]
type = ChangeAnim2
trigger1 = !time
value = 953+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*30000)

[State 803, SelfState]
type = SelfState
trigger1 = animtime = 0
value = Ifelse(alive,5120,5150)

;======================<WALL BOUNCE STATE>===========================
;Being Launched
[StateDef 1090]
type = A
moveType = H
physics = N
velSet = 0,0

[State 1090, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5002

[State 1090, End]
type = ChangeState
trigger1 = HitShakeOver
value = 1091


;Heading Towards Wall
[StateDef 1091]
type = A
moveType = H
physics = N

[State 1091, HitVelSet]
type = HitVelSet
trigger1 = !Time
x = 1
y = 1

[State 1091, Gravity]
type = VelAdd
trigger1 = 1
y = GetHitVar(yAccel)

[State 1091, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,1

[State 1091, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1091, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5052), 5052, 5030)

[State 1091, Bounce Off Wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10 || FrontEdgeBodyDist <= 10
value = 1092

[State 1091, End]
type = SelfState
trigger1 = vel y > 0 && pos y >= 0
value = 5100


;Impacting Wall
[StateDef 1092]
type = A
moveType = H
physics = N

[State 1092, Turn]
type = Turn
trigger1 = !Time
trigger1 = FrontEdgeDist < BackEdgeDist

[State 1092, PosSet]
type = PosSet
trigger1 = 1
x = -160 * Facing

[State 1092, PosFreeze]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1000, Helper]
type = Helper
trigger1 = !time
helpertype = Normal
stateno = 8111
ID = 8111
name = "Impact Dust"
postype = p1
pos = 0, 0
keyCtrl = 1
size.xscale = 1
size.yscale = 1
ownpal = 1

[State 1092, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,1

[State 1092, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1092, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5010

[State 1092, Impact Sound]
type = PlaySnd
trigger1 = !Time
value = F7,0

[State 1092, End]
type = ChangeState
trigger1 = Time >= 4
value = 1093


;Bouncing Off Wall
[Statedef 1093]
type = A
moveType = H
physics = N

[State 1093, Turn]
type = Turn
trigger1 = !Time

[State 1093, Gravity]
type = VelAdd
trigger1 = 1
y = 0.46;0.5

[State 1093, VelSet]
type = VelSet
trigger1 = !Time
x = -2.5 ;-2.85
y = -8.5

[State 1093, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5051), 5051, 5030)

[State 1093, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5030 && !AnimTime
value = 5050

[State 1093, ChangeAnim]
type = ChangeAnim
trigger1 = vel y > -3 && Anim = 5051 && SelfAnimExist(5061)
value = 5061

[State 1093, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0

[State 1093, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1093, End]
type = SelfState
trigger1 = vel y > 0 && pos y >= 0
value = 5100
;---------------------------------------------------------------------------
;P2 going to the ground from a.HK

[Statedef 651]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = -1
velset = 0,0

[State 3020, 2]
type = changeanim2
trigger1 = !time && anim !=651
value = 651

[State 4005, vel Y]
type = velset
trigger1 = animelemtime(2)=0
y = 8
x = -4

[State 3052, Land]
type = changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 652

;---------------------------------------------------------------------------
;P2 bouncing on the ground from a.HK

[Statedef 652]
type    = L
movetype= H
physics = N
velset = 0,0

[State 4005, vel Y]
type = null ;varset
trigger1 = !time
var(6) = 1

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.5

[State 1000, Helper]
type = Helper
trigger1 = !time
helpertype = Normal
stateno = 8110
ID = 8110
name = "Impact Dust"
postype = p1
pos = 0, 0
keyCtrl = 1
size.xscale = 1
size.yscale = 1
ownpal = 1

[State 5100, 10]
type = PlaySnd
trigger1 = Time=1 ;&& prevstateno!=812
value = f7,2
volume = 300

[State 5100, 5]
type = VelSet
trigger1 = AnimTime = 0
y = ifelse(prevstateno=802,-8,-10)
x = ifelse(prevstateno=802,2,-2)

[State 111, 1]
type = StateTypeSet
trigger1 = AnimTime = 0
physics = A

[State 5100, 12]
type = SelfState
trigger1 = AnimTime = 0
value = 5050
