; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 950			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 100			;Volume offset (negative for softer)
IntPersistIndex = 58	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 23		;Player width (back, ground)
ground.front = 18		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = 4, -93	;Approximate position of head
mid.pos = 4, -55		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd=2.85
walk.back=-2.67
run.fwd=6,0
run.back=-6,0
jump.neu=0,-10
jump.back=-3.3
jump.fwd=3.3
runjump.back=-4.5,-10
runjump.fwd=4.5,-10	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num=0
airjump.height=0
yaccel=.5
stand.friction=.85
crouch.friction=.85	;Friction coefficient when crouching

[Quotes]
victory1 = "You were a great chellenge, but nothing will stand in my way.";Ryu
victory2 = "You wield your puny flames with such hubrous. You need rage to use them properly!";Ken
victory3 = "We ninja do not bow to Chinese law, or any law for that matter!";Chunli
victory4 = "I'll burn your giant form to a crisp! Ther eis no limit to my anger and power!";Haggar
victory5 = "Foolish American! My flames burn ever hotter!";Charlie
victory6 = "To hell with you, fool!";Jin S
victory7 = "Demons belong in hell! Let me show you the way!";Mr. X
victory8 = "Your pursuit for strength is too noble! You will fail!";Alex
victory9 = "Retribution. Not even the Devil can stop it.";Jin K
victory10 = "I have no time for children. Leave now, and I'll spare you.";Squall
victory11 = "I think you have a death wish, old fool! If you push me again, I will oblige!";Snake
victory12 = "Try using the sun for power where no light shines - in Hell!";Superman
victory13 = "If you didn't kill my family and clan, than who did? Speak or die, Lin Kuei!";Sub Zero
victory14 = "Flee and live, or challenge me again and die!";Garret
victory15 = "Foolish children should not play with fire!";Lynn
victory16 = "Blaze? What a pathetic misuse of the term!";Blaze
victory17 = "Hell awaits you, despite your good deeds! It's only a matter of time!";Rorschach
victory18 = "The desert heart is nothing compared to my flames!";SubBoss
victory19 = "Foolish knight. Honor and nobility mean nothing - only revenge!.";Arthur
Victory20 = "Who is the best is of no concern to me. Stop wasting my time!";CM Punk
victory21 = "Your powers pale in comparison to the power of hellfire.";K'
victory22 = "You wear a skull on your face to inspire support! I use mine to instill fear! Be gone!";Skullomania
victory23 = "I don't know what a B.O.W. is, but I'm not one of them! I am specter of vengeance!";Jill
victory24 = "Child's play! Burn!";Sonic
victory25 = "You utilize so many wepaons, yet my flames destroyed them all! Fool!";Megaman
victory26 = "";Tizoc
victory27 = "";Terry
Victory28 = "";Wesker
victory29 = "";Axel
Victory30 = "Infernal mirage --- you'll pay for this Quan Chi!";Scorpion
victory31 = "";Viper
victory32 = "Another demon from hell! Return to the pit from whence you came!";Jedah
victory33 = "Challenge me again, beast, and you'll burn like the others!";Leo
victory34 = "";Koopa Troopa
victory35 = "Mileena would kill to have a face like yours...";Morrigan
victory36 = "Nationality? I fight for my family and clan. Your nation means nothing to me.";Captain America
victory37 = "";Goku
Victory38 = "";Dr. Doom
victory39 = "";Hinata
Victory40 = "";M. Bison
Victory41 = "";Final Boss
Victory42 = "";Mario
Victory43 = "";Birdie
Victory44 = "A ninja from another time? Is that we have been reduced too?";Strider
Victory45 = "Your flames gave me some pause, but you can't burn what came directly from Hell!";Sol Badguy
Victory46 = "Leave me be, foolish boy!";Snow
Victory47 = "Your fists are worthless if they're covered in charred flesh!";Sabotage
Victory48 = "You again! I can still defeat all of you by myself! When will you learn?";Ermac

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

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

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
triggerall = var(55) = 0
trigger1 = Time = 0 && matchover = 0
value = 181

[State 180, 1]
type = ChangeState
triggerall = var(55) = 0
trigger1 = Time = 0 && matchover = 1
value = 183

[State 180, 1]
type = ChangeState
triggerall = var(55) = 1
trigger1 = Time = 0
value = 187

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 58    ;fv =
value = 1
;ignorehitpause =
;persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,150]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


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

;---------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
[Statedef 182]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 58    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S63,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S63,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,250]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

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

;---------------------------------------------------------------------------
; Win pose 4
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0
sprpriority = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 58    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 184
ID = 184
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 185
ID = 185
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 43
anim = 186
ID = 186
pos = 0,-6
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .7,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S45,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 43
value = S45,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,180]
flag = roundnotover


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

;-------------------------------
;Smoke
[StateDef 184]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 182
poweradd = 0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S45,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 185
ID = 185
pos = 15,-1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.7,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 184, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Win pose F
; CNS difficulty: basic
[Statedef 187]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 2228
ID = 2228
pos = 160,45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S65,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,150]
flag = roundnotover
flag2 = nomusic
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


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

;---------------------------------------------------------------------------
; Introduction Decider
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, ChangeState]
type = ChangeState
triggerall = p2name = "Sub-Zero"
trigger1 = time = 0
value = 192
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 191
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,8
volume = 255
channel = 4
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7020
ID = 7020
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S63,1
volume = 255
channel = 4
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S62,0
volume = 255
channel = 4
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 193]
type = S
ctrl = 0
anim = 191
velset = 0,0


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 150
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "skulltaunt"
ID = 196
stateno = 196
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =


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

;---------------------
;SkullTaunt
[StateDef 196]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 196
poweradd = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S64,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
;facing = 0
;pos = 0,0
;ignorehitpause =
;persistent =


[State 196, end]
type = destroyself
trigger1 = AnimTime = 0
trigger2 = parent, stateno != 195
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 3				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -91		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I


[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 205]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 3				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 205				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -91		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I


[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
;Fwd+MP
[StateDef 201]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 201
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S50,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 212, Vel]
type=velset
trigger1= animelemtime(4)>=0 && animelemtime(6)<=0
x=6

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 0
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 39
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 14

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 68
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 14

[State 201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 210
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 45
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -106
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 212]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 213
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 71
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 0, Width]
type = Width
trigger1 = time = [11,28]
edge = 0,0
player = 10,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 5
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 5
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 215
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -106
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 211]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 211
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4 || animelem = 5
attr = S, NA
damage = 60
animtype = heavy
guardflag = hA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

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

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -80
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

