; 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 = 1000			;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 = 15		;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 = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	;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  = 2.4		;Walk forward
walk.back = -2.2		;Walk backward
run.fwd  = 4.6, -3.8		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-9.0		;Neutral jumping velocity (x, y)
jump.back = -2.75		;Jump back Speed (x, y)
jump.fwd = 2.75		;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 = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .5		;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 = "Backup will be here soon, but until then, you're all mine. Tell me what I want to know."
victory2 = "That's assault on an officer, and resisting arrest. You're going away for this."
victory3 = "It's nothing personal, it's just the law."
victory4 = "That wasn't very by-the-book, but you gave me no other choice."
victory5 = "You're small time, crook, and this is a big city."

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

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

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

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

[State 180, 1]
type = ChangeState
triggerall = matchover = 0
trigger1 = Time = 0
value = 181+random%2

[State 180, 1]
type = ChangeState
triggerall = life > 750
triggerall = matchover = 1
trigger1 = Time = 0
value = 183

[State 180, 1]
type = ChangeState
triggerall = life <= 750
triggerall = matchover = 1
trigger1 = Time = 0
value = 186



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


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S64,0+random%2
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 = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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


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

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

[State 0, ChangeState]
type = ChangeState
trigger1 = var(55) = 1
value = 184
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = var(13) = 1
value = 185
;anim =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,380]
flag = roundnotover
flag2 = nomusic
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S76,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 31
value = S76,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 230
value = S80,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Win pose CSI Ryu
; CNS difficulty: basic
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,400]
flag = roundnotover
flag2 = nomusic
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S77,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 260
value = S80,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Win pose CSI 13
; CNS difficulty: basic
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,380]
flag = roundnotover
flag2 = nomusic
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S77,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 200
value = S80,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,330]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S77,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S77,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 0, ChangeState]
type = ChangeState
triggerall = p2name = "Apollo"
trigger1 = time = 0
value = 191
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S60,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S60,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
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 = time = 150
value = S77,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S44,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S60,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S60,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 35
value = S85,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S88,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 150
;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 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 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 = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
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 = 210
poweradd = 40
sprpriority = 2

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


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

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

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 50
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
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 = -3.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.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 = 220
poweradd = 50
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 10
;ignorehitpause =
;persistent =


[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0


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

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[StateDef 221]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 221
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S63,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 75
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.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 = 2
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =


[State 230, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -26
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 = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.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 = 20
sprpriority = 2

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

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

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

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 55
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -51
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 240, 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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 20
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

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

[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 = S44,0
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
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  = 13
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-1
air.hittime = 18
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

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

;----------------------
;OverheadLand
[StateDef 282]
type = S
movetype= I
physics = S
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 = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 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 = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 30
animtype = Light
guardflag = MA
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 = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.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 = 35
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 55
animtype = med
guardflag = MA
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 = -7
airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.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 = 20
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movehit = 1
movetype = I
;ignorehitpause =
;persistent =


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


[State 420, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 85
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
fall = 1
fall.recovertime = 50
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-8
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -7
down.cornerpush.veloff = 0

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage = 85,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
fall = 1
fall.recovertime = 60
sparkno = 2
sparkxy = -10, -106
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-8
air.hittime = 12
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
down.cornerpush.veloff = 0

[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(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
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 = 32
animtype = Light
guardflag = LA
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 = 12
gground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.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 = 441
poweradd = 40
sprpriority = 2

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

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



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

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 55
animtype = med
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -16
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 = -3.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.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 = 50
sprpriority = 2

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

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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 15
y = 0
;ignorehitpause =
;persistent =

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 80
fall = 1
fall.recover = 0
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 2
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
air.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13
down.cornerpush.veloff = 0

[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 = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 25
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 = 12
fall.recovertime = 20
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 35
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
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 = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
fall.recovertime = 24
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
;---------------------------------------------------------------------------
; 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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S63,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 75
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,5
air.hittime = 12
fall.recovertime = 60
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
;---------------------------------------------------------------------------
; 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(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 30
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
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 = 12
fall.recovertime = 20
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 35
sprpriority = 2

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

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

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

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 50
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -46
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 = -2.4,-3
air.hittime = 12
fall.recovertime = 24
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 650]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 82
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,7
air.hittime = 12
fall.recovertime = 60
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

;---------------------------------------------------------------------------
; 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 = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 25
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 = 12
fall.recovertime = 10
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 710]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 35
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
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 = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
fall.recovertime = 14
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
;---------------------------------------------------------------------------
; 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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S63,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,5
air.hittime = 12
fall.recovertime = 60
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
;---------------------------------------------------------------------------
; 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(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -56
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 = 12
fall.recovertime = 10
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 740]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 35
sprpriority = 2

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

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

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

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 50
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 1
sparkxy = -10, -46
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 = -2.4,-3
air.hittime = 12
fall.recovertime = 14
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 750]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 82
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,7
air.hittime = 12
fall.recovertime = 60
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
;----------------------------
;Throw
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = s24,0
sprpriority = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 0

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

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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
trigger2 = animelem = 10
time = 10
;freq = 60
ampl = 4
;phase = 90
;ignorehitpause =
;persistent =


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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

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

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 38, 0

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

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 38, 0

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

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 38, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 45, 0

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 6
pos = 45, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 7
pos = 45, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = 45, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 9
pos = 45, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 10
pos = 50, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 11
pos = 67, -8

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 5
trigger2 = animelem = 10
value = -42

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 11
value = 821

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 8
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 10
value = S5,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = f2
ID = 2
pos = 55,-46
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 = 10
anim = f2
ID = 2
pos = 55,-66
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 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,-4
poweradd = 40

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

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

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

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

;----------------------------
;PullThrow
[Statedef 801]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = s24,0
sprpriority = 1
p2facing = 1
p1stateno = 811
p2stateno = 825
fall = 1
fall.recover = 0

[State 801, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 811]
type = S
movetype= A
physics = N
anim = 811
poweradd = 60

