; 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 = 0			;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 = 21		;Player width (back, ground)
ground.front = 16		;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 = 1		;Set to 1 to scale projectiles too
head.pos = -5, -95	;Approximate position of head
mid.pos = -5, -60		;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  = 3.1		;Walk forward
walk.back = -3.0		;Walk backward
run.fwd  = 4.5,-3.8		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-8.4		;Neutral jumping velocity (x, y)
jump.back = -3.45		;Jump back Speed (x, y)
jump.fwd = 3.45		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.95	;Air jump speeds (opt)
airjump.fwd = 2.95 		;.

[Movement]
airjump.num = 1		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .43		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

;Default language victory quotes **MUGEN 1.0**
;The default language victory quotes must be implemented in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "We can never stop running, unless we meet them head-on!"
victory2 = "It didn't have to be this way."
victory3 = "This never should have happened. I'm sorry."
victory4 = "The only thing left is freedom!"
victory5 = "Stop thinking so loudly. It gives your moves away."

;---------------------------------------------------------------------------
; 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, 0]
type = PlaySnd
trigger1 = animelem = 3
value = S21,9
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[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
trigger1 = matchover = 1
value = 181

[State 180, 1]
type = ChangeState
trigger1 = matchover = 0
value = 182

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

[State 181, 1]
type = PlaySnd
trigger1 = animelem = 5
value = S40,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 181, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 200]
flag = roundnotover


[State 181, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;--------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 181
facing = 1
pos = 0,0
postype = p1
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,200]
flag = 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 182, PlaySnd]
type = PlaySnd
trigger1 = time = 22
value = S23,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 191+random%2
ctrl = 0
;anim =
;ignorehitpause =
;persistent =



[State 190, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 3] ;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
poweradd = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "moses"
value = 193
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "Sabotage"
value = 194
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "EX Sabotage"
value = 194
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "chad"
value = 1955
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "Kane"
value = 1956
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 190, 1]
type = PlaySnd
trigger1 = animelem = 5
value = S21,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 3] ;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
poweradd = 0


[State 190, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S30,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 3] ;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

;---------------------------------
;PatIntro
[Statedef 194]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,215]
flag = nomusic
;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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S23,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 190, 3] ;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

;---------------------------------
;ChadIntro
[Statedef 1955]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,215]
flag = nomusic
;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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S40,14
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 190, 3] ;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

;---------------------------------
;ChadIntro
[Statedef 1956]
type = S
ctrl = 0
anim = 1956
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,215]
flag = nomusic
;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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S40,17
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 1956

[State 190, 3] ;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

;---------------------------------
;CoatIntro
[Statedef 192]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "moses"
value = 193
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "Sabotage"
value = 194
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "EX Sabotage"
value = 194
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "chad"
value = 1955
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "Kane"
value = 1956
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 1948
ID = 1948
pos = 14,-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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 1949
ID = 1949
pos = -45,-86
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -6,1
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, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S27,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 194

[State 190, 3] ;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 195, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S40,15+random%2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 195, 2]
type = PowerAdd
trigger1 = animelem = 13
value = 300
;ignorehitpause =
;persistent =



[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
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  = 4				;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 = 23			;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 = 8, 8			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -76		;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
ground.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 155
channel = -1
;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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 220
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 210, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 38
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -81
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

[State 210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[StateDef 220]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 210
poweradd = 60
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S40,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60
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 = 10
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 220, 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  = 4
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -16
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
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
ground.cornerpush.veloff = 0

[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
velset = 0,0
ctrl = 0
anim = 240
poweradd = 40
sprpriority = 2

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

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

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S40,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 42
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Medium Kick2
; CNS difficulty: easy
[StateDef 241]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 240
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S40,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 42
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;------------------------------------
;KneeStart
[StateDef 244]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 244
poweradd = 0
sprpriority = 2

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

[State 240, 0]
type = PlaySnd
trigger1 = animelem = 2
value = S40,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 246, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 245
ctrl = 0

;---------------------------------------------------------------------------
; Dash Knee
; CNS difficulty: easy
[StateDef 245]
type = A
movetype= A
physics = N
juggle  = 5
velset = 0,0
ctrl = 0
anim = 245
poweradd = 40
sprpriority = 2

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


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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 3
y = -3.5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S23,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
fall = 1
fall.recover = 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 240, end]
type = ChangeState
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 246
ctrl = 0

;------------------------------------
;KneeLand
[StateDef 246]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 246
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 246, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 250]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 250
poweradd = 60
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 259, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S40,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 68
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -63
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 7
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 3
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 251]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 250
poweradd = 60
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 259, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S40,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 68
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -63
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 7
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = -6
;ignorehitpause =
;persistent =


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

;----------------------
;Overhead
[StateDef 280]
type = C
movetype= I
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 280
poweradd = 0
sprpriority = 2


[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 2
add = 250,250,250
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 282, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 281
ctrl = 0

;-----------------------
;OverheadHit
[StateDef 281]
type = A
movetype= A
physics = N
juggle  = 1
velset = 1.7,-6.5
ctrl = 0
anim = 281
poweradd = 50
sprpriority = 2


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,6]
pos = 0,-15
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =



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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 280, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 65,6
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 2, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-1
air.hittime = 15

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 282

;----------------------
;OverheadLand
[StateDef 282]
type = S
movetype= I
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 282
poweradd = 0
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 5
value = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S22,1
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 282, 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  = 4
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -51
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
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
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 5
velset = 0,0
ctrl = 0
anim = 410
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S40,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 42
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[StateDef 420]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 420
poweradd = 55
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 420, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S21,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 420, 3]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 65
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall = 1
fall.recovertime = 50
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2, -8
airguard.velocity = -1.9,-.8
air.type = High
air.juggle = 7
air.velocity = -1.4,-6
air.hittime = 18
ground.cornerpush.veloff = -10

[State 420, 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  = 4
velset = 0,0
ctrl = 0
anim = 430
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 22
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -10
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
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
ground.cornerpush.veloff = 0

[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  = 5
velset = 0,0
ctrl = 0
anim = 440
poweradd = 30
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S21,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 40
animtype = med
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -10
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[StateDef 450]
type = C
movetype= A
physics = C
juggle  = 15
velset = 0,0
ctrl = 0
anim = 450
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,11
volume = 255
channel = -1
;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 = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 450, 1]
type = HitDef
trigger1 =time = 0
attr = C, NA
damage = 70
animtype = diagup
guardflag = LA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -1,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = -10

[State 450, 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 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 155
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 = 18
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -86
hitsound = s5, 0
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 = 19
ground.cornerpush.veloff = 0
fall.recovertime = 22

[State 600, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 30
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 41
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -86
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

[State 610, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 620]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S40,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 620, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 80
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,2
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 620, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 20
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
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
ground.cornerpush.veloff = 0
fall.recovertime = 22

[State 630, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 30
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 45
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

[State 640, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 650]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 651
poweradd = 60
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S21,16
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 70
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6,4
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 650, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 700]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 155
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 = 18
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -86
hitsound = s5, 0
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 = 19
ground.cornerpush.veloff = 0
fall.recovertime = 22

[State 600, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 710]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 30
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 41
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,7
sparkno = 1
sparkxy = -10, -86
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

[State 610, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 720]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S40,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 620, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,2
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 620, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[StateDef 730]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
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
ground.cornerpush.veloff = 0
fall.recovertime = 22

[State 630, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 740]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 30
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

[State 640, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 750]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 651
poweradd = 60
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S21,16
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 70
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6,0
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 650, 5]
type = CtrlSet
trigger1 = animtime = 0
value = 1