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

;---------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 235]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 240
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -96
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 14

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 256

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 24
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,6
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 68
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 16

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 45
ctrl = 0
velset = 0,0
anim = 250

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 6
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 70
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------
;Kyaku
[StateDef 241]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 241
poweradd = 0
sprpriority = 2

[State 241, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 242
ctrl = 0

;-----------------------
;KyakuLift
[StateDef 242]
type = A
movetype= A
physics = N
juggle  = 1
velset = 4,-5
ctrl = 0
anim = 242
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 242, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 52
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 243

;-------------------
;Kyakuland
[StateDef 243]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 243
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 243, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;Knockdown
[StateDef 9901]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 260
poweradd = 0
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 1
v = 37    ;fv =
value = -2
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 275
ID = 275
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 0.7,0.7
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0 && command = "hold_z"
value = 991
ctrl = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 995
ctrl = 0

;--------------------
;Knockdown2
[StateDef 991]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 261
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,2
volume = 0
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 275
ID = 275
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0 && command = "hold_z"
value = 992
ctrl = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = command = "releasez"
value = 996
ctrl = 0

;--------------------
;Knockdown3
[StateDef 992]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 261
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,1
volume = 75
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 276
ID = 276
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0 && command = "hold_z"
value = 993
ctrl = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = command = "releasez"
value = 997
ctrl = 0

;--------------------
;Knockdown4
[StateDef 993]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 261
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 150
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 277
ID = 277
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0 && command = "hold_z"
value = 994
ctrl = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = command = "releasez"
value = 998
ctrl = 0

;--------------------
;Knockdown5
[StateDef 994]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 262
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 277
ID = 277
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 4
supermove
pausemove
scale = 1.2,1.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 999
ctrl = 0

;--------------------
;KnockdownHit
[StateDef 995]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 265
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.2,0.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 80,8
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7.4,-3
air.hittime = 20
envshake.time = 10
envshake.ampl = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 275
;ignorehitpause =
;persistent =

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;KnockdownHit2
[StateDef 996]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 266
poweradd = 70
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 275
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.25,0.35
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100,10
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-3
air.hittime = 20
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;KnockdownHit3
[StateDef 997]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 267
poweradd = 80
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 276
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.3,0.4
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 120,12
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 14, 14
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -6.5,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.5,-3
air.hittime = 20
envshake.time = 14
envshake.ampl = 4
fall = 1
fall.recover = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;KnockdownHit4
[StateDef 998]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 268
poweradd = 100
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 277
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.4,0.45
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 140,15
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 16, 16
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8,-3
air.hittime = 20
envshake.time = 16
envshake.ampl = 5
fall = 1
fall.recover = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;KnockdownHit5
[StateDef 999]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 269
poweradd = 100
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 277
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.55
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 180,35
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 18, 18
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -10,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -10.5,-3
air.hittime = 20
envshake.time = 20
envshake.ampl = 7
fall = 1
fall.recover = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[StateDef 400]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 24
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -66
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 410
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 84
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 18
fall = 1
fall.recovertime = 60
envshake.time = 10
envshake.ampl = 3

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 5
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 415]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 415
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 75
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-3
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -4,-5
air.hittime = 18
fall = 1
fall.recover = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 5
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[StateDef 430]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 430
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 14
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -6
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[StateDef 440]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 440
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 440, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 71
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18

[State 440, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 42
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
fall.recovertime = 15
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 81
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,4
air.hittime = 18

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 611]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 611
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 80
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-4
air.hittime = 18

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 35
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
fall.recovertime = 15
sparkno = 0
sparkxy = -10, -66
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 78
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 25
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,0
air.hittime = 45

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 641]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 641
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 43
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 25
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,0
air.hittime = 45

;-------------------
;Overhead
[StateDef 700]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 700
poweradd = 30
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 700
trigger1 = movehit = 1
value = 701
;elem = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 700
trigger1 = animelem = 3
value = S50,6
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 700
trigger1 = animelem = 4
value = S1,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim = 701
id = 705
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = anim = 701
trigger1 = animelem = 1
anim = 706
ID = 706
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
triggerall = anim = 700
trigger1 = animelem = 2
anim = 705
ID = 705
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 17
anim = 993
ID = 710
pos = 5,-120
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .4,.4
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 17
anim = 993
ID = 710
pos = 40,-115
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 18
anim = 993
ID = 710
pos = 75,-105
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .52,.52
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 18
anim = 993
ID = 710
pos = 90,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .54,.54
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 19
anim = 993
ID = 710
pos = 100,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .56,.56
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 19
anim = 993
ID = 710
pos = 105,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 20
anim = 993
ID = 710
pos = 90,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .58,.58
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 700, 1]
type = HitDef
triggerall = anim = 700
trigger1 = AnimElem = 5
attr = S, NA
damage = 85
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -56
hitsound = s4, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,5
air.hittime = 18
air.fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 700
trigger1 = animelem = 4
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 1103]
type=helper
trigger1 = numtarget && movehit
trigger1= target,movetype=H && !target,time
helpertype = normal
stateno = 1905
ID = 1905
name = "flames on p2"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 700, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;Spear
[StateDef 1100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Spear"
ID = 1150
stateno = 1150
pos = 60,-90
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(1150) = 1
trigger1 = helper(1150), movehit = 1
value = 1110
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =


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

;---------------------------
;SpearPull
[StateDef 1110]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1110
poweradd = 20
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S7,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S56,0+random&1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 4
anim = 10210
ID = 10210
pos = 10,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 3
anim = 10210
ID = 10210
pos = 30,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 1
anim = 10210
ID = 10210
pos = 60,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 1
anim = 10210
ID = 10211
pos = 90,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 1
anim = 10210
ID = 10212
pos = 120,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 1
anim = 10210
ID = 10213
pos = 150,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 1
anim = 10210
ID = 10214
pos = 180,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 1
anim = 10210
ID = 10215
pos = 210,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 1
anim = 10210
ID = 10216
pos = 240,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 118011
trigger1 = animelem = 1
anim = 10210
ID = 10217
pos = 270,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 118011
trigger1 = p2bodydist x <= 40
trigger2 = p2stateno != 118011
id = 10210
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 118011
trigger1 = p2bodydist x <= 70
trigger2 = p2stateno != 118011
id = 10211
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 118011
trigger1 = p2bodydist x <= 100
trigger2 = p2stateno != 118011
id = 10212
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 118011
trigger1 = p2bodydist x <= 130
trigger2 = p2stateno != 118011
id = 10213
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 118011
trigger1 = p2bodydist x <= 160
trigger2 = p2stateno != 118011
id = 10214
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 118011
trigger1 = p2bodydist x <= 190
trigger2 = p2stateno != 118011
id = 10215
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 118011
trigger1 = p2bodydist x <= 220
trigger2 = p2stateno != 118011
id = 10216
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 118011
trigger1 = p2bodydist x <= 250
trigger2 = p2stateno != 118011
id = 10217
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 118011
trigger1 = p2stateno != 118011
id = 1151
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1151
ID = 1151
pos = 20,-90
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