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 8
trigger2 = animelem = 13
time = 10
;freq = 60
ampl = 4
;phase = 90
;ignorehitpause =
;persistent =

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 811, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 20, 0

[State 811, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, 0

[State 811, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -20, 0

[State 811, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -50, 0

[State 811, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -55, 0

[State 811, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -55, 0

[State 811, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -65, 0

[State 811, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = -65, 0

[State 811, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = -65, 0

[State 811, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = -65, 0

[State 811, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = -65, 0

[State 811, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = -75, 0

[State 811, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = -65, 0

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 8
trigger2 = animelem = 13
value = -42

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 14
value = 826

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 13
value = S5,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = f2
ID = 2
pos = -55,-46
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 = 8
anim = f2
ID = 2
pos = -55,-66
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, Turn]
type = Turn
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [5,8]
edge = 0,20
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [8,12]
edge = 0,40
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [13,60]
edge = 0,60
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 811, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 825]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2

[State 821, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

;----------------------------------------------------------------------
[Statedef 826]
type = A
movetype = H
physics = N
velset = 3,-4
poweradd = 40

[State 822, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 822, 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 822, 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 822, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground




;--------------------------------
;GunPull
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S84,0+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [12,48]
edge = 0,0
player = 70,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [8,11]
trigger2 = time = [48,56]
edge = 0,0
player = 55,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 45,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;GunPullLow
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S84,0+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [12,48]
edge = 0,0
player = 70,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [8,11]
trigger2 = time = [48,56]
edge = 0,0
player = 55,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 45,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;GunPullHigh
[StateDef 1002]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S84,0+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [12,48]
edge = 0,0
player = 70,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [8,11]
trigger2 = time = [48,56]
edge = 0,0
player = 55,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 45,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -96
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;Gunshot
[StateDef 1005]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 20

[State 0, Width]
type = Width
trigger1 = time = [0,25]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 2
v = 45    ;fv =
value = -1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S75,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 7000
ID = 7000
pos = 128,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.7,0.7
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1010
projid=1000
projhitanim = 1010
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 107,-88
velocity = 25
attr = S, SP
damage   = 45,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = -10
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4

[State 0, ChangeState]
type = ChangeState
trigger1 = var(12) = 1 && time = 0
value = 1105
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
triggerall = var(45) <= 0
trigger1 = time = 0
value = 1007
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1006
ctrl = 0

;---------------------------------
;GunshotSG
[StateDef 1105]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1105
poweradd = 20

[State 0, Width]
type = Width
trigger1 = time = [0,25]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 2
v = 45    ;fv =
value = -1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S75,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 7000
ID = 7000
pos = 128,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1011
projhitanim = 1011
projpriority = 1
projid=1000
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremove = 1
projremovetime = 5
offset = 107,-88
velocity = 25,0
attr = S, SP
damage   = 60,4
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -10
air.animtype = Back
air.velocity = -7,-6
air.juggle = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4

[State 0, ChangeState]
type = ChangeState
triggerall = var(45) <= 0
trigger1 = time = 0
value = 1007
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1006
ctrl = 0

;---------------------------------
;GunshotSGL
[StateDef 1106]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1106
poweradd = 20

[State 0, Width]
type = Width
trigger1 = time = [0,25]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 2
v = 45    ;fv =
value = -1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S75,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1012
projhitanim = 1012
projpriority = 1
projid=1000
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremove = 1
projremovetime = 5
offset = 107,-78
velocity = 25,25
attr = S, SP
damage   = 60,4
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -10
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 7001
ID = 7001
pos = 122,-55
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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = var(45) <= 0
trigger1 = time = 0
value = 1008
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 10066
ctrl = 0

;---------------------------------
;GunshotSGH
[StateDef 1107]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1107
poweradd = 20

[State 0, Width]
type = Width
trigger1 = time = [0,25]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 2
v = 45    ;fv =
value = -1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S75,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1013
projhitanim = 1013
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projid=1000
projscreenbound = 100
projshadow = -1
projremove = 1
projremovetime = 5
offset = 107,-138
velocity = 25,-25
attr = S, SP
damage   = 60,4
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -10
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 7002
ID = 7002
pos = 105,-131
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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = var(45) <= 0
trigger1 = time = 0
value = 1009
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 10067
ctrl = 0

;---------------------------------
;GunshotLow
[StateDef 10055]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10055
poweradd = 20

[State 0, ChangeState]
type = ChangeState
trigger1 = var(12) = 1 && time = 0
value = 1106
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [0,25]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 2
v = 45    ;fv =
value =-1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S75,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1010
projhitanim = 1010
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 107,-88
velocity = 25,25
attr = S, SP
projid=1000
damage   = 45,5
animtype = heavy
guardflag = HA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 22

ground.velocity = -10
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 7001
ID = 7001
pos = 122,-55
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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = var(45) <= 0
trigger1 = time = 0
value = 1008
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 10066
ctrl = 0

;---------------------------------
;GunshotHigh
[StateDef 10056]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10056
poweradd = 20

[State 0, ChangeState]
type = ChangeState
trigger1 = var(12) = 1 && time = 0
value = 1107
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [0,25]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 2
v = 45    ;fv =
value = -1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S75,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 7002
ID = 7002
pos = 105,-131
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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1010
projhitanim = 1010
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 107,-138
velocity = 25,-25
attr = S, SP
damage   = 45,5
animtype = heavy
projid=1000
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 28
air.hittime=28
ground.velocity = -10
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4

[State 0, ChangeState]
type = ChangeState
triggerall = var(45) <= 0
trigger1 = time = 0
value = 1009
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 10067
ctrl = 0