;----------------------------------------------------------------------------
;rollingleglariat
[StateDef 1010]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0, 0
ctrl = 0
anim = 7001
poweradd = 45
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1010, 0]
type = PlaySnd
trigger1 = animelem = 3
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1010, end]
type = ChangeState
trigger1 = animtime = 0
value = 7001

;----------------------------------------
;legrise
[StateDef 7001]
type = A
movetype= A
physics = A
juggle  = 7
velset = 5,-6
ctrl = 0
anim = 6998
poweradd = 20
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 5
trigger3 = time = 10
pos = -10,-35
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S27,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 6009
ID = 6009
pos = 20,-32
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 = 0.35,0.4
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

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

[State 7001, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, SA
damage = 15,0
animtype = light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = 1
sparkxy = -10, -66
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,2
air.hittime = 12
envshake.ampl = 3
envshake.time = 10

[State 7001, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
damage = 100,15
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,2
air.hittime = 12
envshake.ampl = 3
envshake.time = 10

[State 1010, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 7002

;---------------------------------------
;newlegland
[StateDef 7002]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7002
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
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 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 10
y = 0
;ignorehitpause =
;persistent =


[State 7002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------
;somerland
[StateDef 70022]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7002
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
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 7002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;rollingleglariat
[StateDef 7003]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0, 0
ctrl = 0
anim = 7003
poweradd = 45
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1010, 0]
type = PlaySnd
trigger1 = animelem = 3
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1010, end]
type = ChangeState
trigger1 = animtime = 0
value = 7004

;----------------------------------------
;legrise
[StateDef 7004]
type = A
movetype= A
physics = A
juggle  = 6
velset = 3.5,-5
ctrl = 0
anim = 7000
poweradd = 20
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = -10,-35
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S27,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 6009
ID = 6009
pos = 20,-32
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 = 0.35,0.4
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

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

[State 7001, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, SA
damage = 15,0
animtype = light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = 1
sparkxy = -10, -66
hitsound = s5, 1
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 = -2.4,2
air.hittime = 12
envshake.ampl = 3
envshake.time = 10

[State 7001, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
damage = 90,12
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,5
air.hittime = 12
envshake.ampl = 3
envshake.time = 10

[State 1010, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 7005

;---------------------------------------
;newlegland
[StateDef 7005]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7005
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
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 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 10
y = 0
;ignorehitpause =
;persistent =


[State 7002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;rollingleglariat
[StateDef 7006]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0, 0
ctrl = 0
anim = 7004
poweradd = 45
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1010, 0]
type = PlaySnd
trigger1 = animelem = 3
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1010, end]
type = ChangeState
trigger1 = animtime = 0
value = 7007

;----------------------------------------
;legrise
[StateDef 7007]
type = A
movetype= A
physics = A
juggle  = 6
velset = 2,-5
ctrl = 0
anim = 6999
poweradd = 20
sprpriority = 2

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
pos = -10,-35
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S27,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 6009
ID = 6009
pos = 20,-32
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 = 0.35,0.4
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

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


[State 7001, 1]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
damage = 85,10
animtype = heavy
fall = 1
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -3,-1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,5
air.hittime = 12
envshake.ampl = 3
envshake.time = 10

[State 1010, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 7008

;---------------------------------------
;newlegland
[StateDef 7008]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7005
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
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 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 10
y = 0
;ignorehitpause =
;persistent =


[State 7002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;legland
[Statedef 1014]
type    = S
movetype= A
physics = S
anim = 1013
sprpriority = 1
velset = 0,0

[State 2001, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 2001, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = s22, 2

[State 2001, 3] ;Give KFM back control early
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 2001, 4] ;Move KFM back a little
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 2001, 6]
type = MakeDust
trigger1 = time = 1
pos = -10, 6
pos2 = 30, 6
spacing = 1
;ignorehitpause = 1



[State 2001, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------------
[StateDef 998]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 998
poweradd = 0
sprpriority = 2

[State 998, 2]
type = PlaySnd
trigger1 = animelem = 4
value = S21,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 998, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;psychshot
[StateDef 999]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 999
poweradd = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,12
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 = S40,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 999, 0]
type = PlaySnd
trigger1 = animelem = 7
value = S21,10
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 999, 1]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 102
sound = s20, 0
pos = 26, -100
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 61
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "pblast"
ID = 996
stateno = 996
pos = 55,-98
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;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 = 3
value = S33,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.8
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 999, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;psychshot2
[StateDef 1004]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 70


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 6677
ID = 6677
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1004, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1004, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6015
projhitanim = 6016
projscale = 0.2, 0.2
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = 100
projshadow = 0
offset = 30,-96
velocity = 5
attr = S, SP
damage   = 60, 10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 80,10
hitsound   = s5,2
sparkxy = 5000,5000
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
poweradd = 25
envshake.ampl = 3
envshake.time = 10

[State 1004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;psychshot2med
[StateDef 1005]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 70

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 6677
ID = 6677
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1004, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1004, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6015
projhitanim = 6016
projscale = 0.2, 0.2
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = 100
projshadow = 0
offset = 30,-96
velocity = 3.5
attr = S, SP
damage   = 55, 10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 80,10
hitsound   = s5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 14
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
poweradd = 25
envshake.ampl = 3
envshake.time = 10

[State 1004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LightFlashKick
[StateDef 1011]
type = S
movetype= A
physics = S
juggle  = 1
velset = 15,0
ctrl = 0
anim = 1032
poweradd = 55
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1011, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,14
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1011, 1]
type = AfterImage
trigger1 = AnimElem = 1
time = 5
paladd = 0,0,0

[State 1011, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
attr = S, SA
damage = 40, 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
poweradd = 25

[State 1011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;psychshot2light
[StateDef 1006]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 70

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 6677
ID = 6677
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1004, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1004, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6015
projhitanim = 6016
projscale = 0.2, 0.2
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = 100
projshadow = 0
offset = 30,-96
velocity = 2
attr = S, SP
damage   = 45, 10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 80,10
hitsound   = s5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
poweradd = 25
envshake.ampl = 3
envshake.time = 10

[State 1004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MedFlashKick
[StateDef 1013]
type = S
movetype= A
physics = S
juggle  = 1
velset = 20,0
ctrl = 0
anim = 1011
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1011, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,14
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1011, 1]
type = AfterImage
trigger1 = AnimElem = 1
time = 5
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 0,0,0
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =


[State 1011, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
attr = S, SA
damage = 30, 7
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 15
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
poweradd = 25

[State 1011, 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 22, 7
animtype = diagup
fall = 1
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 15
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -4,-1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
poweradd = 25


[State 1011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;FlashKick
[StateDef 1012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 25,0
ctrl = 0
anim = 1012
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1012, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,14
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1012, 1]
type = AfterImage
trigger1 = AnimElem = 1
time = 20
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 0,0,0
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 1012, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = animelem = 8
attr = S, SA
damage = 30, 7
animtype = Light
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1012, 3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, NA
damage = 23, 7
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 15, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;supercombo
[StateDef 1020]
type = S
movetype= A
physics = S
juggle  = 1
velset = 18,0
ctrl = 0
anim = 1032
poweradd = 20
sprpriority = 2

[state 1020, 0]
type = PlaySnd
trigger1 = 11
value = S0,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1020, 1]
type = SuperPause
trigger1 = AnimElem = 1
time = 30
anim = 101
sound = s21, 1
sound = 20, 0
pos = 26, -100
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 1020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 44
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 110,10,15
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =