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

;-----------------------
;Spear Helper
[StateDef 1150]
type = S
movetype= A
physics = N
juggle  = 1
velset = 9,0
ctrl = 0
anim = 1150
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1153
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 1150, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, ST
damage = 45,3
animtype = Light
guardflag = MA
hitflag = M
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = -10, 0
hitsound = s4, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = 118011

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 40
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =

[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = movehit = 1
v = 51    ;fv =
value = 1
;ignorehitpause =
;persistent =


[State 1150, end]
type = destroyself
trigger1 = time = 60
trigger2 = movehit = 1

;---------------------------
;Spearhit
[StateDef 1170]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1151
poweradd = 20
sprpriority = 2


[State 0, TargetBind]
type = TargetBind
trigger1 = 1
id = -1
pos = 20,0
;ignorehitpause =
;persistent =


[State 1170, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 118011]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, MakeDust]
type = MakeDust
trigger1 = time > 20
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = p2bodydist x <= 20
x = 0
;ignorehitpause =
;persistent =


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1180

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11911
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;---------------------------
;Dizzy
[StateDef 11911]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 5300

[State 1190, end]
type = SelfState
trigger1 = time = 45
value = 0
ctrl = 1

;-----------------------
;SpearUp
[StateDef 1120]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1120
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Spear"
ID = 1160
stateno = 1160
pos = 33,-113
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(1160) = 1
trigger1 = helper(1160), movehit = 1
value = 1130
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =


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

;---------------------------
;SpearPullUp
[StateDef 1130]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1130
poweradd = 20
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S56,0+random&1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 4
anim = 10310
ID = 10310
pos = 33,-107
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 3
anim = 10310
ID = 10310
pos = 33,-107
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 10310
pos = 70,-128
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 10311
pos = 107,-149
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 10312
pos = 144,-170
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 10313
pos = 181,-191
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 10314
pos = 218,-212
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 10315
pos = 255,-233
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 10316
pos = 292,-254
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 10317
pos = 329,-275
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 40
trigger2 = p2stateno != 1190
id = 10310
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 85
trigger2 = p2stateno != 1190
id = 10311
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 120
trigger2 = p2stateno != 1190
id = 10312
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 155
trigger2 = p2stateno != 1190
id = 10313
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 195
trigger2 = p2stateno != 1190
id = 10314
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 235
trigger2 = p2stateno != 1190
id = 10315
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 270
trigger2 = p2stateno != 1190
id = 10316
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 305
trigger2 = p2stateno != 1190
id = 10317
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2stateno != 1190
id = 1161
;ignorehitpause =
;persistent =





[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1161
ID = 1161
pos = 28,-40
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1110, end]
type = ChangeState
triggerall = time > 7
trigger1 = p2bodydist x <= 60
value = 1135
ctrl = 0

;------------------------
;Uppercut
[StateDef 1135]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1135
poweradd = 0
sprpriority = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1161
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, SA
damage = 84
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = -20, -96
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2.5,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.5,-8
air.hittime = 18
fall = 1
fall.recovertime = 60
envshake.time = 10
envshake.ampl = 3

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 5
;ignorehitpause =
;persistent =


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

;-----------------------
;Spear Helper
[StateDef 1160]
type = S
movetype= A
physics = N
juggle  = 6
velset = 9,-5
ctrl = 0
anim = 1160
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1163
time = 1
forceair = 0
;ignorehitpause =
;persistent =



[State 1150, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, ST
damage = 45,3
animtype = Light
guardflag = MA
hitflag = AF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = -10, 0
hitsound = s4, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = 1190
snap = 20,50

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 40
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =


[State 1150, end]
type = destroyself
trigger1 = time = 60
trigger2 = movehit = 1

;-----------------------
;SpearEnd
[StateDef 1153]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1153
poweradd = 0
sprpriority = 2

[State 1163, end]
type = destroyself
trigger1 = time = 10

;-----------------------
;SpearEnd
[StateDef 1163]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1163
poweradd = 0
sprpriority = 2

[State 1163, end]
type = destroyself
trigger1 = time = 10

;---------------------------
;Spearhit
[StateDef 1171]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1161
poweradd = 20
sprpriority = 2


[State 0, TargetBind]
type = TargetBind
trigger1 = 1
id = -1
pos = 20,0
;ignorehitpause =
;persistent =


[State 1170, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1190]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 10
y = 5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = p2bodydist x <= 10
x = 0
y = 0
;ignorehitpause =
;persistent =




[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1190

;------------------------
;Telepunch
[StateDef 1200]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 40
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0 && pos y < 0
value = 1202
;elem = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
type = A
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = -15
y = 1
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = animelem = 4
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1200
triggerall = facing = -1
trigger1 = time = 14
x = 170
y = -20
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1200
triggerall = facing = 1
trigger1 = time = 14
x = -170
y = -20
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1202
triggerall = facing = -1
trigger1 = time = 14
x = 170
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1202
triggerall = facing = 1
trigger1 = time = 14
x = -170
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = movehit = 1
x = 0
;ignorehitpause =
;persistent =


[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 75,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -5.9,-.8
air.type = High
air.velocity = -7.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
air.fall = 1
fall.recover = 0

[State 0, Explod]
type = Explod
trigger1 = time = 8
anim = 1205
ID = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 9
anim = 1205
ID = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 20 ,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
;ignorehitpause =
;persistent =

[State 1200, end]
type = ChangeState
triggerall = anim = 1200
trigger1 = animtime = 0
value = 1210
ctrl = 0

[State 1200, end]
type = ChangeState
triggerall = anim = 1202
trigger1 = animtime = 0
value = 1204
ctrl = 0

;------------------------
;Telepunch2
[StateDef 1201]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 50
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0 && pos y < 0
value = 1203
;elem = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
type = A
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = -15
y = 1
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = animelem = 4
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1201
triggerall = facing = -1
trigger1 = time = 14
x = 170
y = -20
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1201
triggerall = facing = 1
trigger1 = time = 14
x = -170
y = -20
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1203
triggerall = facing = -1
trigger1 = time = 14
x = 170
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1203
triggerall = facing = 1
trigger1 = time = 14
x = -170
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = movehit = 1
x = 0
;ignorehitpause =
;persistent =