;-----------------------------
;Gunputaway
[StateDef 1006]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1006
poweradd = 0
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [0,27]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 1006, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;GunputawayLow
[StateDef 10066]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10066
poweradd = 0
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [0,27]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 1006, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;GunputawayHigh
[StateDef 10067]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10067
poweradd = 0
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [0,27]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 1006, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;GunEmpty
[StateDef 1007]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1007
poweradd = 0
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [0,25]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S75,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.3
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1006, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;GunEmptylow
[StateDef 1008]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1008
poweradd = 0
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [0,25]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S75,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.3
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1006, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;GunEmptyhigh
[StateDef 1009]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1009
poweradd = 0
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [0,25]
edge = 0,0
player = 65,-25
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S75,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.3
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1006, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------
;Reload
[StateDef 1015]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1015
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S75,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1020
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.5,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.2,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.1,4
accel = 0,0
random = 0,0
removetime = 28
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 45    ;fv = 10
value = 5
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 12    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 1015, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;Reload
[StateDef 1016]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1016
poweradd = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 12    ;fv = 10
value = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S75,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1020
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.5,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.2,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.1,4
accel = 0,0
random = 0,0
removetime = 28
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 45    ;fv = 10
value = 5
;ignorehitpause =
;persistent =

[State 1015, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;Charge!
[StateDef 1060]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1060
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S79,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1064
ctrl = 0

;---------------------------------
;Charge!
[StateDef 1061]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1061
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S79,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1060, end]
type = ChangeState
trigger1 = animtime = 0
value = 1164
ctrl = 0

;---------------------------------
;Charge!
[StateDef 1064]
type = S
movetype= I
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1064
poweradd = 0
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [1,15]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 19
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 12 && p2bodydist x < 30
value = 1065
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = time = [1,12]
attr = SCA,NA,SA,NP,SP
slot = 0
stateno = 10644
time = 1
forceair = 0
;ignorehitpause =
;persistent =


[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1065
ctrl = 0

;---------------------------------
;Charge2!
[StateDef 10645]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 10645
poweradd = 0
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 0 && p2bodydist x < 30
value = 1065
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [1,6]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1065
ctrl = 0

;-----------------------
[StateDef 10644]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1064
poweradd = 0
sprpriority = 2

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 5
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)



[State 901, life removal]
type = LifeAdd
trigger1 = time = 0
value = -(gethitvar(damage))
kill = 1

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

[State 10644, end]
type = ChangeState
trigger1 = time = 2
value = 10645
ctrl = 0

;---------------------------------
;ChargeB!
[StateDef 1164]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10645
poweradd = 0
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [1,15]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 14
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 6 && p2bodydist x < 30
value = 1066
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = time = [1,12]
attr = SCA,NA,SA,NP,SP
slot = 0
stateno = 11644
time = 1
forceair = 0
;ignorehitpause =
;persistent =


[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1066
ctrl = 0

;---------------------------------
;Charge2B!
[StateDef 11645]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 10645
poweradd = 0
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 0 && p2bodydist x < 30
value = 1066
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [1,6]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1066
ctrl = 0

;-----------------------
[StateDef 11644]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1064
poweradd = 0
sprpriority = 2

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 5
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)



[State 901, life removal]
type = LifeAdd
trigger1 = time = 0
value = -(gethitvar(damage))
kill = 1

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


[State 10644, end]
type = ChangeState
trigger1 = time = 2
value = 11645
ctrl = 0

;-----------------------
;Sledge
[StateDef 1065]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1065
poweradd = 60
sprpriority = 2

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

[State 0, Width]
type = Width
trigger1 = time = [1,28]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 14
;ignorehitpause =
;persistent =


[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 105,10
animtype = diagup
fall = 1
fall.recover = 0
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  = 18
ground.velocity = -4,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-7
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
down.cornerpush.veloff = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movehit = 1
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =

[State 1065, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;Sledge2
[StateDef 1066]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1066
poweradd = 50
sprpriority = 2

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

[State 0, Width]
type = Width
trigger1 = time = [1,26]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 14
;ignorehitpause =
;persistent =


[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 90,7
animtype = diagup
fall = 1
fall.recover = 0
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  = 18
ground.velocity = -3.5,-6.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-6.5
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
down.cornerpush.veloff = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movehit = 1
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =

[State 1065, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;Sledge3
[StateDef 1067]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1067
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S79,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, Width]
type = Width
trigger1 = time = [5,31]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 14
;ignorehitpause =
;persistent =


[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 80,5
animtype = diagup
fall = 1
fall.recover = 0
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  = 18
ground.velocity = -3,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.0,-6
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -10
airguard.cornerpush.veloff = -10
down.cornerpush.veloff = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movehit = 1
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =

[State 1065, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;EXCharge!
[StateDef 1070]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1061
poweradd = -500
sprpriority = 2

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

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

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

[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1074
ctrl = 0

;---------------------------------
;EXCharge!
[StateDef 1074]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1064
poweradd = 0
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [1,15]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 30
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 12 && p2bodydist x < 30
value = 1075
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = time = [1,12]
attr = SCA,NA,SA,NP,SP
slot = 0
stateno = 10744
time = 1
forceair = 0
;ignorehitpause =
;persistent =


[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1075
ctrl = 0

;---------------------------------
;Charge2!
[StateDef 10745]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 10645
poweradd = 0
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 0 && p2bodydist x < 30
value = 1075
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [1,6]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1075
ctrl = 0

;-----------------------
[StateDef 10744]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1064
poweradd = 0
sprpriority = 2

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 5
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)



[State 901, life removal]
type = LifeAdd
trigger1 = time = 0
value = -(gethitvar(damage))
kill = 1

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

[State 10644, end]
type = ChangeState
trigger1 = time = 2
value = 10745
ctrl = 0

;-----------------------
;EXSledge
[StateDef 1075]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1066
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 14
;ignorehitpause =
;persistent =

[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 35,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 2
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
down.cornerpush.veloff = 0
getpower = 0

[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 105,10
animtype = diagup
fall = 1
fall.recover = 0
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  = 18
ground.velocity = -4,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-7
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
down.cornerpush.veloff = 0
getpower = 0

[State 1065, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------
;PistolWhip
[StateDef 2000]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2000
poweradd = 20
sprpriority = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, ReversalDef]
type = ReversalDef
trigger1 = animelem = 3
reversal.attr = SC,NA,SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10,15
sparkno = 3
hitsound = S6,1
p1stateno = 2001
sprpriority = 0
;ignorehitpause =
;persistent =