[State 1020, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 2, 1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 30
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1020, 4]
type = ChangeState
trigger1 = movecontact
value = 1048
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;supercombo2
[statedef 1048]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1020
poweradd = 20
sprpriority = 2

[State 1048, 0]
type = AfterImage
trigger1 = AnimElem = 1
time = 86
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 110,10,15
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 1048, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 13
trigger6 = AnimElem = 18
trigger7 = AnimElem = 22
trigger8 = AnimElem = 23
trigger9 = AnimElem = 24
trigger10 = AnimElem = 30
attr = S, HA
damage = 35, 1
animtype = Medium
guardflag = MA
hitflag = MAF
kill = 0
priority = 6, Hit
pausetime = 10, 30
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1048, 2]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
damage = 140, 35
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 100, 10
fall = 1
fall.damage = 15
fall.recover = 0
sparkno = 3
sparkxy = -10, -76
hitsound = s5, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1, -20
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 100
envshake.freq = 100
envshake.ampl = 5
envshake.phase = 50
fall.envshake.time = 60
fall.envshake.freq = 100
fall.envshake.ampl = 5
fall.envshake.phase = 50

[State 1048, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;weakpsychshot
[StateDef 1021]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1021
poweradd = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S21,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1021, 1]
type = SuperPause
trigger1 = AnimElem = 1
time = 30
anim = 100
sound = s20, 0
pos = 5, -83
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S40,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 20
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 999, 3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 6017
projhitanim = 6016
projpriority = 5
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = 0
projscale = 0.45, 0.45
offset = 10,-67
fall = 1
fall.recover = 0
velocity = 6
attr = S, HP
projhits = 3
damage   = 65, 7
animtype = diagup
guardflag = MA
hitflag = MAFP
pausetime = 8,10
hitsound   = s5,4
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6, -1
air.animtype = diagup
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
getpower = 0
envshake.ampl = 3
envshake.time = 10

[State 1021, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;PsychHelper
[StateDef 996]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 60156
poweradd = 0
sprpriority = 4

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 14
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
;ignorehitpause =
;persistent =

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

[State 0, AllPalFX]
type = AllPalFX
trigger1 = movehit = 1
time = 2
add = 256,256,256
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
ignorehitpause = 1
;persistent =


[State 997, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
damage = floor(380*root,fvar(12)),55
animtype = heavy
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
envshake.time = 40
envshake.ampl = -8
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 10
sparkno = 0
sprpriority = 4
sparkxy = -1000, -1000
hitsound = s31, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -15,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -15.4,-5
air.hittime = 12
getpower = 0
palfx.time = 1
;palfx.mul = 0,0,0
palfx.add = 256,256,256


[State 997, end]
type = destroyself
trigger1 = AnimTime = 0

;------------------------------
;PsychHelper
[StateDef 997]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 60155
poweradd = 0
sprpriority = 4

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 14
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
;ignorehitpause =
;persistent =

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

[State 0, AllPalFX]
type = AllPalFX
trigger1 = movehit = 1
time = 2
add = 256,256,256
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
ignorehitpause = 1
;persistent =


[State 997, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
damage = 220,50
animtype = heavy
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
envshake.time = 40
envshake.ampl = -8
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 10
sparkno = 0
sprpriority = 4
sparkxy = -1000, -1000
hitsound = s31, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -15,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -15.4,-5
air.hittime = 12
getpower = 0
palfx.time = 1
;palfx.mul = 0,0,0
palfx.add = 256,256,256


[State 997, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------------------------------------------------
;risingknee
[StateDef 2000]
type = A
movetype= A
physics = A
juggle  = 1
velset = 1,-9
ctrl = 0
anim = 2000
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,13
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 75, 10
animtype = Light
guardflag = MA
hitflag = MAF
fall = 1
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10,-56
hitsound = s5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-6
air.hittime = 12

[State 2000, 3]
type = gravity
trigger1 = animelem = 4
;ignorehitpause =
;persistent =


[State 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
;risingkneelow
[StateDef 2012]
type = A
movetype= A
physics = A
juggle  = 8
velset = 3,-4
ctrl = 0
anim = 2000
poweradd = 45
sprpriority = 2

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

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 2
value = S23,1
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 = S21,16
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 65, 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10,-56
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-3
air.hittime = 12

[State 2000, 3]
type = gravity
trigger1 = 0
;ignorehitpause =
;persistent =


[State 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;risingkneemid
[StateDef 2013]
type = A
movetype= A
physics = A
juggle  = 1
velset = 4,-7
ctrl = 0
anim = 2000
poweradd = 20
sprpriority = 2

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,13
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 75, 10
animtype = Light
guardflag = MA
hitflag = MAF
fall = 1
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10,-56
hitsound = s5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-4
air.hittime = 12

[State 2000, 3]
type = gravity
trigger1 = 0
;ignorehitpause =
;persistent =


[State 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------
;rollingleglariatlight
[StateDef 2010]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0, -1
ctrl = 0
anim = 1014
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S25,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1010, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,16
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1010, 1]
type = VelSet
trigger1 = animelem = 2
x = 4
y = -5
;ignorehitpause =
;persistent =



[State 1010, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 70, 10
animtype = diagup
fall = 1
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,0
air.hittime = 12
poweradd = 15

[State 1010, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1014


;---------------------------------
;rollingleglariatmed
[StateDef 2011]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0, -1
ctrl = 0
anim = 1010
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S27,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1010, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,16
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1010, 1]
type = VelSet
trigger1 = animelem = 2
x = 2
y = -6
;ignorehitpause =
;persistent =



[State 1010, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 75, 15
animtype = diagup
fall = 1
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,0
air.hittime = 12
poweradd = 15

[State 1010, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1014


;-------------------------------------------------
;psychforce
[StateDef 1040]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1045
poweradd = 0

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

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

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 25
anim = 100
sound = s20,0
pos = 25,-99
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,15
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 35
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1



[State 1040, 2]
type = VelSet
trigger1 = animelem = 4
x = 6
y = 0
;ignorehitpause =
;persistent =

[State 1040, 2]
type = VelSet
trigger1 = animelem = 5
x = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 6016
ID = 1033
pos = 45,-95
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 = 0.5,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1010, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 225, 35
animtype = back
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 10
sparkno = 777
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -8, -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8,-2
air.hittime = 12
getpower = 0
envshake.ampl = -5
envshake.time = 40
envshake.freq = 80

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S31,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.3
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1040, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
[StateDef 2500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2500
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S40,4
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 = S33,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2500, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, HP
damage = 300, 40
animtype = heavy
guardflag = MA
hitflag = MAF
fall = 1
fall.recover = 0
priority = 6, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -81
hitsound = s32, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = 0
envshake.ampl = 3
envshake.time = 20

[State 2500, 3]
type = Explod
trigger1 = animelem = 3
anim = 2503
ID = 2503
pos = 39,-99
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 = 0.9,0.4
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 2500, 4]
type = SuperPause
trigger1 = time = 0
time = 30
anim = 101
sound = s20, 0
pos = 25, -98
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 30
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 2500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
[StateDef 3000]
type = A
movetype= A
physics = N
juggle  = 1
velset = 4,-1
ctrl = 0
anim = 3000
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,2
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 3000, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 100, 13
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
forcestand = 0
ground.hittime  = 12
ground.velocity = -4, -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.ampl = 3
envshake.time = 10

;ignorehitpause =
;persistent =



[State 3000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3000, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 5
value = 3001

;--------------------------------------
;sentonland
[Statedef 3001]
type    = S
movetype= I
physics = S
anim = 3001
sprpriority = 1
velset = 0,0