[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 90,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -5.9,-.8
air.type = High
air.velocity = -7.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
air.fall = 1
fall.recover = 0

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 1205
ID = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 13
anim = 1205
ID = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 20 ,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
;ignorehitpause =
;persistent =

[State 1200, end]
type = ChangeState
triggerall = anim = 1201
trigger1 = animtime = 0
value = 1210
ctrl = 0

[State 1200, end]
type = ChangeState
triggerall = anim = 1203
trigger1 = animtime = 0
value = 1204
ctrl = 0

;------------------------
;EXTelepunch
[StateDef 1206]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = -500
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0 && pos y < 0
value = 1203
;elem = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
type = A
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = -15
y = 1
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = animelem = 4
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1201
triggerall = facing = -1
trigger1 = time = 14
x = 170
y = -20
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1201
triggerall = facing = 1
trigger1 = time = 14
x = -170
y = -20
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1203
triggerall = facing = -1
trigger1 = time = 14
x = 170
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1203
triggerall = facing = 1
trigger1 = time = 14
x = -170
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = movehit = 1
x = 0
;ignorehitpause =
;persistent =


[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 70,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -10
airguard.velocity = -5.9,-.8
air.type = High
air.velocity = -7.4,-5
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
air.fall = 1
fall.recover = 0
getpower = 0

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 1205
ID = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 13
anim = 1205
ID = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 20 ,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 1207
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1200, end]
type = ChangeState
triggerall = anim = 1201
trigger1 = animtime = 0
value = 1210
ctrl = 0

[State 1200, end]
type = ChangeState
triggerall = anim = 1203
trigger1 = animtime = 0
value = 1204
ctrl = 0

;------------------------
;EXTelepunch
[StateDef 1207]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0 && pos y < 0
value = 1203
;elem = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
type = A
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = -25
y = 1
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = animelem = 4
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1201
triggerall = facing = -1
trigger1 = time = 14
x = 170
y = -20
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1201
triggerall = facing = 1
trigger1 = time = 14
x = -170
y = -20
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1203
triggerall = facing = -1
trigger1 = time = 14
x = 170
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = anim = 1203
triggerall = facing = 1
trigger1 = time = 14
x = -170
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = movehit = 1
x = 0
;ignorehitpause =
;persistent =


[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 70,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6,-4
airguard.velocity = -5.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
getpower = 0

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 1205
ID = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 13
anim = 1205
ID = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 20 ,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
;ignorehitpause =
;persistent =

[State 1200, end]
type = ChangeState
triggerall = anim = 1201
trigger1 = animtime = 0
value = 1210
ctrl = 0

[State 1200, end]
type = ChangeState
triggerall = anim = 1203
trigger1 = animtime = 0
value = 1204
ctrl = 0

;--------------------
;AirFall
[StateDef 1204]
type = A
movetype= I
physics = N
velset = 3,0
ctrl = 0
anim = 1204
poweradd = 0
sprpriority = 2

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1210

;----------------------
;Land
[StateDef 1210]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1210
poweradd = 0
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


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

;------------------------------
;Flame Pillar
[StateDef 1400]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 40
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "flames"
ID = 1410
stateno = 1410
pos = 75,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;Flame Pillar
[StateDef 1401]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 40
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "flames"
ID = 1410
stateno = 1410
pos = 125,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;Flame Pillar
[StateDef 1402]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 40
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "flames"
ID = 1410
stateno = 1410
pos = 175,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;Flame Pillar
[StateDef 1403]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 40
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "flames"
ID = 1410
stateno = 1410
pos = 225,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;Flame Pillar
[StateDef 1404]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = -500
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "flames"
ID = 1410
stateno = 1410
pos = 10,0
postype = p2    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;Flame Pillar
[StateDef 1405]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = -500
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "flames"
ID = 1410
stateno = 1411
pos = 80,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;FlamesHelper
[StateDef 1410]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1410
poweradd = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


[State 1103]
type=helper
trigger1 = numtarget && movehit
trigger1= target,movetype=H && !target,time
helpertype = normal
stateno = 1905
ID = 1905
name = "flames on p2"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = numexplod(7031) = 0
trigger1 = time = [1,30]
anim = 7031
ID = 7031
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent = 3

[State 0, Explod]
type = Explod
trigger1 = time = [1,30]
anim = 7022
ID = 7020
pos = -10+random%20,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-8+random%5
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
persistent = 2

[State 1410, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 85,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 3
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -5.4,-4
air.hittime = 18
envshake.time = 10
envshake.ampl = -3
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64


[State 1410, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------
;FlamesHelper2
[StateDef 1411]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1411
poweradd = 0
sprpriority = 2

[State 1103]
type=helper
trigger1 = numtarget && movehit
trigger1= target,movetype=H && !target,time
helpertype = normal
stateno = 1905
ID = 1905
name = "flames on p2"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = numexplod(7031) = 0
trigger1 = time = [1,30]
anim = 7031
ID = 7031
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent = 3

[State 0, Explod]
type = Explod
trigger1 = time = [1,30]
anim = 7022
ID = 7020
pos = -10+random%20,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-8+random%5
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
persistent = 2

[State 1410, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 115,9
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 3
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -5.4,-4
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = -4
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64


[State 1410, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------
;UT
[StateDef 990]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 990
poweradd = 0
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 1
v = 37    ;fv =
value = -2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 7180, flames]
type=explod
trigger1= time = 8 || time = 11 || time = 14 || time = 17 || time = 20 || time = 23
anim=3010
ID=7203
sprpriority=4
postype=p1
vel=-1,-2
pos=const(size.mid.pos.x)-10,const(size.mid.pos.y)+10
random=60,60
removetime=-2
scale=.5,.5

[State 7180, flames]
type=explod
trigger1= time = 9 || time = 12 || time = 15 || time = 19 || time = 21 || time = 24
anim=3010
ID=7203
sprpriority=4
postype=p1
vel=0,-2
pos=const(size.mid.pos.x),const(size.mid.pos.y)+10
random=60,60
removetime=-2
scale=.5,.5

[State 7180, flames]
type=explod
trigger1= time = 10 || time = 13 || time = 16 || time = 19 || time = 22 || time = 25
anim=3010
ID=7203
sprpriority=4
postype=p1
vel=1,-2
pos=const(size.mid.pos.x)+10,const(size.mid.pos.y)+10
random=60,60
removetime=-2
scale=.5,.5