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

;---------------
;EXPistolWhip
[StateDef 6000]
type = S
movetype= I
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 6000
poweradd = -500
sprpriority = 0

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

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, ReversalDef]
type = ReversalDef
trigger1 = animelem = 3
reversal.attr = SCA,NA,SA,HA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10,15
sparkno = 3
hitsound = S6,1
p1stateno = 6001
sprpriority = 0
;ignorehitpause =
;persistent =

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

;--------------------------
;PWThrow
[Statedef 2001]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
sprpriority = 0
ctrl = 0
anim = 2001

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = -1
;ignorehitpause =
;persistent =


[State 2001, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
hitsound = s24,0
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 2011
p2stateno = 2021

[State 2001, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;EXPWThrow
[Statedef 6001]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
sprpriority = 0
ctrl = 0
anim = 6001

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = -1
;ignorehitpause =
;persistent =


[State 2001, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = MA
priority = 1, Miss
hitsound = s24,0
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 2011
p2stateno = 2021
fall = 1
fall.recover = 0

[State 2001, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2011]
type = S
movetype= A
physics = N
anim = 2011
poweradd = 60
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S63,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2011, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 2011, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 20, 0

[State 2011, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 5, 0

[State 2011, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -10, 0

[State 2011, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -20, 0

[State 2011, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -30, 0

[State 2011, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -30, 0

[State 2011, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -30, 0

[State 2011, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = -30, 0

[State 2011, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 2011, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = -30, 0

[State 2011, Throw]
type = TargetState
trigger1 = AnimElem = 10
value = 2022

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

[State 0, Width]
type = Width
trigger1 = time = [16,59]
edge = 60,0
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 2011, State End]
type = ChangeState
triggerall = prevstateno != 6001
trigger1 = Animelem = 10
value = 2012
ctrl = 0

[State 2011, State End]
type = ChangeState
triggerall = prevstateno = 6001
trigger1 = Animelem = 10
value = 6012
ctrl = 0

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

;----------------------------------------------------------------------
[Statedef 2021]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 2021, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2015

;----------------------------------------------------------------------
[Statedef 2022]
type = S
movetype = H
physics = S
velset = -9,0
poweradd = 40

[State 0, SelfState]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =


;------------------------
[StateDef 2012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2012
poweradd = 50
sprpriority = 1

[State 2011, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 100,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -71
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 11
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 50
;ignorehitpause =
;persistent =

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


[State 2011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
[StateDef 6012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2012
poweradd = 0
sprpriority = 1

[State 2011, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 110,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -71
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0
getpower = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 50
;ignorehitpause =
;persistent =

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


[State 2011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;PWCustom
[StateDef 20151]
type    = A
movetype= H
physics = S
poweradd = 40
sprpriority = 1

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


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2015
;elem = 1
;ignorehitpause =
;persistent =

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = animtime = 0
value = 0 ;Hit ground

;----------------------------
;BatonSuper
[StateDef 3002]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 3002
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S87,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 32
value = 3400
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 95
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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
trigger4 = animelem = 21
trigger5 = animelem = 29
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 34
value = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 26
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 29
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 32
x = 4
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 21
trigger2 = animelem = 22
trigger3 = animelem = 23
trigger4 = animelem = 24
trigger5 = animelem = 25
x = 2
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 26
trigger5 = animelem = 29
trigger6 = animelem = 33
x = 0
;ignorehitpause =
;persistent =


[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 16
attr = S, HA
damage = 15,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 6
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = 0

[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 29
attr = S, HA
damage = 10,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 6
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = 0

[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 23
attr = A , HA
damage = 50,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 6
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = 0

[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
damage = 35,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 6
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = 0

[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
damage = 105,5
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = -10, -96
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-7
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = 0

[State 3002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;Stomper
[StateDef 2100]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2100
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2105
ctrl = 0

;--------------------------
;Stomper2
[StateDef 2101]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2100
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2106
ctrl = 0

;--------------------------
;Stomper3
[StateDef 2102]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2100
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2107
ctrl = 0

;--------------------------
;EXStomper
[StateDef 2103]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2103
poweradd = -500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,0
volume = 255
channel = 0
;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 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2108
ctrl = 0

;--------------------------
;StomperJump
[StateDef 2105]
type = A
movetype= A
physics = N
juggle  = 1
velset = 3.5,-11
ctrl = 0
anim = 2105
poweradd = 60
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 = time = [8,20]
y = 0.25
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel Y > 0
y = 1
;ignorehitpause =
;persistent =


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


[State 2105, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 120,7
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,10
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff =  0

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2110

;--------------------------
;StomperJump2
[StateDef 2106]
type = A
movetype= A
physics = N
juggle  = 1
velset = 2.5,-11
ctrl = 0
anim = 2106
poweradd = 60
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time = [8,20]
y = 0.3
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel Y > 0
y = 1
;ignorehitpause =
;persistent =


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


[State 2105, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 110,7
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,10
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff =  0

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2110

;--------------------------
;StomperJump3
[StateDef 2107]
type = A
movetype= A
physics = N
juggle  = 1
velset = 1,-10
ctrl = 0
anim = 2107
poweradd = 60
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time = [8,20]
y = 0.3
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel Y > 0
y = 1
;ignorehitpause =
;persistent =


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


[State 2105, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 100,7
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,10
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff =  0

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2110

;--------------------------
;StomperJump
[StateDef 2108]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 2106
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
triggerall = p2bodydist x = [0,30]
trigger1 = time = 0
x = 1
y = -15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = p2bodydist x = [31,60]
trigger1 = time = 0
x = 2
y = -15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = p2bodydist x = [61,90]
trigger1 = time = 0
x = 3.1
y = -15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = p2bodydist x = [91,120]
trigger1 = time = 0
x = 4.2
y = -15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = p2bodydist x = [121,150]
trigger1 = time = 0
x = 5.4
y = -15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = p2bodydist x = [151,180]
trigger1 = time = 0
x = 6.5
y = -15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = p2bodydist x = [181,220]
trigger1 = time = 0
x = 8
y = -15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = p2bodydist x >= 221
trigger1 = time = 0
x = 9.5
y = -15
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 = time = [1,20]
y = 0.55
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel Y > 0
y = 1
;ignorehitpause =
;persistent =


