; _________________________________________
;| Rolento by Jmorphman                    |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<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 = !Time && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

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

[State 200, Staff Woosh]
type = PlaySnd
trigger1 = !Time
value = 1,200
channel = 3

[State 200, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
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 = 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) := 89), var(36):= -66
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48

[State 200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 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 = 3 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 210, Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1
channel = 1

[State 210, Staff Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,210
channel = 3

[State 210, 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) * 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 = -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) := 79), var(36) := -70
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 210, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 210, 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 = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 220, Staff Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,225
channel = 3

[State 220, Staff slamming the floor sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,220
channel = 3

[State 220, Dust]
type = Explod
trigger1 = AnimElem = 5
anim = 10220
sprPriority = 3
posType = P1
pos = ceil(144 * const(size.xScale)), 0
scale = const(size.xScale),const(size.yScale)
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 220, 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) * 28 < 7, 7, fvar(11) * 28)), 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) := 75), var(36) := -85
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 220, HitDef 2]
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) * 63 < 7, 7, fvar(11) * 63)), 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 = Low
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) := 152), var(36) := -2
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[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, 2, 3)
channel = 0

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

[State 225, Staff Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,225
channel = 3

[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) * 84 < 7, 7, fvar(11) * 84)), 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 = Low
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), -5.77, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.77, -10.52)
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) := 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) := 84), var(36) := -63
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) < 1 || var(20))
trigger1 = AnimElem = 4 && !MoveReversed && !MoveContact
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), 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), -5.77, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.77, -10.52)
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) := 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) := 80), var(36) := -92
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



;===========<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, 1, 2)
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 = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 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) := 65), var(36) := -81
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 = 2 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 240, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 240, 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 = 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) := 118), var(36) := -68
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 240, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 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, 2, 3)
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 = 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), -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) := 86), var(36) := -48
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



;===========<FAKE ROD>==========
[StateDef 249]
type = S
physics = S
moveType = A
anim = 249
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 249, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 249, Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1
channel = 1

[State 249, Staff sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,249
channel = 3

[State 249, HitDef]
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 = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 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 = 10
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) := 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) := 37), var(36) := -18
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 249, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 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 = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 250, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[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 = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 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 = 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) := 99), var(36) := -87
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 250, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 250, End]
type = ChangeState
trigger1 = !AnimTime
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, 1, 2)
channel = 0

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

[State 400, Staff Woosh]
type = PlaySnd
trigger1 = !Time
value = 1,200
channel = 3

[State 400, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 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), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
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) := 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) := 112), var(36) := -38
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, 2, 3)
channel = 0

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

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

[State 410, HitDef]
type = HitDef
triggerAll = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 1, 2), ifElse(var(20), 1, 2)
guard.pauseTime = ifElse(var(20), 1, 2), ifElse(var(20), 1, 2)
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) := 128), var(36) := -30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 410, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(15) >= 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 = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 420, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 420, Staff woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,225
channel = 3

[State 420, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 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 = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
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), -6.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -6.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
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) := 150), var(36) := -38
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[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 = !Time && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 430, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel = 1

[State 430, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 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), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
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) := 100), var(36) := -2
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 430, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 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 = !Time && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 440, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,4
channel = 1

[State 440, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = L
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) := 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) := 100), var(36) := -4
palFX.time = 12*var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 440, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 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 = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 450, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 450, Slide Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,450
channel = 3

[State 450, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8103
ID = 8100
name = "Slide Dust"
posType = p1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 450, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 10.5

[State 450, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 450, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
x = 0.92

[State 450, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 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 = Trip
air.type = Trip
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -0.8, -6.24
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -1, -6.24
air.cornerPush.velOff = 0
yAccel = 0.677
fall = 1
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) := 95), var(36) := -4
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

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

[State 450, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
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 = !Time && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 600, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,0
channel = 1

[State 600, Staff Woosh]
type = PlaySnd
trigger1 = !Time
value = 1,200
channel = 3

[State 600, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 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 = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
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), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
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) := 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) := 100), var(36) := -86
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 600, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
moveType = I

[State 600, Gravity]
type = Gravity
trigger1 = !var(12)