[State 3001, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 3001, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = s7, 2

[State 3001, 4] ;Move KFM back a little
type = PosAdd
trigger1 = Animtime = 0
x = -24


[State 3001, 6]
type = Explod
trigger1 = time = 0
anim = f61
ID = 61
pos = 50,0
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 3001, 7]
type = Explod
trigger1 = time = 0
anim = f60
ID = 61
pos = 10,0
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 2001, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
[StateDef 3002]
type = A
movetype= A
physics = N
juggle  = 1
velset = 2,-1
ctrl = 0
anim = 3000
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,2
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 3000, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 90, 10
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -1
airguard.velocity = -1.9,-.8
air.type = High
forcestand = 0
air.velocity = -1.4,-3
air.hittime = 12
envshake.ampl = 3
envshake.time = 10

;ignorehitpause =
;persistent =

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3000, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 5
value = 3001

;---------------------------------
[StateDef 3003]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 3000
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,2
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 3000, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 80, 7
animtype = diAGUP
guardflag = MA
hitflag = MAFD
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,6
air.hittime = 12
forcestand = 0
envshake.ampl = 3
envshake.time = 10

[State 3000, 1]
type = HitDef
triggerall = prevstateno = 3010
trigger1 = AnimElem = 4
attr = A, SA
damage = 70, 15
animtype = diAGUP
guardflag = MA
hitflag = MAFD
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,6
air.hittime = 12
forcestand = 0
envshake.ampl = 3
envshake.time = 10

;ignorehitpause =
;persistent =

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3000, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 5
value = 3001

;------------------------------------
;SomerStart
[StateDef 3007]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3007
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,6]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 3007, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010
ctrl = 0

;------------------------------------
;SomerStart2
[StateDef 3008]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3008
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 3007, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011
ctrl = 0

;------------------------------------
;SomerStart3
[StateDef 3009]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3009
poweradd = 0
sprpriority = 2

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

[State 3007, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3012
ctrl = 0

;-----------------------------------------
;somersault
[StateDef 3010]
type = A
movetype= A
physics = N
juggle  = 6
velset = 3.5,-10
ctrl = 0
anim = 3010
poweradd = 70
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

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

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


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 0.5
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = -10,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 89, 7
animtype = diagup
fall = 1
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 = 5
ground.hittime  = 12
ground.velocity = -2, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-7
air.hittime = 12
fall = 1
fall.recover = 0
envshake.ampl = 3
envshake.time = 10
ground.cornerpush.veloff = 0

[State 3010, 1]
type = HitDef
triggerall = prevstateno = 420
trigger1 = AnimElem = 3
trigger2 = animelem = 4
attr = S, SA
damage = 35, 15
animtype = diagup
fall = 1
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 = 5
ground.hittime  = 12
ground.velocity = -2, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-7
air.hittime = 12
fall = 1
fall.recover = 0
envshake.ampl = 3
envshake.time = 10
ground.cornerpush.veloff = 0

[State 3010, 2]
type = Explod
trigger1 = animelem = 3
anim = 6006
ID = 6006
pos = 44,-24
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 = 0.4,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S21,13
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 70022
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;-----------------------------------------
;somersault2
[StateDef 3011]
type = A
movetype= A
physics = N
juggle  = 6
velset = 2.7,-8.5
ctrl = 0
anim = 3010
poweradd = 70
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

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

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


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 0.5
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = -10,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 95, 15
animtype = diagup
fall = 1
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 = 5
ground.hittime  = 12
ground.velocity = -4, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
fall.recover = 0
envshake.ampl = 3
envshake.time = 10
ground.cornerpush.veloff = 0

[State 3010, 2]
type = Explod
trigger1 = animelem = 3
anim = 6006
ID = 6006
pos = 44,-24
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 = 0.4,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S21,13
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 70022
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;-----------------------------------------
;somersault3
[StateDef 3012]
type = A
movetype= A
physics = N
juggle  = 6
velset = 1.5,-7
ctrl = 0
anim = 3013
poweradd = 70
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,3]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

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

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


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 0.5
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = -10,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 90, 15
animtype = diagup
fall = 1
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 = 5
ground.hittime  = 12
ground.velocity = -4, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
envshake.ampl = 3
envshake.time = 10
ground.cornerpush.veloff = 0

[State 3010, 2]
type = Explod
trigger1 = animelem = 3
anim = 6008
ID = 6008
pos = 44,-24
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 = 0.4,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S21,13
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 70022
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;-----------------------------------
;reversal
[StateDef 3020]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3020
poweradd = 15
sprpriority = 2

[State 3020, ReversalDef]
type = ReversalDef
trigger1 = animelem = 3
reversal.attr = S,NA, SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10, 10
sparkno = 3
hitsound = S21,17
p1stateno = 3021
;p2stateno =
ignorehitpause = 0
;persistent =

[State 3020, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S23,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;counterattack
[StateDef 3021]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3021
poweradd = 70
sprpriority = 2

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


[State 3021, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 85
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-6
air.hittime = 12

[State 3021, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;reversallow
[StateDef 3022]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3022
poweradd = 20
sprpriority = 2

[State 3020, ReversalDef]
type = ReversalDef
trigger1 = animelem = 3
reversal.attr = S,NA, SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10, 10
sparkno = 3
hitsound = S21,17
p1stateno = 3023
;p2stateno =
ignorehitpause = 0
;persistent =

[State 3020, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S23,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;counterlow
[StateDef 3023]
type = S
movetype= A
physics = S
juggle  = 1
velset = 3,0
ctrl = 0
anim = 3023
poweradd = 70
sprpriority = 2

[State 3023, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 85
animtype = diagup
fall = 1
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 3023, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;reversalair
[StateDef 3024]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3024
poweradd = 20
sprpriority = 2

[State 3020, ReversalDef]
type = ReversalDef
trigger1 = animelem = 4
reversal.attr = A, NA,SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10, 30
sparkno = 3
hitsound = S21,17
p1stateno = 3025
;p2stateno =
ignorehitpause = 0
;persistent =

[State 3020, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S23,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;counterair
[StateDef 3025]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3025
poweradd = 70
sprpriority = 2

[State 3025, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 85
animtype = diagup
fall = 1
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 = 5
ground.hittime  = 12
ground.velocity = -4, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-7
air.hittime = 12

[State 3025, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;------------------------------------
[StateDef 3029]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 47
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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,13
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 101
sound = s20, 0
pos = 10, -75
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 3029, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3030
ctrl = 1

;-----------------------------------------
;supersomer
[StateDef 3030]
type = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 3030
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 11
x = 10
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 90
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S40,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S40,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = animelem = 4
trigger3 = AnimElem = 13
trigger4 = animelem = 14
attr = S, HA
damage = 75, 15
animtype = heavy
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 = 15
ground.hittime  = 12
ground.velocity = -4, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-2
air.hittime = 12
getpower = 0
envshake.ampl = 3
envshake.time = 10

[State 3010, 2]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 13
anim = 6006
ID = 6006
pos = 44,-54
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 = 0.4,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =


[State 3010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S23,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3030, end]
type = ChangeState
trigger1 = animtime = 0
value = 3032
ctrl = 0

;-----------------------------------------
;supersomer
[StateDef 3031]
type = A
movetype= A
physics = A
juggle  = 8
velset = 3,-4
ctrl = 0
anim = 3010
poweradd = 0
sprpriority = 2