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 991
ID = 991
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 1103]
type=helper
trigger1 = numtarget && movehit
trigger1= target,movetype=H && !target,time
helpertype = normal
stateno = 1905
ID = 1905
name = "flames on p2"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 990, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 85
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -7,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64

[State 990, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;FlipKick
[StateDef 1500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 15
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem =4
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1505
ctrl = 0

;-----------------------
;FlipKick2
[StateDef 1501]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1501
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 8
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem =4
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1506
ctrl = 0

;-----------------------
;EXFlipKick
[StateDef 1502]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1501
poweradd = -500
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,9]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 25
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem =4
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1507
ctrl = 0

;---------------------
;ActualFlip
[StateDef 1505]
type = A
movetype= A
physics = N
juggle  = 7
velset = -3.5,-6
ctrl = 0
anim = 1505
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3151
ID = 3150
pos = 20,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 1103]
type=helper
trigger1 = numtarget && movehit
trigger1= target,movetype=H && !target,time
helpertype = normal
stateno = 1905
ID = 1905
name = "flames on p2"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 1505, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 95,7
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-6
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -4.4,-5
air.hittime = 18
envshake.time = 10
envshake.ampl = -3
fall = 1
fall.recover = 0
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1510

;---------------------
;ActualFlip
[StateDef 1506]
type = A
movetype= A
physics = N
juggle  = 7
velset = -1.5,-6
ctrl = 0
anim = 1505
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3151
ID = 3150
pos = 20,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 1103]
type=helper
trigger1 = numtarget && movehit
trigger1= target,movetype=H && !target,time
helpertype = normal
stateno = 1905
ID = 1905
name = "flames on p2"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 1505, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 82,5
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-6
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -4.4,-5
air.hittime = 18
envshake.time = 10
envshake.ampl = -3
fall = 1
fall.recover = 0
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1510

;---------------------
;EXActualFlip
[StateDef 1507]
type = A
movetype= A
physics = N
juggle  = 7
velset = 0,-6
ctrl = 0
anim = 1505
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
triggerall = vel x > 0
trigger1 = time = 1
anim = 3151
ID = 3150
pos = 20,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 3.5,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
triggerall = vel x <= 0
trigger1 = time = 1
anim = 3151
ID = 3150
pos = 20,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 1103]
type=helper
trigger1 = numtarget && movehit
trigger1= target,movetype=H && !target,time
helpertype = normal
stateno = 1905
ID = 1905
name = "flames on p2"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 1505, 1]
type = HitDef
trigger1 = AnimElem = 2 || animelem = 3 || animelem = 4
attr = S, SA
damage = 45,6
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-6
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -4.4,-5
air.hittime = 18
envshake.time = 10
envshake.ampl = -3
fall = 1
fall.recover = 0
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64
getpower = 0

[State 0, VelSet]
type = VelSet
triggerall = command = "holdfwd"
trigger1 = time = 0
x = 3.5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = command = "holdback"
trigger1 = time = 0
x = -3.5
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1510

;-------------------------
;Land
[StateDef 1510]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1510
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


[State 1510, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;Toasty Super
[StateDef 3000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3000
poweradd = 0
sprpriority = 2

[State 1103]
type=helper
trigger1 = numtarget && movehit
trigger1= target,movetype=H && !target,time
helpertype = normal
stateno = 1905
ID = 1905
name = "flames on p2"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S61,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 34 || time = 54 || time = 74
value = S45,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = -8,-75
movetime = 30
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 34
anim = 3015
ID = 3010
pos = 0,-96
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 30
pausemove
scale = .45,.45
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit = 1
v = 41    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(41) > 5
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =



[State 3000, 1]
type = HitDef
triggerall = var(41) <= 4
trigger1 = time = [34,84]
attr = S, HP
damage = 50,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = 2
sparkxy = -10, -66+random%30
hitsound = s45, 5
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64
persistent = 5
ground.cornerpush.veloff = 0

[State 3000, 1]
type = HitDef
triggerall = var(41) = 5
trigger1 = time = [34,84]
attr = S, HP
damage = 40,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = 2
sparkxy = -10, -66+random%30
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 3
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64
persistent = 1
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "skull"
ID = 3001
stateno = 3001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 30
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =


[State 3000, end]
type = ChangeState
trigger1 = time = 90
value = 3005
ctrl = 0

;------------------------
;Skull
[StateDef 3001]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3001
sprpriority = 3

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
;time = 1
;facing = 0
;pos = 0,0
;ignorehitpause =
;persistent =


[State 3001, end]
type = destroyself
trigger1 = parent,stateno != 3000

;-------------------
;End
[StateDef 3005]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3005
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3006
ID = 3006
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 3005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;HellFireCombo
[StateDef 3100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3100
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,7]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 1103]
type=helper
trigger1 = numtarget && movehit
trigger1= target,movetype=H && !target,time
helpertype = normal
stateno = 1905
ID = 1905
name = "flames on p2"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = 5,-80
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 5 || time = 29
anim = 3150
ID = 3150
pos = 35,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 || animelem = 11
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9 || animelem = 17
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 11
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
trigger2 = animelem = 11
x = 12
;ignorehitpause =
;persistent =


[State 3100, 1]
type = HitDef
trigger1 = AnimElem = 4 || animelem = 12
attr = S, HA
damage = 45,4
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
envshake.ampl = -3
envshake.time = 10
getpower = 0
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64

[State 3100, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 45,4
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 24
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 18
envshake.ampl = -3
envshake.time = 10
getpower = 0
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64

[State 3100, 1]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
damage = 45,4
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5,-10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 18
fall = 1
fall.recover = 0
envshake.ampl = -3
envshake.time = 10
getpower = 0
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64

[State 3100, end]
type = ChangeState
triggerall = p2movetype != H
trigger1 = Animelem = 16
value = 1510
ctrl = 0

[State 3100, end]
type = ChangeState
triggerall = p2movetype = H
trigger1 = AnimTime = 0
value = 3120
ctrl = 0

;-----------------------
;SpearUp
[StateDef 3120]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1120
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Spear"
ID = 1160
stateno = 3160
pos = 33,-113
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(1160) = 1
trigger1 = helper(1160), movehit = 1
value = 3130
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =


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

;---------------------------
;SpearPullUp
[StateDef 3130]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1130
poweradd = 0
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S56,0+random&1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 4
anim = 10310
ID = 30310
pos = 33,-107
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 3
anim = 10310
ID = 30310
pos = 33,-107
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 30310
pos = 70,-128
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 30311
pos = 107,-149
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 30312
pos = 144,-170
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 30313
pos = 181,-191
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 30314
pos = 218,-212
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 30315
pos = 255,-233
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 30316
pos = 292,-254
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2stateno = 1190
trigger1 = animelem = 1
anim = 10310
ID = 30317
pos = 329,-275
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 40
trigger2 = p2stateno != 1190
id = 30310
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 85
trigger2 = p2stateno != 1190
id = 30311
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 120
trigger2 = p2stateno != 1190
id = 30312
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 155
trigger2 = p2stateno != 1190
id = 30313
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 195
trigger2 = p2stateno != 1190
id = 30314
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 235
trigger2 = p2stateno != 1190
id = 30315
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 270
trigger2 = p2stateno != 1190
id = 30316
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2bodydist x <= 305
trigger2 = p2stateno != 1190
id = 30317
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = p2stateno = 1190
trigger1 = p2stateno != 1190
id = 1161
;ignorehitpause =
;persistent =





[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1161
ID = 1161
pos = 28,-40
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1110, end]
type = ChangeState
triggerall = time > 7
trigger1 = p2bodydist x <= 60
value = 3135
ctrl = 0

;------------------------
;Uppercut
[StateDef 3135]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1135
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 3150
ID = 3150
pos = 35,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .4,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1161
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, HA
damage = 85
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = -20, -96
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4.5,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.5,-8
air.hittime = 18
fall = 1
fall.recovertime = 60
envshake.time = 30
envshake.ampl = -5
getpower = 0
palfx.time = 36
palfx.add = 200,64,32
palfx.mul = 200,200,96
palfx.sinadd = 32,32,32,4
palfx.color = 64

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 5
;ignorehitpause =
;persistent =


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

;-----------------------
;Spear Helper
[StateDef 3160]
type = S
movetype= A
physics = N
juggle  = 6
velset = 9,-5
ctrl = 0
anim = 1164
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1163
time = 1
forceair = 0
;ignorehitpause =
;persistent =



[State 1150, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, ST
damage = 30,3
animtype = Light
guardflag = MA
hitflag = AF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = -10, 0
hitsound = s4, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = 1190
snap = 20,50

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 40
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =


[State 1150, end]
type = destroyself
trigger1 = time = 60
trigger2 = movehit = 1

;---------------------
;L3
[StateDef 3200]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 102
sound = s20,0
pos = -5,-90
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 7021
ID = 7021
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 3200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201
ctrl = 0

;----------------------
;L3 Hit
[StateDef 3201]
type = S
movetype= A
physics = N
juggle  = 1
velset = -20,0
ctrl = 0
anim = 3201
poweradd = 0
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 10,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = time = [5,14]
trigger1 = p2bodydist x <= 50
value = 3201
elem = 8
;ignorehitpause =
;persistent =


[State 0, Turn]
type = Turn
trigger1 = time = 0
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 0
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = time = 0
x = -170
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = time = 0
x = 170
;ignorehitpause =
;persistent =

[State 3201, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = MAF
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 3202
p2stateno = 3203
fall = 1
fall.recover = 0

[State 3201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;PossibleExtend
[Statedef 3201111]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3201

[State 3201, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 3202
p2stateno = 3203
fall = 1
fall.recover = 0

[State 3201, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3202]
type = S
movetype= A
physics = N
anim = 3202
poweradd = 0

[State 3211, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 3211, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 3211, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

[State 3211, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50, 0

[State 3211, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 0

[State 3211, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 3211, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50, 0

[State 3211, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50, 0

[State 3211, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 50, 0

[State 3211, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 50, 0

[State 3211, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 50, 0

[State 3211, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 50, 0

[State 3211, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 50, 0

[State 3211, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 50, 0

[State 3211, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 50, 0

[State 3211, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = 50, 0

[State 3211, Bind 16]
type = TargetBind
trigger1 = AnimElem = 16
pos = 50, 0

[State 3211, Bind 17]
type = TargetBind
trigger1 = AnimElem = 17
pos = 50, 0

[State 3211, Bind 18]
type = TargetBind
trigger1 = AnimElem = 18
pos = 50, 0

[State 3211, Bind 19]
type = TargetBind
trigger1 = AnimElem = 19
pos = 50, 0

[State 3211, Bind 20]
type = TargetBind
trigger1 = AnimElem = 20
pos = 50, 0

[State 3211, Bind 21]
type = TargetBind
trigger1 = AnimElem = 21
pos = 50, 0

[State 3211, Bind 22]
type = TargetBind
trigger1 = AnimElem = 22
pos = 50, 0

[State 3211, Bind 23]
type = TargetBind
trigger1 = AnimElem = 23
pos = 50, 0

[State 3211, Bind 24]
type = TargetBind
trigger1 = AnimElem = 24
pos = 50, 0

[State 3211, Bind 25]
type = TargetBind
trigger1 = AnimElem = 25
pos = 50, 0

[State 3211, Bind 26]
type = TargetBind
trigger1 = AnimElem = 26
pos = 50, 0

[State 3211, Bind 27]
type = TargetBind
trigger1 = AnimElem = 27
pos = 50, 0

[State 3211, Bind 28]
type = TargetBind
trigger1 = AnimElem = 28
pos = 50, 0

[State 3211, Bind 29]
type = TargetBind
trigger1 = AnimElem = 29
pos = 50, 0

[State 3211, Bind 30]
type = TargetBind
trigger1 = AnimElem = 30
pos = 50, 0

[State 3211, Bind 31]
type = TargetBind
trigger1 = AnimElem = 31
pos = 50, 0

[State 3211, Bind 32]
type = TargetBind
trigger1 = AnimElem = 32
pos = 50, 0

[State 3211, Bind 33]
type = TargetBind
trigger1 = AnimElem = 33
pos = 50, 0

[State 3211, Bind 34]
type = TargetBind
trigger1 = AnimElem = 34
pos = 50, 0

[State 3211, Bind 35]
type = TargetBind
trigger1 = AnimElem = 35
pos = 50, 0

[State 3211, Bind 36]
type = TargetBind
trigger1 = AnimElem = 36
pos = 50, 0

[State 3211, Bind 37]
type = TargetBind
trigger1 = AnimElem = 37
pos = 50, 0

[State 3211, Bind 38]
type = TargetBind
trigger1 = AnimElem = 38
pos = 50, 0

[State 3211, Bind 39]
type = TargetBind
trigger1 = AnimElem = 39
pos = 50, 0

[State 3211, Bind 40]
type = TargetBind
trigger1 = AnimElem = 40
pos = 50, 0

[State 3211, Bind 41]
type = TargetBind
trigger1 = AnimElem = 41
pos = 50, 0

[State 3211, Bind 42]
type = TargetBind
trigger1 = AnimElem = 42
pos = 50, 0

[State 3211, Bind 43]
type = TargetBind
trigger1 = AnimElem = 43
pos = 50, 0

[State 3211, Bind 44]
type = TargetBind
trigger1 = AnimElem = 44
pos = 50, 0

[State 3211, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 1 || animelem = 5 || animelem = 7 || animelem = 13
trigger2 = animelem = 17 || animelem = 24 || animelem = 30 || animelem = 36
value = -10
kill = 0