[State 600, Mekong Delta Attack/Scouter Jump Gravity]
type = VelAdd
trigger1 = var(12)
x = ifElse(var(12) = 1, 0, ifElse(var(10), 0.030517578125, -0.030517578125))
y = ifElse(var(12) = 1, 0.78125, 0.54931640625)

[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, 2, 3)
channel = 0

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

[State 610, Staff Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,410
channel = 3

[State 610, HitDef]
type = HitDef
triggerAll = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 1, 2), ifElse(var(20), 1, 2)
guard.pauseTime = ifElse(var(20), 1, 2), ifElse(var(20), 1, 2)
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) := 72), var(36) := -30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 610, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(15) >= 0
movetype = I

[State 610, Gravity]
type = Gravity
trigger1 = !var(12)

[State 610, Mekong Delta Attack/Scouter Jump Gravity]
type = VelAdd
trigger1 = var(12)
x = ifElse(var(12) = 1, 0, ifElse(var(10), 0.030517578125, -0.030517578125))
y = ifElse(var(12) = 1, 0.78125, 0.54931640625)

[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 = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 620, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 620, Staff woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,225
channel = 3

[State 620, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 6, 12)
animtype = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
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), -4.86, -10.52)
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) := 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) := 69), var(36) := -35
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 620, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 620, Gravity]
type = Gravity
trigger1 = !var(12)

[State 620, Mekong Delta Attack/Scouter Jump Gravity]
type = VelAdd
trigger1 = var(12)
x = ifElse(var(12) = 1, 0, ifElse(var(10), 0.030517578125, -0.030517578125))
y = ifElse(var(12) = 1, 0.78125, 0.54931640625)

[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 = AnimElem = 2 && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 630, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3
channel = 1

[State 630, 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) * 35 < 7, 7, fvar(11) * 35)), 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 = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
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), -2.41, -4.49)
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) := 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) := 78), var(36) := -86
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 630, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 630, Gravity]
type = Gravity
trigger1 = !var(12)

[State 630, Mekong Delta Attack/Scouter Jump Gravity]
type = VelAdd
trigger1 = var(12)
x = ifElse(var(12) = 1, 0, ifElse(var(10), 0.030517578125, -0.030517578125))
y = ifElse(var(12) = 1, 0.78125, 0.54931640625)

[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, 2, 3)
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 = 4
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) := 64), var(36) := -41
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 640, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 640, Gravity]
type = Gravity
trigger1 = !var(12)

[State 640, Mekong Delta Attack/Scouter Jump Gravity]
type = VelAdd
trigger1 = var(12)
x = ifElse(var(12) = 1, 0, ifElse(var(10), 0.030517578125, -0.030517578125))
y = ifElse(var(12) = 1, 0.78125, 0.54931640625)

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



;===========<SPIKE ROD>==========
[StateDef 648]
type = A
physics = N
moveType = A
anim = 648
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 648, Direction Detect]
type = VarSet
trigger1 = !Time && !AILevel
var(28) = ifElse((command = "back" || command = "rlsback" || command = "holdback"), 1, 0)

[State 648, Voice]
type = PlaySnd
trigger1 = !Time && Random < 350
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 648, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,1
channel = 1

[State 649, VelMul]
type = VelMul
trigger1 = 1
x = 0.95

[State 648, Hit]
type = HitDef
trigger1 = var(15) < 3 || var(20)
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 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 = 18 + 3 * var(9)
ground.slideTime = 18 + 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, -5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, -1
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = var(20)
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) := 27), var(36) := -18
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 648, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

[State 648, Gravity]
type = Gravity
trigger1 = !var(12)

[State 648, Mekong Delta Attack/Scouter Jump Gravity]
type = VelAdd
trigger1 = var(12)
x = ifElse(var(12) = 1, 0, ifElse(var(10), 0.030517578125, -0.030517578125))
y = ifElse(var(12) = 1, 0.78125, 0.54931640625)

[State 648, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 649



;===========<SPIKE ROD (BOUNCE OFF GROUND)>==========
[StateDef 649]
type = S
anim = 649
physics = N
moveType = I
velSet = 0,0

[State 649, VarSet]
type = VarSet
trigger1 = !Time
var(12) = 0

[State 649, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 649, Staff sound]
type = PlaySnd
trigger1 = !Time
value = 1,249
channel = 3