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = animelem = 4
attr = S, HA
damage = 90, 15
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
fall = 1
fall.recover = 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-5
air.hittime = 12
getpower = 0
envshake.ampl = 3
envshake.time = 10

[State 3010, 2]
type = Explod
trigger1 = animelem = 3
anim = 6006
ID = 6006
pos = 34,-24
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 = 0.4,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =


[State 3010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3030, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3032
ctrl = 1

;-----------------------------------------
;supersomer
[StateDef 3032]
type = A
movetype= A
physics = A
juggle  = 10
velset = 3,-10
ctrl = 0
anim = 3010
poweradd = 0
sprpriority = 2

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 1.5
;ignorehitpause =
;persistent =


[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 100, 15
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
fall.recover = 0
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-5
air.hittime = 12
getpower = 0
envshake.ampl = 3
envshake.time = 10

[State 3010, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 100, 15
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
fall.recover = 0
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-7
air.hittime = 12
getpower = 0
envshake.ampl = 3
envshake.time = 10

[State 3010, 3]
type = Explod
trigger1 = animelem = 3
anim = 6006
ID = 6006
pos = 34,-24
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 = 0.4,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,5
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;-----------------------------
;lowpsychshot
[StateDef 3035]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1023
poweradd = 20

[State 1004, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6015
projhitanim = 6016
projscale = 0.2, 0.2
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = 100
projshadow = 0
offset = 10,-67
velocity = 5
attr = S, HP
damage   = 60, 10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 80,10
hitsound   = s5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
poweradd = 25
envshake.ampl = 3
envshake.time = 10

[State 3035, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S21,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3035, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;lowpsychshot2
[StateDef 3036]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1023
poweradd = 20

[State 1004, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6015
projhitanim = 6016
projscale = 0.2, 0.2
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = 100
projshadow = 0
offset = 10,-67
velocity = 3.5
attr = S, HP
damage   = 60, 10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 80,10
hitsound   = s5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 14
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
poweradd = 25
envshake.ampl = 3
envshake.time = 10

[State 3035, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S21,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3035, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;lowpsychshot3
[StateDef 3037]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1023
poweradd = 20

[State 1004, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6015
projhitanim = 6016
projscale = 0.2, 0.2
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = 100
projshadow = 0
offset = 10,-67
velocity = 2
attr = S, HP
damage   = 60, 10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 80,10
hitsound   = s5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
poweradd = 25
envshake.ampl = 3
envshake.time = 10

[State 3035, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S21,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3035, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 1046]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S23,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[state 1046]
type = varset
trigger1 = var(49)=1
var(50)=1

[State 1046, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s22, 0
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 1056
p2stateno = 1066
fall = 1
fall.recover = 0

[State 1046, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1





;------------------------------
;grapple state
[statedef 1076]
physics = S
anim = 1076

[State 0, BindToTarget]
type = BindToTarget
trigger1 = 1
time = 1
;ID = -1
pos = 60,0,foot;"Mid","Head"

[state 1076]
 type = selfstate
 trigger1 = animtime = 0
 value = 105



;----------------------------------------------------------------------
[Statedef 1056]
type = S
movetype= A
physics = N
anim = 1046
poweradd = 60

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,45
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 35, 2

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 36, 1

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 14, -4

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -13, 2

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -73, -6

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -78

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 5
value = 1067

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


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

;----------------------------------------------------------------------
[Statedef 1066]
type = A
movetype = H
physics = N
velset = 0,0

[State 1066, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1047

;----------------------------------------------------------------------
[Statedef 1067]
type = A
movetype = H
physics = N
velset = 4,-9
poweradd = 40

[State 1067, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1067, 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 1067, 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 1067, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground




;----------------------------------------
;throw
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 3,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
hitsound = s22, 0
sparkno = -1
sprpriority = 1
p2sprpriority = 6
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1

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

;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
velset = 0,0
anim = 810
poweradd = 60

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S21,20
volume = -50
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 810, Explod]
type = Explod
trigger1 = animelem = 7
anim = f2
ID = 2
pos = -10,-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 = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 810, Explod]
type = Explod
trigger1 = animelem = 7
anim = f60
ID = 2
pos = 10,-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 = 0.7,0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -20, 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -18, -1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -15, -1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -20, -1

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -12, 6

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -19, -16

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -27, 3

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -30, 0

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = -36, -20

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -175

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 9
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 = 3,-5
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

;--------------------------
;SpinStart
[StateDef 6079]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7001
poweradd = 20
sprpriority = 2

[State 6079, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 6080
ctrl = 0

;--------------------------
;SpinKicks
[StateDef 6080]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 6080
poweradd = 20
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,22]
x = 5
y = -3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 23
x = 1
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -10
;ignorehitpause =
;persistent =


[State 0, Gravity]
type = Gravity
trigger1 = time >= 22
;ignorehitpause =
;persistent =


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = S23,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = S21,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 6080, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, NA
damage = 55,4
animtype = heavy
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 12

[State 6080, end]
type = ChangeState
trigger1 = pos y >= 0
value = 7002
ctrl = 1



;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;Run_FWD
[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;----------------------------------
;exsomersault
[StateDef 6000]
type = A
movetype= A
physics = A
juggle  = 1
velset = 4,-10
ctrl = 0
anim = 6000
poweradd = -500
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 1.5
;ignorehitpause =
;persistent =


[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
attr = S, SA
damage = 55, 15
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2, -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-6
air.hittime = 12
getpower = 0

[State 3010, 1]
type = HitDef
triggerall = prevstateno = 420
trigger1 = AnimElem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
attr = S, SA
damage = 55, 15
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2, -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-6
air.hittime = 12
getpower = 0

[State 3010, 2]
type = Explod
trigger1 = animelem = 3
anim = 6006
ID = 6001
pos = 34,-24
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 = 0.4,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S21,13
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;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 3010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
;EXpsychshot
[StateDef 6010]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1005
poweradd = -500

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 1
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 1004, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1004, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 6015
projhitanim = 6016
projscale = 0.2, 0.2
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = 100
projshadow = 0
projhits = 2
offset = 30,-96
velocity = 7
attr = S, SP
damage   = 50, 8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 7,10
hitsound   = s5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 1004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;EXlowpsychshot
[StateDef 6011]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1023
poweradd = -500

;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 1004, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6015
projhitanim = 6016
projscale = 0.2, 0.2
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = 100
projshadow = 0
projhits = 2
offset = 0,-65
velocity = 7
attr = S, SP
damage   = 50, 8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 7,10
hitsound   = s5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3035, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S21,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3035, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;NewDM
[StateDef 6500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6500
poweradd = 0
sprpriority = 2

[State 999, 1]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 103
sound = s20, 0
pos = -8, -95
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
v = 11    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State -2, PalFXWiz]
type = PalFX
trigger1 = animelem = 1
time = -1
add = 0,0,0
mul = 256,256,256
;sinadd = 30,30,30,24
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem = 3
time = 5
add = 50,0,30
mul = 316,316,316
sinadd = 0,0,0,1
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "Mirage"
ID = 6501
stateno = 6501
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 0, NotHitBy]
type = NotHitBy
triggerall = numhelper(6501) = 1
trigger1 = helper(6501), movehit = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 60
;ignorehitpause =
;persistent =


[State 1002, 1]
type = AfterImage
trigger1 =time<21
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time-6)*10), 255-((Time-6)*10), 255-((Time-6)*10)
trans = Add

[State 0, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = helper(6501), stateno = 6504
value = 6502
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = helper(6501), stateno = 6503
value = 6508
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = helper(6501), movehit
value = 6502
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 6500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 6508
ctrl = 0