[State 3211, Throw]
type = TargetState
trigger1 = AnimElem = 44
value = 3221


[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 0
time = 2
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 6 || animelem = 12
trigger2 = animelem = 16 || animelem = 23 || animelem = 29 || animelem = 35
value = S0,0+random%2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5 || animelem = 7 || animelem = 13
anim = f2
ID = 2
pos = 50,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f2
ID = 2
pos = 50,-56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 17 || animelem = 24 || animelem = 36
anim = f2
ID = 2
pos = 50,-86
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 30
anim = f2
ID = 2
pos = 50,-16
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1 || animelem = 5 || animelem = 7 || animelem = 13
trigger2 = animelem = 17 || animelem = 24 || animelem = 30 || animelem = 36
time = 10
;freq = 60
ampl = -3
;phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1 || animelem = 5 || animelem = 7 || animelem = 13
trigger2 = animelem = 17 || animelem = 24 || animelem = 30 || animelem = 36
value = S5,0+random%2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 137
add = -80,-80,-80
mul = 256,256,256
;sinadd = -80,-80,-80,267
invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S65,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3211, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3211
ctrl = 0

;----------------------------------------------------------------------
[Statedef 3203]
type = A
movetype = H
physics = N
velset = 0,0

[State 3221, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3203



;----------------------------------------------------------------------
[Statedef 3211]
type = S
movetype= A
physics = N
anim = 3210
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S55,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 110
value = S55,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f2
ID = 2
pos = 70,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f2
ID = 2
pos = 70,-85
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S5,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
trigger2 = animelem = 7
time = 15
;freq = 60
ampl = -4
;phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 132
time = 65
freq = 90
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 67
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 132
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 132
value = S45,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3211, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 3211, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 3211, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 3211, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

[State 3211, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 3211, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50, 0

[State 3211, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 3211, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 0

[State 3211, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 3211, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50, 0

[State 3211, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50, -15

[State 3211, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 55, -56

[State 3211, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -75
kill = 0

[State 2210, Throw]
type = TargetState
triggerall = p2life <= 195  && var(58) = 1
trigger1 = AnimElem = 8
value = 3222223

[State 2210, Throw]
type = TargetState
triggerall = p2life > 195 && var(58) = 1
trigger1 = AnimElem = 8
value = 3222222

[State 2210, Throw]
type = TargetState
triggerall = p2life > 195 && var(58) != 1
trigger1 = AnimElem = 8
value = 3222222

[State 2210, Throw]
type = TargetState
triggerall = p2life <= 195 && var(58) != 1
trigger1 = AnimElem = 8
value = 3222222

[State 0, VarSet]
type = VarSet
trigger1 = p2stateno = 3222223
v = 55    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = time = 0
x = -120
;ignorehitpause =
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = -50
ID = -1
kill = 0
absolute = 0
;ignorehitpause =
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 137
value = -195
ID = -1
kill = 1
absolute = 0
;ignorehitpause =
;persistent =



[State 0, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = time = 0
x = 120
;ignorehitpause =
;persistent =

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 0
trigger2 = animtime = 0
time = 2
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable



[State 0, Explod]
type = Explod
trigger1 = time = 65
anim = 3250
ID = 3250
pos = 50+ceil(p2bodydist x),0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 65
anim = 3251
ID = 3251
pos = 50+ceil(p2bodydist x),0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 78
anim = 3260
ID = 3260
pos = 30+ceil(p2bodydist x),20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .7,.7
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 130
anim = 3270
ID = 3270
pos = 25+ceil(p2bodydist x),15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = p2stateno = 3222223
trigger1 = time = 130
value = S65,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
triggerall = p2stateno = 3222223
trigger1 = time = 130
anim = 995
ID = 3271
pos = 25+ceil(p2bodydist x),15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.5,2
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = [167,237]
anim = 3010
ID = 3011
pos = const(size.mid.pos.x),const(size.mid.pos.y)+10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
persistent = 3


[State 3211, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3221]
type = A
movetype = H
physics = N
velset = 0,0

[State 3221, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3220

;----------------------------------------------------------------------
[Statedef 3222222]
type = A
movetype = H
physics = N
velset = -2,-8
poweradd = 40

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 167
time = 70
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1


[State 3222, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 13
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 14
y = 50
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 14
x = -1
y = -15
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0
;ignorehitpause =
;persistent =


[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = time > 180
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = time > 180
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
triggerall = time > 170
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;----------------------------------------------------------------------
[Statedef 3222223]
type = A
movetype = H
physics = N
velset = -2,-8
poweradd = 40

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 167
time = 70
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1


[State 3222, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 13
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = time > 250 && life = 0
value = 5150
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;-------------------------------
[statedef 1905]
ctrl = 0
anim = 10000

[State 7180, flames]
type=explod
trigger1= 1
anim=3010
ID=7203
sprpriority=4
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+10
random=60,60
removetime=-2
scale=.45,.45

[State 0, DestroySelf]
type = DestroySelf
trigger1 = numhelper(1905) > 1
;ignorehitpause =
;persistent =


[State 7180, pos]
type=posadd
triggerall = anim=3010
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = (enemynear,ctrl) || (enemynear,movetype!=H) || (enemynear,statetype=L)

;---------------------
;Throw
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 30
Trigger1 = Time = 0
attr = S, NT
hitflag = M
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 0
fall.damage = 15

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

;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,40
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 25, 5

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

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 10, 8

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -30, -5

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -86, -23


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -75

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 6
value = 821

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

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

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

;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = 5,-4
poweradd = 40

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

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

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

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


;--------------------------
;AirThrow
[Statedef 802]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 802

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 802, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
hitflag = A
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 812
p2stateno = 822
fall = 1
fall.recover = 0
fall.envshake.time = 10
fall.envshake.ampl = 3

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52

;----------------------------------------------------------------------
[Statedef 812]
type = A
movetype= A
physics = N
anim = 812
poweradd = 60
velset= 0,0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 0