[State 649, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = ifElse(var(28), -4.67, 4.67)
y = -6.67

[State 649, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) > 0
x = 0.98

[State 649, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
stateType = A
physics = N

[State 649, Gravity]
type = Gravity
trigger1 = AnimElemTime(3) > 0

[State 649, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = command = "b" && command = "holddown"
value = 648

[State 649, 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 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 650, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 650, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 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 = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
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), -4.86, -10.52)
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) := 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) := 64), var(36) := -41
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 650, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 650, Gravity]
type = Gravity
trigger1 = !var(12)

[State 650, Mekong Delta Attack/Scouter Jump Gravity]
type = VelAdd
trigger1 = var(12)
x = ifElse(var(12) = 1, 0, ifElse(var(10), 0.030517578125, -0.030517578125))
y = ifElse(var(12) = 1, 0.78125, 0.54931640625)

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



;===========<TRICK LANDING>==========
[StateDef 660]
type = A
physics = N
moveType = I
anim = 660
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 660, Direction Detect]
type = VarSet
trigger1 = !Time && !AILevel
var(28) = ifElse((command = "fwd" || command = "rlsfwd" || command = "holdfwd"), 1, 0)

[State 660, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,1
channel = 1

[State 660, Gravity]
type = Gravity
trigger1 = !var(12)

[State 660, Mekong Delta Attack/Scouter Jump Gravity]
type = VelAdd
trigger1 = var(12)
x = ifElse(var(12) = 1, 0, 0.030517578125)
y = ifElse(var(12) = 1, 0.85, 0.54931640625)

[State 660, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 661



;===========<TRICK LANDING (BOUNCE OFF GROUND)>==========
[StateDef 661]
type = S
anim = 649
physics = N
moveType = I
velSet = 0,0

[State 661, VarSet]
type = VarSet
trigger1 = !Time
var(12) = 0

[State 661, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 661, Staff sound]
type = PlaySnd
trigger1 = !Time
value = 1,249
channel = 3

[State 661, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = ifElse(var(28), 4.67, -4.67)
y = -6.67

[State 661, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) > 0
x = 0.98

[State 661, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
stateType = A
physics = N

[State 661, Gravity]
type = Gravity
trigger1 = AnimElemTime(3) > 0

[State 661, CtrlSet]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

[State 661, 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", 810, 805)

[State 800, HitDef: KK Throw]
type = HitDef
trigger1 = AnimElem = 2 && var(10)
trigger1 = !var(38)
trigger1 = P2BodyDist x < 55
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", 820, 805)

[State 800, Voice (Missed)]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800,0
channel = 0

[State 800, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,0
channel = 1

[State 800, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 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 = 24,24
ignoreHitPause = 1

[State 805, Turn]
type = Turn
trigger1 = AnimElem = 4

[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(50 * 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(25 * 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(5) >= 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



;===========<COLONEL CARRIER>==========
[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 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
edge = 0,32

[State 810, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
edge = 0,64

[State 810, Width]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
edge = 0,92

[State 810, Width]
type = Width
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
edge = 0,128

[State 810, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = ceil(50 * const(size.xScale)), 0

[State 810, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = ceil(62 * const(size.xScale)), ceil(-83 * const(size.yScale))

[State 810, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = ceil(67 * const(size.xScale)), ceil(-87 * const(size.yScale))

[State 810, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = ceil(34 * const(size.xScale)), ceil(-116 * const(size.yScale))

[State 810, TargetBind 5]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = ceil(-37 * const(size.xScale)), ceil(-128 * const(size.yScale))

[State 810, TargetBind 6]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = ceil(-137 * const(size.xScale)), ceil(-88 * const(size.yScale))

[State 810, TargetBind 7]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(7) = 0
pos = ceil(-150 * const(size.xScale)), ceil(-58 * const(size.yScale))

[State 810, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElemTime(7) = 1
value = floor(ifElse(140 * fvar(11) < 7, -7, -140 * fvar(11)))

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElemTime(7) = 1
value = 36

[State 810, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElemTime(7) = 1 && !var(20)
value = 72

[State 810, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElemTime(7) = 1
value = 1