;------------------------
;End
[StateDef 6508]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6508
poweradd = 0
sprpriority = 2

[State 6508, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------
;HelperforNewDM
[StateDef 6501]
type = S
movetype= A
physics = N
juggle  = 1
velset = 3.1,0
ctrl = 0
anim = 6501
poweradd = 20
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 45
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, AllPalFX]
type = AllPalFX
trigger1 = movehit = 1
time = 2
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
ignorehitpause = 1
;persistent =

[State 3010, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, HA
damage = 0,0
animtype = light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = -1770, -5776
hitsound = s33, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12
getpower = 0

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NT,ST,HT
slot = 0
stateno = 6504
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 1
stateno = 6503
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 70
x = 0
;ignorehitpause =
;persistent =

[State 6501, end]
type = changestate
trigger1 = moveguarded
value = 6503
ctrl = 0

[State 6501, end]
type = Destroyself
trigger1 = movehit = 1

[State 6501, end]
type = Destroyself
trigger1 = animtime = 0

;----------------------
;HelperHit
[StateDef 6503]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6503
poweradd = 0
sprpriority = 2

[State 6503, end]
type = destroyself
trigger1 = animtime = 0

;----------------------
;HelperHit
[StateDef 6504]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6503
poweradd = 0
sprpriority = 2

[State 6503, end]
type = destroyself
trigger1 = time = 1

;----------------------------
;DMConnect
[StateDef 6502]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6502
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 60
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable
;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 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = MAF
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 8810
p2stateno = 8820
fall = 1
fall.recover = 0

[State 6502, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 8810]
type = S
movetype= A
physics = N
anim = 6505
poweradd = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 250
;ignorehitpause =
;persistent =

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 19
trigger4 = animelem = 28
trigger5 = animelem = 32
trigger6 = animelem = 37
trigger7 = animelem = 43
trigger8 = animelem = 50
trigger9 = animelem = 56
trigger10 = animelem = 64
trigger11 = animelem = 73
trigger12 = animelem = 77
trigger13 = animelem = 82
trigger14 = animelem = 88
trigger15 = animelem = 98
value = 1
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,208]
flag = nobardisplay
flag2 = nobg
flag3 = nofg
ignorehitpause = 1
persistent = 1
;-----------------------
;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 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 43
trigger4 = animelem = 50
trigger5 = animelem = 56
trigger6 = animelem = 88
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 = 19
trigger2 = animelem = 64
anim = f2
ID = 2
pos = 50,-26
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 = 28
trigger2 = animelem = 73
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 = 32
trigger2 = animelem = 37
trigger3 = animelem = 77
trigger4 = animelem = 82
anim = f2
ID = 2
pos = 50,-36
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 = 5
trigger2 = animelem = 11
trigger3 = animelem = 50
trigger4 = animelem = 56
anim = f2
ID = 2
pos = 80,-36
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 = 19
trigger2 = animelem = 32
trigger3 = animelem = 37
trigger4 = animelem = 43
trigger5 = animelem = 64
trigger6 = animelem = 77
trigger7 = animelem = 82
trigger8 = animelem = 88
anim = f2
ID = 2
pos = 80,-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 = 28
trigger2 = animelem = 73
anim = f2
ID = 2
pos = 80,-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 = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 98
anim = f2
ID = 2
pos = 50,-83
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 = 98
anim = f2
ID = 2
pos = 80,-83
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 = 5
trigger2 = animelem = 11
trigger3 = animelem = 19
trigger4 = animelem = 28
trigger5 = animelem = 32
trigger6 = animelem = 37
trigger7 = animelem = 43
trigger8 = animelem = 50
trigger9 = animelem = 56
trigger10 = animelem = 64
trigger11 = animelem = 73
trigger12 = animelem = 77
trigger13 = animelem = 82
trigger14 = animelem = 88
value = S5,0+random%4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 98
value = S33,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 19
trigger4 = animelem = 28
trigger5 = animelem = 32
trigger6 = animelem = 37
trigger7 = animelem = 43
trigger8 = animelem = 50
trigger9 = animelem = 56
trigger10 = animelem = 64
trigger11 = animelem = 73
trigger12 = animelem = 77
trigger13 = animelem = 82
trigger14 = animelem = 88
time = 10
freq = 70
ampl = 3
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 98
time = 25
freq = 70
ampl = 4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Pause]
type = Pause
trigger1 = time = [208,230]
time = 1
movetime = 0
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 19
trigger4 = animelem = 28
trigger5 = animelem = 32
trigger6 = animelem = 37
trigger7 = animelem = 43
trigger8 = animelem = 50
trigger9 = animelem = 56
trigger10 = animelem = 64
trigger11 = animelem = 73
trigger12 = animelem = 77
trigger13 = animelem = 82
trigger14 = animelem = 88
trigger15 = animelem = 98
time = 1
add = 256,256,256
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && facing = 1
x = -50
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && facing = -1
x = 50
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6507
ID = 6507
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 3,0
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 = 30
anim = 6506
ID = 6506
pos = 120,0
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 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50, 0