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


[State 2105, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 120,7
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,10
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0
getpower = 0
ground.cornerpush.veloff =  0

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2110

;----------------------------
;StompLand
[StateDef 2110]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2110
poweradd = 0
sprpriority = 2

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
;freq = 80
ampl = 4
;phase = 90
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = f60
ID = 60
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 0, PlayerPush]
type = PlayerPush
trigger1 = time > 0
value = 0
;ignorehitpause =
;persistent =

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =


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

[State 2110, end]
type = ChangeState
trigger1 = AnimTime = 0 && hitcount = 0
value = 0
ctrl = 1

[State 2110, end]
type = ChangeState
trigger1 = AnimTime = 0 && hitcount > 0
value = 105
ctrl = 0

;----------------------------
;StompLand
[StateDef 2111]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2110
poweradd = 0
sprpriority = 2

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time > 0
value = 0
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =


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


[State 2110, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S78,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 60,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 0, Width]
type = Width
trigger1 = time = [12,100]
edge = 0,0
player = 70,-30
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 6
time = 30
anim = 100
sound = s20,0
pos = -2,-95
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S75,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1020
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.5,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.2,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.1,4
accel = 0,0
random = 0,0
removetime = 28
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
projanim = 1010
projhitanim = 1010
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 107,-88
velocity = 25
attr = S, HP
damage   = 60,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = high
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -10
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4
getpower = 0

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 31
projanim = 1010
projhitanim = 1010
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 107,-88
velocity = 25
fall = 1
fall.recover = 0
attr = S, HP
damage   = 60,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = high
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -7,-4
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4
getpower = 0

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 61
projanim = 1011
projhitanim = 1011
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremove = 1
fall = 1
fall.recover = 0
projremovetime = 10
offset = 107,-88
velocity = 25,0
attr = S, SP
damage   = 125,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -6,-4
air.animtype = Back
air.velocity = -7,-6
air.juggle = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 6
time = 90
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 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 61
value = S75,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 61
anim = 7000
ID = 7000
pos = 128,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
v = 45    ;fv =
value = -1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
value = S75,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
anim = 7000
ID = 7000
pos = 128,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.7,0.7
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 45    ;fv = 10
value = 5
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 12    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 2500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015
ctrl = 0

;----------------------------------
;SuperGunHigh
[StateDef 2501]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2501
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S78,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [12,100]
edge = 0,0
player = 70,-30
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 6
time = 30
anim = 100
sound = s20,0
pos = -2,-95
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S75,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1020
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.5,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.2,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.1,4
accel = 0,0
random = 0,0
removetime = 28
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
projanim = 1010
projhitanim = 1010
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 97,-128
velocity = 25,-25
attr = S, HP
damage   = 60,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = high
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -10
air.animtype = Back
air.velocity = 0,-6
air.juggle = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4
getpower = 0

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 31
projanim = 1010
projhitanim = 1010
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 107,-138
velocity = 25,-25
fall = 1
fall.recover = 0
attr = S, HP
damage   = 60,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = high
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -7,-4
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4
getpower = 0

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 61
projanim = 1011
projhitanim = 1011
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremove = 1
fall = 1
fall.recover = 0
projremovetime = 10
offset = 107,-134
velocity = 25,-25
attr = S, SP
damage   = 125,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -6,-4
air.animtype = Back
air.velocity = -7,-6
air.juggle = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 6
time = 90
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 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 61
value = S75,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 61
anim = 7002
ID = 7002
pos = 105,-131
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 = 0.5,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
v = 45    ;fv =
value = -1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
value = S75,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
anim = 7002
ID = 7002
pos = 105,-131
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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 45    ;fv = 10
value = 5
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 12    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 2500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015
ctrl = 0

;----------------------------------
;SuperGunLow
[StateDef 2502]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2502
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S78,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 60,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 0, Width]
type = Width
trigger1 = time = [12,100]
edge = 0,0
player = 70,-30
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 6
time = 30
anim = 100
sound = s20,0
pos = -2,-95
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S75,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1020
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1020
pos = 3,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.5,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1021
pos = 2,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.2,4
accel = 0,0
random = 0,0
removetime = 28
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 = 4
anim = 1020
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,4
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 9
ID = 1022
pos = 1,-88
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.1,4
accel = 0,0
random = 0,0
removetime = 28
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
projanim = 1010
projhitanim = 1010
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 107,-88
velocity = 25,25
attr = S, HP
damage   = 60,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = high
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -10
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4
getpower = 0

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 31
projanim = 1010
projhitanim = 1010
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 107,-88
velocity = 25,25
fall = 1
fall.recover = 0
attr = S, HP
damage   = 60,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = high
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -7,-4
air.animtype = Back
air.velocity = -7,-6
air.juggle = 8
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4
getpower = 0

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 61
projanim = 1011
projhitanim = 1011
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremove = 1
fall = 1
fall.recover = 0
projremovetime = 10
offset = 107,-88
velocity = 25,25
attr = S, SP
damage   = 125,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = 3
sparkxy = 0,0
guardsound = S6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -6,-4
air.animtype = Back
air.velocity = -7,-6
air.juggle = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 15
envshake.ampl = 4

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 6
time = 90
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 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 61
value = S75,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 61
anim = 7001
ID = 7001
pos = 122,-55
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 = 0.5,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
v = 45    ;fv =
value = -1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
value = S75,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
anim = 7001
ID = 7001
pos = 122,-55
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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 45    ;fv = 10
value = 5
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 6
v = 12    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 2500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015
ctrl = 0

;------------------------------------
;BatonSweep
[Statedef 3100]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3100