[State 810, VarAdd]
type = VarAdd
trigger1 = NumTarget && AnimElemTime(7) = 1
var(13) = 1

[State 810, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElemTime(7) = 1
var(15) = 1
ignoreHitPause = 1

[State 810, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElemTime(7) = 1
var(16) = 1
ignoreHitPause = 1

[State 810, Throw]
type = TargetState
trigger1 = NumTarget && AnimElemTime(7) = 1
value = 816

[State 810, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 810,0
channel = 0

[State 810, Woosh Sound]
type = PlaySnd
trigger1= AnimElem = 4
value = 1,225
channel = 1

[State 810, Turn]
type = Turn
trigger1 = !AnimTime

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



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

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

[State 815, SprPriority 2]
type = SprPriority
trigger1 = AnimElemTime(3) >= 0
value = 2

[State 815, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

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


;After Throw
[StateDef 816]
type = A
physics = N
movetype = H
ctrl = 0
velSet = 4.5, -6.5
sprPriority = 0

[State 816, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1,1
ignoreHitPause = 1

[State 816, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.49

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

[State 816, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 816, End]
type = SelfState
trigger1 = pos y > -vel y
value = 5100



;===========<DEADLY PACKAGE>==========
[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(3) < 0
edge = 92,0

[State 820, TargetBind]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) < 0
pos = ceil(65 * const(size.xScale)), 0

[State 820, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElemTime(3) = 11
value = floor(ifElse(140 * fvar(11) < 7, -7, -140 * fvar(11)))

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElemTime(3) = 11
value = 36

[State 820, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElemTime(3) = 11 && !var(20)
value = 72

[State 820, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElemTime(3) = 11
value = 1

[State 820, VarAdd]
type = VarAdd
trigger1 = NumTarget && AnimElemTime(3) = 11
var(13) = 1

[State 820, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElemTime(3) = 11
var(15) = 1
ignoreHitPause = 1

[State 820, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElemTime(3) = 11
var(16) = 1
ignoreHitPause = 1

[State 820, Throw]
type = TargetState
trigger1 = NumTarget && AnimElemTime(3) = 11
value = 826

[State 820, Grenades]
type = Helper
trigger1 = NumTarget && AnimElemTime(1) = 2
helperType = Normal
stateNo = 10820
ID = 10820
posType = P2
pos = -(ceil(Target, const(size.mid.pos.x))), ceil(Target, const(size.head.pos.y) - (Target, const(size.head.pos.y) - Target, const(size.mid.pos.y)) * 0.5)
name = "Grenades (Deadly Package)"
size.xScale = const(size.xScale)
size.yScale = const(size.yScale)
ownPal = 1

[State 820, Flame Particles]
type = Helper
trigger1 = !NumHelper(8150)
trigger1 = AnimElemTime(3) = 11 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 820, Voice]
type = PlaySnd
trigger1 = AnimElemTime(3) = 7
value = 3100,0
channel = 0

[State 820, Explosion sound]
type = PlaySnd
trigger1 = AnimElemTime(3) = 11
value = 2,3100

[State 820, Hit sound]
type = PlaySnd
trigger1 = AnimElemTime(3) = 12
value = 2,5
channel = 2

[State 820, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
stateType = A
physics = N

[State 820, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Deadly Package Dust"
posType = P1
ownPal = 1

[State 820, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 10.5
y = -2.5

[State 820, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) > 0
x = 0.95

[State 820, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.25

[State 820, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 821


;Landing
[StateDef 821]
type = S
anim = 821
physics = N
moveType = I
velSet = 0,0

[State 821, Turn]
type = Turn
trigger1 = !Time

[State 821, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 821, 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 821, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0

[State 821, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<DEADLY PACKAGE (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, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 825, SprPriority]
type = SprPriority
trigger1 = Time >= 16
value = 2

[State 826, Grenade winpose PalFX]
type = PalFX
trigger1 = Time = 31
time = 25
mul = 128, 128, 128
sinAdd = 96, 96, 96, 4

[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 = 4, -6.5

[State 826, Turn]
type = Turn
trigger1 = !Time

[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, SprPriority]
type = SprPriority
trigger1 = Time >= 10
value = 0

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

[State 826, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.5

[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