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50, 0

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50, 0

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 50, 0

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 50, 0

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 50, 0

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 50, 0

[State 810, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 50, 0

[State 810, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 50, 0

[State 810, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 50, 0

[State 810, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = 50, 0

[State 810, Bind 16]
type = TargetBind
trigger1 = AnimElem = 16
pos = 50, 0

[State 810, Bind 17]
type = TargetBind
trigger1 = AnimElem = 17
pos = 50, 0

[State 810, Bind 18]
type = TargetBind
trigger1 = AnimElem = 18
pos = 50, 0

[State 810, Bind 19]
type = TargetBind
trigger1 = AnimElem = 19
pos = 50, 0

[State 810, Bind 20]
type = TargetBind
trigger1 = AnimElem = 20
pos = 50, 0

[State 810, Bind 21]
type = TargetBind
trigger1 = AnimElem = 21
pos = 50, 0

[State 810, Bind 22]
type = TargetBind
trigger1 = AnimElem = 22
pos = 50, 0

[State 810, Bind 23]
type = TargetBind
trigger1 = AnimElem = 23
pos = 50, 0

[State 810, Bind 24]
type = TargetBind
trigger1 = AnimElem = 24
pos = 50, 0

[State 810, Bind 25]
type = TargetBind
trigger1 = AnimElem = 25
pos = 50, 0

[State 810, Bind 26]
type = TargetBind
trigger1 = AnimElem = 26
pos = 50, 0

[State 810, Bind 27]
type = TargetBind
trigger1 = AnimElem = 27
pos = 50, 0

[State 810, Bind 28]
type = TargetBind
trigger1 = AnimElem = 28
pos = 50, 0

[State 810, Bind 29]
type = TargetBind
trigger1 = AnimElem = 29
pos = 50, 0

[State 810, Bind 30]
type = TargetBind
trigger1 = AnimElem = 30
pos = 50, 0

[State 810, Bind 31]
type = TargetBind
trigger1 = AnimElem = 31
pos = 50, 0

[State 810, Bind 32]
type = TargetBind
trigger1 = AnimElem = 32
pos = 50, 0

[State 810, Bind 33]
type = TargetBind
trigger1 = AnimElem = 33
pos = 50, 0

[State 810, Bind 34]
type = TargetBind
trigger1 = AnimElem = 34
pos = 50, 0

[State 810, Bind 35]
type = TargetBind
trigger1 = AnimElem = 35
pos = 50, 0

[State 810, Bind 36]
type = TargetBind
trigger1 = AnimElem = 36
pos = 50, 0

[State 810, Bind 37]
type = TargetBind
trigger1 = AnimElem = 37
pos = 50, 0

[State 810, Bind 38]
type = TargetBind
trigger1 = AnimElem = 38
pos = 50, 0

[State 810, Bind 39]
type = TargetBind
trigger1 = AnimElem = 39
pos = 50, 0

[State 810, Bind 40]
type = TargetBind
trigger1 = AnimElem = 40
pos = 50, 0

[State 810, Bind 41]
type = TargetBind
trigger1 = AnimElem = 41
pos = 50, 0

[State 810, Bind 42]
type = TargetBind
trigger1 = AnimElem = 42
pos = 50, 0

[State 810, Bind 43]
type = TargetBind
trigger1 = AnimElem = 43
pos = 50, 0

[State 810, Bind 44]
type = TargetBind
trigger1 = AnimElem = 44
pos = 50, 0

[State 810, Bind 45]
type = TargetBind
trigger1 = AnimElem = 45
pos = 50, 0

[State 810, Bind 46]
type = TargetBind
trigger1 = AnimElem = 46
pos = 50, 0

[State 810, Bind 47]
type = TargetBind
trigger1 = AnimElem = 47
pos = 50, 0

[State 810, Bind 48]
type = TargetBind
trigger1 = AnimElem = 48
pos = 50, 0

[State 810, Bind 49]
type = TargetBind
trigger1 = AnimElem = 49
pos = 50, 0

[State 810, Bind 50]
type = TargetBind
trigger1 = AnimElem = 50
pos = 50, 0

[State 810, Bind 51]
type = TargetBind
trigger1 = AnimElem = 51
pos = 50, 0

[State 810, Bind 52]
type = TargetBind
trigger1 = AnimElem = 52
pos = 50, 0

[State 810, Bind 53]
type = TargetBind
trigger1 = AnimElem = 53
pos = 50, 0

[State 810, Bind 54]
type = TargetBind
trigger1 = AnimElem = 54
pos = 50, 0

[State 810, Bind 55]
type = TargetBind
trigger1 = AnimElem = 55
pos = 50, 0

[State 810, Bind 56]
type = TargetBind
trigger1 = AnimElem = 56
pos = 50, 0

[State 810, Bind 57]
type = TargetBind
trigger1 = AnimElem = 57
pos = 50, 0

[State 810, Bind 58]
type = TargetBind
trigger1 = AnimElem = 58
pos = 50, 0

[State 810, Bind 59]
type = TargetBind
trigger1 = AnimElem = 59
pos = 50, 0

[State 810, Bind 60]
type = TargetBind
trigger1 = AnimElem = 60
pos = 50, 0

[State 810, Bind 61]
type = TargetBind
trigger1 = AnimElem = 61
pos = 50, 0

[State 810, Bind 62]
type = TargetBind
trigger1 = AnimElem = 62
pos = 50, 0

[State 810, Bind 63]
type = TargetBind
trigger1 = AnimElem = 63
pos = 50, 0

[State 810, Bind 64]
type = TargetBind
trigger1 = AnimElem = 64
pos = 50, 0

[State 810, Bind 65]
type = TargetBind
trigger1 = AnimElem = 65
pos = 50, 0

[State 810, Bind 66]
type = TargetBind
trigger1 = AnimElem = 66
pos = 50, 0

[State 810, Bind 67]
type = TargetBind
trigger1 = AnimElem = 67
pos = 50, 0

[State 810, Bind 68]
type = TargetBind
trigger1 = AnimElem = 68
pos = 50, 0

[State 810, Bind 69]
type = TargetBind
trigger1 = AnimElem = 69
pos = 50, 0

[State 810, Bind 70]
type = TargetBind
trigger1 = AnimElem = 70
pos = 50, 0

[State 810, Bind 71]
type = TargetBind
trigger1 = AnimElem = 71
pos = 50, 0

[State 810, Bind 72]
type = TargetBind
trigger1 = AnimElem = 72
pos = 50, 0

[State 810, Bind 73]
type = TargetBind
trigger1 = AnimElem = 73
pos = 50, 0

[State 810, Bind 74]
type = TargetBind
trigger1 = AnimElem = 74
pos = 50, 0

[State 810, Bind 75]
type = TargetBind
trigger1 = AnimElem = 75
pos = 50, 0

[State 810, Bind 76]
type = TargetBind
trigger1 = AnimElem = 76
pos = 50, 0

[State 810, Bind 77]
type = TargetBind
trigger1 = AnimElem = 77
pos = 50, 0

[State 810, Bind 78]
type = TargetBind
trigger1 = AnimElem = 78
pos = 50, 0

[State 810, Bind 79]
type = TargetBind
trigger1 = AnimElem = 79
pos = 50, 0

[State 810, Bind 80]
type = TargetBind
trigger1 = AnimElem = 80
pos = 50, 0

[State 810, Bind 81]
type = TargetBind
trigger1 = AnimElem = 81
pos = 50, 0

[State 810, Bind 82]
type = TargetBind
trigger1 = AnimElem = 82
pos = 50, 0

[State 810, Bind 83]
type = TargetBind
trigger1 = AnimElem = 83
pos = 50, 0

[State 810, Bind 84]
type = TargetBind
trigger1 = AnimElem = 84
pos = 50, 0

[State 810, Bind 85]
type = TargetBind
trigger1 = AnimElem = 85
pos = 50, 0

[State 810, Bind 86]
type = TargetBind
trigger1 = AnimElem = 86
pos = 50, 0

[State 810, Bind 87]
type = TargetBind
trigger1 = AnimElem = 87
pos = 50, 0

[State 810, Bind 88]
type = TargetBind
trigger1 = AnimElem = 88
pos = 50, 0

[State 810, Bind 89]
type = TargetBind
trigger1 = AnimElem = 89
pos = 50, 0

[State 810, Bind 90]
type = TargetBind
trigger1 = AnimElem = 90
pos = 50, 0

[State 810, Bind 91]
type = TargetBind
trigger1 = AnimElem = 91
pos = 50, 0

[State 810, Bind 92]
type = TargetBind
trigger1 = AnimElem = 92
pos = 50, 0

[State 810, Bind 93]
type = TargetBind
trigger1 = AnimElem = 93
pos = 50, 0

[State 810, Bind 94]
type = TargetBind
trigger1 = AnimElem = 94
pos = 50, 0

[State 810, Bind 95]
type = TargetBind
trigger1 = AnimElem = 95
pos = 50, 0

[State 810, Bind 96]
type = TargetBind
trigger1 = AnimElem = 96
pos = 50, 0

[State 810, Bind 97]
type = TargetBind
trigger1 = AnimElem = 97
pos = 50, 0

[State 810, Bind 98]
type = TargetBind
trigger1 = AnimElem = 98
pos = 50, 0

[State 810, Bind 98]
type = TargetBind
trigger1 = AnimElem = 99
pos = 50, 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 19
trigger4 = animelem = 28
trigger5 = animelem = 32
trigger6 = animelem = 37
trigger7 = animelem = 43
trigger8 = animelem = 50
trigger9 = animelem = 56
trigger10 = animelem = 64
trigger11 = animelem = 73
trigger12 = animelem = 77
trigger13 = animelem = 82
trigger14 = animelem = 88
value = -10
ID = -1
kill = 0
absolute = 0
;ignorehitpause =
;persistent =


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 98
value = -50
kill = 0
absolute = 0

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 99
value = 8821

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 6515
ctrl = 1

;----------------------------------------------------------------------
[Statedef 8820]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 6510