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [2,7]
pos = -20,0
pos2 = 40,0
spacing = 2
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S15,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3100, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
guardflag = L
priority = 1, Miss
sparkno = -1
guardsound = s6, 0
sparkxy = -10,-30
guard.pausetime = 10,5
sprpriority = 0
p2facing = 1
p1stateno = 3110
p2stateno = 3120
fall = 1
fall.recover = 0
ground.velocity = -12

[State 3100, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3110]
type = S
movetype= A
physics = N
anim = 3105
velset = 0,0
poweradd = 60
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S83,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
value = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f1
ID = 1
pos = 65,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 10
freq = 70
ampl = 3
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
time = 10
freq = 70
ampl = 4
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
anim = f2
ID = 2
pos = 50,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S7,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3110, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 3110, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 49, 22

[State 3110, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 46, 29

[State 3110, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 5

[State 3110, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 3110, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50, 0

[State 3110, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50, 5

[State 3110, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 50, 0

[State 3110, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 50, 0

[State 3110, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 50, 0

[State 3110, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 50, 5

[State 3110, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 50, 0

[State 3110, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 50, 0

[State 3110, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 50, 0

[State 3110, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = 50, 5

[State 3110, Bind 16]
type = TargetBind
trigger1 = AnimElem = 16
pos = 50, 0

[State 3110, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -35

[State 3110, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
value = -35

[State 3110, Throw]
type = TargetState
trigger1 = AnimElem = 16
value = 3121

[State 3110, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 105
ctrl = 0

;----------------------------------------------------------------------
[Statedef 3120]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2

[State 3120, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3110

;----------------------------------------------------------------------
[Statedef 3121]
type = S
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 3121, 4] ;Hit ground
type = SelfState
triggerall = alive = 1
trigger1 = animtime = 0
value = 5120 ;Hit ground

[State 3121, 4] ;Hit ground
type = SelfState
triggerall = alive = 0
trigger1 = animtime = 0
value = 5150 ;Hit ground

;------------------------------------
;BatonSweep
[Statedef 3101]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3101

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [2,6]
pos = -20,0
pos2 = 40,0
spacing = 2
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S15,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3100, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
guardflag = L
priority = 1, Miss
sparkno = -1
guardsound = s6, 0
sparkxy = -10,-30
guard.pausetime = 10,5
p2facing = 1
p1stateno = 3210
p2stateno = 3220
fall = 1
fall.recover = 0
ground.velocity = -10

[State 3100, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3210]
type = S
movetype= A
physics = N
anim = 3106
poweradd = 60
velset = 0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S83,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 11
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 9
value = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f1
ID = 1
pos = 65,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 10
freq = 70
ampl = 3
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 11
time = 10
freq = 70
ampl = 4
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 11
anim = f2
ID = 2
pos = 50,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S7,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3110, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 3110, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 49, 22

[State 3110, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 46, 29

[State 3110, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 5

[State 3110, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 3110, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50, 0

[State 3110, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50, 5

[State 3110, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 50, 0

[State 3110, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 50, 0

[State 3110, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 50, 0

[State 3110, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 50, 5

[State 3110, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 50, 0

[State 3110, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -35

[State 3110, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 7
trigger2 = animelem = 11
value = -45

[State 3110, Throw]
type = TargetState
trigger1 = AnimElem = 12
value = 3121

[State 3110, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 105
ctrl = 0

;----------------------------------------------------------------------
[Statedef 3220]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2

[State 3120, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3111

;------------------------------------
;BatonSweep
[Statedef 3102]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3102

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S15,0
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 = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3100, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
guardflag = L
priority = 1, Miss
sparkno = -1
guardsound = s6, 0
sparkxy = -10,-30
guard.pausetime = 10,5
p2facing = 1
p1stateno = 3310
p2stateno = 3320
fall = 1
fall.recover = 0
ground.velocity = -8

[State 3100, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3310]
type = S
movetype= A
physics = N
anim = 3107
velset = 0,0
poweradd = 60
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S83,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f1
ID = 1
pos = 65,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 10
freq = 70
ampl = 3
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 10
freq = 70
ampl = 4
phase = 90
;ignorehitpause =
;persistent =


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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S7,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3110, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 3110, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 49, 22

[State 3110, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 46, 29

[State 3110, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 5

[State 3110, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 3110, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50, 0

[State 3110, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50, 5

[State 3110, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 50, 0

[State 3110, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -35

[State 3110, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 7
value = -60

[State 3110, Throw]
type = TargetState
trigger1 = AnimElem = 8
value = 3121

[State 3110, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 105
ctrl = 0

;----------------------------------------------------------------------
[Statedef 3320]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2

[State 3120, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3112

;------------------------------------
;BatonSweepSuperEnd
[Statedef 3400]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3102

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [2,5]
pos = -20,0
pos2 = 40,0
spacing = 2
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S15,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3100, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
guardflag = L
priority = 1, Miss
sparkno = -1
guardsound = s6,0
sparkxy = -10,-35
sprpriority = 0
p2facing = 1
p1stateno = 3410
p2stateno = 3420
getpower = 0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -12

[State 3100, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3410]
type = S
movetype= A
physics = N
anim = 3105
poweradd = 0
velset = 0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S83,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 70
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 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
value = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f1
ID = 1
pos = 65,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 10
freq = 70
ampl = 3
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
time = 10
freq = 70
ampl = 4
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
anim = f2
ID = 2
pos = 50,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S7,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3110, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 3110, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 49, 22

[State 3110, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 46, 29

[State 3110, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 5

[State 3110, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 3110, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50, 0

[State 3110, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50, 5

[State 3110, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 50, 0

[State 3110, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 50, 0

[State 3110, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 50, 0

[State 3110, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 50, 5

[State 3110, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 50, 0

[State 3110, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 50, 0

[State 3110, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 50, 0

[State 3110, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = 50, 5

[State 3110, Bind 16]
type = TargetBind
trigger1 = AnimElem = 16
pos = 50, 0

[State 3110, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -35
kill = 0

[State 3110, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 7
trigger2 = animelem = 11
value = -35
kill = 0