[State 812, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 38, 6

[State 812, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 17, -1

[State 812, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 15, -9

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 812, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -51, 7

[State 812, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -85

[State 812, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 823

[State 0, Turn]
type = Turn
trigger1 = animelem = 7
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 2
;ignorehitpause =
;persistent =


[State 0, Gravity]
type = Gravity
trigger1 = time > 17
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52

;----------------------------------------------------------------------
[Statedef 822]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 0, Turn]
type = Turn
trigger1 = animelem = 3
;ignorehitpause =
;persistent =


[State 822, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 822

;----------------------------------------------------------------------
[Statedef 823]
type = A
movetype = H
physics = N
velset = -6,6
poweradd = 40

[State 823, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 823, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 823, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 823, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;---------------------
;Throw1
[Statedef 850]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 30
Trigger1 = Time = 0
attr = S, NT
hitflag = M
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p1stateno = 815
p2stateno = 825
fall = 1
fall.recovertime = 60

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

;----------------------------------------------------------------------
[Statedef 815]
type = S
movetype= A
physics = N
anim = 812
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,8
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S0,4
volume = 255
channel = 1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -40, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -10, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 10, 0

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

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 40, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 40, 0

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

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 6
pos = 37, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = 9, -2

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = animelem = 8
pos = -15, -15

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 9
pos = -60, -42

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -100

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 9
value = 826

[State 0, Turn]
type = Turn
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


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

;----------------------------------------------------------------------
[Statedef 825]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 822

;----------------------------------------------------------------------
[Statedef 826]
type = A
movetype = H
physics = N
velset = 5,-6
poweradd = 40

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

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

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

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


;------------------------------------
;AirDash
[Statedef 110]
type = A
physics = N
anim = 110
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 11

[State 100, 1]
type = VelSet
trigger1 = 1
x = 7
y = 0.4

[State 100, 2]
type = ChangeState
trigger1 = time = 15
value = 111

;------------------------------------
;AirDash
[Statedef 111]
type = A
physics = A
anim = 111
ctrl = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 2
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52

;---------------------------------------------------------------------------
; LauncherFollow
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 21


[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50000
ctrl = 1

;AI jump check
[State 40, 6]
type = ChangeState
trigger1 = var(59) = 1 && var(30) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LauncherFollowUp
[Statedef 50000]
type    = A
physics = A

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, Guard]
type= changestate
trigger1= inguarddist
trigger1= ctrl && command="holdback"
value= 120

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 2
value = 1
;ignorehitpause =
;persistent =


[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Run forward
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
trigger2 = animelem = 5
pos = 20,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

[State 100, Jump]
type= changestate
trigger1= command="holdfwd" && command="holdup"
value= 40

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

;---------------------------
;Runstop
[StateDef 101]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 101
poweradd = 0
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,5]
pos = 20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Hop backwards
[Statedef 105]
type    = S
physics =N
ctrl = 0
anim = 105
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 0
;ignorehitpause =
;persistent =


[State 105, 1]
type = VelSet
trigger1 = animelem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d fvar1= %f  pos x = %f "
params = var(31), fvar(2) , p2bodydist x

[State -2, VarSet]
type = VarSet
trigger1 =numhelper(1315)<1
v = 31    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.93, 0.85**enemynear, gethitvar(hitcount)))
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = (p2bodydist x < 50) || (p2bodydist x >90)
v = 30   ;fv = 10
value = 0

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = p2bodydist x = [50,90]
v = 30   ;fv = 10
value = 1

[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1

[State 0, VarSet]
type = VarSet
trigger1 = p2stateno != [7053,7055]
v = 18    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1000
id = 1030
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1001
id = 1031
;ignorehitpause =
;persistent =

[State -1, AI ON]  ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1 ; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1

[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0  ; it is on and
Trigger1=RoundState!=2  ; the round is not started yet or is already over
Trigger2=!IsHelper  ; OR if we are a player, but
Trigger2=AILevel=0  ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Ryu"
value = 1

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Ken"
value = 2

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Chun Li"
value = 3

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Haggar"
value = 4

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Charlie"
value = 5

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jin Saotome"
value = 6

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Mr. X"
value = 7

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Alex"
value = 8

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jin Kazama"
value = 9

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Squall"
value = 10

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Solid Snake"
value = 11

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Superman"
value = 12

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sub-Zero"
value = 13

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Garret"
value = 14

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Lynn"
value = 15

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Blaze"
value = 16

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Rorschach"
value = 17

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="SubBoss"
value = 18

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Arthur"
value = 19

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="CM Punk"
value = 20

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="K'"
value = 21

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Skullomania"
value = 22

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jill"
value = 23

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sonic"
value = 24

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Megaman"
value = 25

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Tizoc"
value = 26

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Terry"
value = 27

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Wesker"
value = 28

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Axel"
value = 29

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Scorpion"
value = 30

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Viper"
value = 31

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jedah"
value = 32

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Leo"
value = 33

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Koopa Troopa"
value = 34

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Morrigan"
value = 35

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Captain America"
value = 36

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Goku"
value = 37

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Dr. Doom"
value = 38

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Hinata"
value = 39

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="M. Bison"
value = 40

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Final Boss"
value = 41

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Mario"
value = 42

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Birdie"
value = 43

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Strider"
value = 44

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sol Badguy"
value = 45

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Snow"
value = 46

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sabotage"
value = 47

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Ermac"
value = 48

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1110
id = 10210

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1110
id = 10211

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1110
id = 10212

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1110
id = 10213

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1110
id = 10214

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1110
id = 10215

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1110
id = 10216

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1110
id = 10217

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1130
id = 10310

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1130
id = 10311

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1130
id = 10312

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1130
id = 10313

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1130
id = 10314

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1130
id = 10315

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1130
id = 10316

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1130
id = 10317

[State 0, VarSet]
type = VarSet
trigger1 = stateno != 3000
v = 41    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3130
id = 30310

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3130
id = 30311

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3130
id = 30312

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3130
id = 30313

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3130
id = 30314

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3130
id = 30315

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3130
id = 30316

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3130
id = 30317

[State 0, VarSet]
type = VarSet
trigger1 = stateno != 3100
v = 48    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype != H
v = 51    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State -1]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;--------------------------------------
;UT Meters
;--------------------------------------
[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 1
trigger1 = 1 && !numhelper(90000)
helpertype = normal ;player
name = "Power/Guard Meters p1"
ID = 90000
stateno = 90000
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 2
trigger1 = 1 && !numhelper(90001)
helpertype = normal ;player
name = "Power/Guard Meters p2"
ID = 90001
stateno = 90001
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = s40, 0