;----------------------------------------------------------------------
[Statedef 8821]
type = A
movetype = H
physics = N
velset = -3,-10.5
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

;----------------------------------------------------------------------------
;psychshotDMnew
[StateDef 6515]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 997
poweradd = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 75
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 25
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,12
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 35
anim = s6680
sound = s33,1
pos = 50,-95
move =
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S40,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 999, 0]
type = PlaySnd
trigger1 = animelem = 7
value = S21,10
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 = "pblast"
ID = 997
stateno = 997
pos = 55,-98
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.6
size.yscale = 0.6
;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 = 3
value = S33,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.8
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 999, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 998
ctrl = 1

;----------------------------------------
; WINQUOTE SCREEN HELPER MAIN STATE
[Statedef 1552632]; WINQUOTE HELPER GETS ACTIVE
type = A
movetype = I
physics = N
velset = -8000,-8000

[State 1552632]; PREVENTS THE ROUND FROM FINISHING
type = AssertSpecial
trigger1 = stateno = 1552632 && time = [1,3000] ; --- HERE YOU MUST PUT HOW MUCH TIME THE SCREEN WILL BE DISPLAYED ---
flag = roundnotover
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 1

[State 1552632, PalFXWiz]; INCOMING WHITE EFFECT
type = allPalFX
trigger1 = stateno = 1552632 && time = 270 ; --- TIME TO START USING THE PAL FX ---
time = 40
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0

[State 1552632]; WHITE FLASH
type = EnvColor
trigger1 = stateno = 1552632 && time = 310 ; --- OMG I CAN'T SEE A SHIT!!! ---
value = 255,255,255
time = 40

[State 1552632, PalFXWiz]; OUTCOMING WHITE EFFECT
type = allPalFX
trigger1 = stateno = 1552632 && time = 350 ; --- SCREEN STARTS TO APPEAR AGAIN ---
time = 30
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0

;----------------------------
[State 1552632]; MAKES EVERYTHING INVISIBLE
type = AssertSpecial
trigger1 = stateno = 1552632 && time > 310 ; --- TIME TO MAKE EVERYTHING INVISIBLE. DELETE IT IF NOT DESIRED ---
flag = nobardisplay
flag2 = noFG
flag3 = noBG
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 1552632]; WINQUOTE SCREEN MUSIC
type = PlaySnd
trigger1 = stateno = 1552632 && time = 330 ; --- TIME TO START PLAYING THE WINQUOTE MUSIC OR ANNOUNCER ---
value = s99,0
volume = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;ignorehitpause = 1
;persistent = 1


[State 1552632]; STAGE MUSIC STOPPER
type = AssertSpecial
trigger1 = stateno = 1552632 && time > 320 ; --- YOU CAN ALSO USE THE "stateno = 1552632 && time > X" TO MATCH WITH THE WINQUOTE MUSIC ---
flag = NoMusic
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 1

;--------------------------------------------
[State 1552632]; ANY ANIMATION
type = Explod
trigger1 = !numexplod(22007007) && stateno = 1552632 && time = 350 ; --- TIME TO SHOW ANIMATED BACKGROUND ---
anim = 9998+random%2
id =  22007007
postype = right
pos = -320,0
removetime = -1
removeongethit = 0
bindtime = -1
sprpriority = 9950
ontop = 1
ownpal = 1
supermovetime = -1
pausemovetime = -1
scale  = 0.5,0.5
persistent = 1
removetime = -2

;---------------------------------------------------------------------------
; LauncherFollow
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S41,0
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

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[statedef -2]
;-----------------------------------
;AI jump check
[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = (p2bodydist x < 40) || (p2bodydist x >90)
v = 30   ;fv = 10
value = 0

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = p2bodydist x = [40,90]
v = 30   ;fv = 10
value = 1
;--------------------------------------------
;AI Charge Check

[State 0, VarSet]
type = VarSet
trigger1 =stateno=[3007,3019]
trigger2= stateno=6000
v = 25    ;fv = 10
value = 40

[State 0, VarSet]
type = Varadd
trigger1 =stateno!=[3007,3019]
trigger1= stateno!=6000
v = 25    ;fv = 10
value = -1
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =var(25)<0
v = 25    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =numproj>=1
v = 24    ;fv = 10
value = 40

[State 0, VarSet]
type = Varadd
trigger1 =numproj<1
v = 24    ;fv = 10
value = -1
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =var(24)<0
v = 24    ;fv = 10
value = 0
;------------------------------------------------
[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 = life <= 250
v = 40    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State -2, VarSet]
type = VarSet
trigger1 = alive = 0
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State -2, Blink Yellow]
type = PalFX
triggerall = var(40) = 1 && var(11) = 0
trigger1 = Timemod = 12,10
time = 45
add = 10,0,0
mul = 256,256,256
sinadd = 30,30,30,15
invertall = 0
color = 256

[State -2, PalFXWiz]
type = PalFX
trigger1 = var(40) = 0
triggerall = stateno !=[5000,5400]
trigger2 = roundstate !=2
time = 3
add = 0,0,0
sinadd = 0,0,0,0 = 0
;persistent = 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 -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= ifelse(enemynear,gethitvar(hitcount)=0, 1, ifelse(enemynear,gethitvar(hitcount)=1, .9, .8**enemynear,gethitvar(hitcount)))

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value=fvar(12)
ignorehitpause=1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, Corner Push]; Reset
type= varset
trigger1= fvar(5)
trigger1= numtarget
trigger1= (target, hitover) || (target, gethitvar(hitshaketime) > 0 && target, time <= 0)
fvar(5)= 0

[State -3, Corner Push]; Get  initial velocity
type= varset
trigger1= movecontact=1 && numtarget
fvar(5)= (target, gethitvar(xvel))
ignorehitpause= 1

[State -3, Corner Push]; Apply corner push
type= posadd
triggerall= fvar(5)
triggerall= (statetype = S || statetype = C) && numtarget
triggerall= !hitpausetime && (target, gethitvar(hitshaketime) <= 0)
triggerall= (target, statetype = S || target, statetype = C) && !(target, gethitvar(yvel)) && !(target, hitfall); See note below
trigger1= target, frontedgebodydist <= abs(target, vel x)
trigger1= (target, gethitvar(xvel) * target, facing) > 0
trigger2= target, backedgebodydist <= abs(target, vel x)
trigger2= (target, gethitvar(xvel) * target, facing) < 0
x= ifelse(target, frontedgebodydist <= 0, -1, 1) * (target, facing) * fvar(5)

[State -3, Corner Push]; Apply friction to the velocity
type= varset
trigger1= numtarget
trigger1= target, gethitvar(hitshaketime) <= 0
fvar(5)= fvar(5) * 0.85

;--------------------------------------
;Power and Guard Crush 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

[State -3, ChangeState]
type = ChangeState
triggerall = var(37) != [1,100]
triggerall = Statetype = S && roundstate = 2
trigger1 = var(37) < 1
value = 160
ctrl = 0
ignorehitpause = 1

[State -3, ChangeState]
type = ChangeState
triggerall = var(37) != [1,100]
triggerall = Statetype = C && roundstate = 2
trigger1 = var(37) < 1
value = 161
ctrl = 0
ignorehitpause = 1

[State -3, ChangeState]
type = ChangeState
triggerall = var(37) != [1,100]
triggerall = Statetype = A && roundstate = 2
trigger1 = var(37) < 1
value = 162
ctrl = 0
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 = f40, 0

;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------


;--------------------- Float Variable List ----------------------