[State 3110, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 15
value = -35

[State 3110, Throw]
type = TargetState
trigger1 = AnimElem = 16
value = 3121

[State 3110, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 105
ctrl = 0

;----------------------------------------------------------------------
[Statedef 3420]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2

[State 3120, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3110

;-----------------------------------------
;MagnumShot
[StateDef 2050]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S86,0+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 5
value = 0
;ignorehitpause =
;persistent =


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

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 0, Width]
type = Width
trigger1 = time = [4,7]
trigger2 = time = [21,40]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [8,20]
edge = 0,0
player = 40,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 50
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 = 6
value = S75,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 5
time = 30
anim = 101
sound = s20,0
pos = 122,-79
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 7000
ID = 7000
pos = 122,-79
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2050, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
damage = 290,35
animtype = heavy
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -9.4,-3
air.hittime = 12
getpower = 0
envshake.time = 30
envshake.ampl = 6
ground.cornerpush.veloff = 0

[State 0, Pause]
type = Pause
triggerall = movehit
trigger1 = time = [15,56]
time = 1
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)



[State 2050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;Charge! S
[StateDef 2600]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2600
poweradd = 0
sprpriority = 2

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

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 102
sound = s20,0
pos = 5,-70
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2601
ctrl = 0

;---------------------------------
;Charge! S
[StateDef 2601]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2601
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 25
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 230, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
attr = S, HA
damage = 80,4
animtype = med
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 9, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
kill = 0
envshake.time = 8
envshake.ampl = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [1,15]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 19
;ignorehitpause =
;persistent =


[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2602
ctrl = 0

;-----------------------
;Sledge S
[StateDef 2602]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2602
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 150
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, ChangeState]
type = ChangeState
trigger1 = animelem = 4 && hitcount = 0
value = 2603
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
trigger4 = animelem = 21
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 26
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.3
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 35
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 95,2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 15
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 0
forcestand = 1
ground.type = low
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-1
air.hittime = 18
getpower = 0
kill = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5

[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 95,2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 15
kill = 0
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
forcestand = 1
ground.type = high
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-1
air.hittime = 18
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5

[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
damage = 85,2
kill = 0
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 15
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
forcestand = 1
ground.type = high
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-1
air.hittime = 18
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5

[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
damage = 85,2
kill = 0
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 15
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
forcestand = 1
ground.type = high
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-1
air.hittime = 18
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5

[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 27
attr = S, HA
damage = 85,2
kill = 0
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
forcestand = 1
ground.type = low
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = 1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 1
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 5

[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
damage = 85,10
kill = 0
animtype = diagup
fall = 1
fall.recover = 0
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  = 18
ground.velocity = -3,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-8.5
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = -15
envshake.time = 10
envshake.ampl = 5

[State 1065, 1]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HP
damage = 205,10
animtype = back
fall = 1
fall.recover = 0
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  = 18
ground.velocity = -10,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -10,-4
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 40
envshake.ampl = 7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value = S75,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 39
anim = 7000
ID = 7000
pos = 122,-79
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Pause]
type = Pause
trigger1 = movehit && time = [110,151]
time = 1
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)



[State 0, Width]
type = Width
trigger1 = time = [1,134]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 1065, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;MissSCharge
[StateDef 2603]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2603
poweradd = 20
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 10
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, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 5
;ignorehitpause =
;persistent =


[State 2603, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------
;DM
[Statedef 4000]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 4000

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S63,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 103
sound = s20,0
pos = -5,-75
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 4000, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 4010
p2stateno = 4020
hitsound = s24,0

[State 4000, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 4010]
type = S
movetype= A
physics = N
anim = 4005
poweradd = 60

[State 4010, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 4010, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 60, 0

[State 4010, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 4010, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

[State 4010, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 4010, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 40, 0

[State 4010, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 4010, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 40, 0

[State 4010, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 4010, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 40, 0

[State 4010, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 4010, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 40, 0

[State 4010, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 4010, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 40, 0

[State 4010, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 4010, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 40, 0

[State 4010, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 40, 0

[State 4010, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 40, 0

[State 4010, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 40, 0

[State 4010, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 40, 0

[State 4010, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 40, 0

[State 4010, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 40, 0

[State 4010, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = 40, 0

[State 4010, Bind 16]
type = TargetBind
trigger1 = AnimElem = 16
pos = 40, 0

[State 4010, Bind 17]
type = TargetBind
trigger1 = AnimElem = 17
pos = 40, 0

[State 4010, Bind 18]
type = TargetBind
trigger1 = AnimElem = 18
pos = 40, 0

[State 4010, Bind 19]
type = TargetBind
trigger1 = AnimElem = 19
pos = 40, 0

[State 4010, Bind 20]
type = TargetBind
trigger1 = AnimElem = 20
pos = 40, 0

[State 4010, Bind 21]
type = TargetBind
trigger1 = AnimElem = 21
pos = 45, -5

[State 4010, Bind 22]
type = TargetBind
trigger1 = AnimElem = 22
pos = 50, -25

[State 4010, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 22
value = -78
kill = 0

[State 4010, Throw]
type = TargetState
trigger1 = AnimElem = 22
value = 4021

[State 0, PosSet]
type = PosSet
trigger1 = time = 1 && facing = 1
x = -80
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 1 && facing != 1
x = 80
;ignorehitpause =
;persistent =

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 0
time = 3
add = 256,256,256
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
trigger2 = animelem = 11
trigger3 = animelem = 16
trigger4 = animelem = 21
time = 10
;freq = 60
ampl = -5
;phase = 90
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 11
trigger3 = animelem = 16
trigger4 = animelem = 21
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 16
anim = f2
ID = 2
pos = 50,-47
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 = 11
anim = f2
ID = 2
pos = 50,-77
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = f2
ID = 2
pos = 60,-91
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, HitAdd]
type = HitAdd
trigger1 = animelem = 11
trigger2 = animelem = 16
trigger3 = animelem = 21
value = 1
;ignorehitpause =
;persistent =


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

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 25
x = -10
;ignorehitpause =
;persistent =

[State 4010, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 4006
ctrl = 0

;---------------------------------------
;CallJackKaneda
[StateDef 4006]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4006
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S60,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
trigger2 = time = 231
value = S81,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 66
value = S81,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 226
value = S81,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
ignorehitpause = 0
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 187
time = 2
add = 256,256,256
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,187]
flag = nobardisplay
flag2 = nobg
flag3 = nofg
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = time = [0,187]
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 76
helpertype = normal ;player
name = "Jack"
ID = 4200
stateno = 4200
pos = -75,0
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, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
trigger4 = AnimElem = 29
trigger5 = AnimElem = 33
value = S75,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
trigger4 = AnimElem = 29
trigger5 = AnimElem = 33
anim = 7000
ID = 7000
pos = 130,-89
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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 4200, 1]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
trigger4 = AnimElem = 29
attr = S, HP
damage = 50
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
kill = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.ampl = 4
envshake.time = 10
ground.cornerpush.veloff = 0

[State 4200, 1]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HP
damage = 50
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.ampl = 4
envshake.time = 10
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 0, Pause]
type = Pause
trigger1 = time = [187,217]
time = 2
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)



[State 0, Explod]
type = Explod
trigger1 = time = 57
anim = 4100
ID = 4100
pos = -30,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 37
value = S85,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 4006, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015
ctrl = 0

;---------------------------
;JackKaneda
[StateDef 4200]
type = S
movetype= A
physics = S
juggle  = 1
velset = 10,0
ctrl = 0
anim = 4105
poweradd = 20
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 31
x = -15
;ignorehitpause =
;persistent =

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
value = S75,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
anim = 7000
ID = 7000
pos = 84,-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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 4200, 1]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
attr = S, HP
damage = 50
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
kill = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.ampl = 4
envshake.time = 10
ground.cornerpush.veloff = 0

[State 4200, end]
type = destroyself
trigger1 = Animelem = 34

;----------------------------------------------------------------------
[Statedef 4020]
type = A
movetype = H
physics = N
velset = 0,0

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

[State 4020, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4010

;----------------------------------------------------------------------
[Statedef 4021]
type = A
movetype = H
physics = N
velset = -3,-8
poweradd = 40

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

[State 4021, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 4021, 4] ;Hit ground
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 4011 ;Hit ground

;--------------------------------
;CustomState
[Statedef 4011]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 0

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

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = f60
ID = 60
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4011
;elem = 1
;ignorehitpause =
;persistent =

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

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4012
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;-----------------------------
;CustomGetup
[StateDef 4012]
type = S
movetype = H
physics = S
velset = 0,0
poweradd = 40

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

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5120
;elem = 1
;ignorehitpause =
;persistent =


[State 4012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 4013
ctrl = 0

;-----------------------------
;CustomDizzy
[StateDef 4013]
type = S
movetype = H
physics = S
velset = 0,0
poweradd = 0

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

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5300
;elem = 1
;ignorehitpause =
;persistent =


[State 4012, end]
type = SelfState
trigger1 = time = 200
value = 0
ctrl = 1



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

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


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 21


[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
triggerall = AILevel = 0
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 2]
type = VarSet
triggerall = AILevel >0
trigger1 = p2bodydist x >=10
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



;---------------------------------------------------------------------------
;LauncherFollowUp
[Statedef 50000]
type    = A
physics = A

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[statedef -2]
;-----------------------------------
;AI jump check
 [State 0, VarSet]
type = VarSet
trigger3 = statetype = A
triggerall = p2statetype!=L
trigger1 = (p2bodydist x = [0,40])||(p2bodydist x >180)
trigger2= enemynear,hitdefattr = SA,NA,SA,HA
v=30
value = 0
[State 0, VarSet]
type = Varadd
trigger1 = var(46)>0
v = 47   ;fv = 10
value = -1
[State 0, VarSet]
type = VarSet
triggerall = statetype != A
triggerall = (p2bodydist x <110)
trigger1 = ctrl && p2movetype=A && p2statetype=C && AILevel >3
trigger2 =p2statetype = C  && ctrl
trigger3 =(p2bodydist x <180) && ctrl
trigger4= enemy,hitdefattr=SC,AT && AILevel >1
v = 30   ;fv = 10
value = 1
;--------------------------------------------
;---------------------------Bullets
[State 0, VarAdd]
type = Varset
trigger1 =roundstate=1||roundstate=3
v = 45    ;fv =
value = 5

[State 0, Explod]
type = Explod
trigger1 =roundstate=2 && numexplod(8000)<1
anim =ifelse(var(12)=1,8002,8000)
ID = 8000
pos = ifelse(teamside=1,25,275),220
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =stateno=1016&&var(12)=0 || stateno=1015&&var(12)=1||stateno=2500&&(time=[0,3])
id =8000
[State 0, VarSet]
type = VarSet
trigger1 = stateno=2500
v = 12   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
trigger1 =roundstate=2 && numexplod(8001)<1
anim =8001
ID = 8001
pos = ifelse(teamside=1,35,285),220
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = -1
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 =roundstate=2 && numexplod(8010)<1
anim =8010+var(45)
ID = 8010
pos = ifelse(teamside=1,45,295),215
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = -1
scale = .4,.4
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;------Variable is delayed so it can change numbers properly
[State 0, VarSet]
type = VarSet
trigger1 =roundstate=2 && time%3=0
v = 46   ;fv = 10
value = var(45)
ignorehitpause =1
;persistent =

;---change number
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(46)!=var(45)
id =8010
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
=
[State -2, VarSet]
type = VarSet
trigger1 = life <= 250
v = 40    ;fv = 10
value = 1
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger3 = statetype = A
triggerall = p2statetype!=L
trigger1 = (p2bodydist x = [0,40])||(p2bodydist x >110)
trigger2= enemynear,hitdefattr = SA,NA,SA,HA
v=30
value = 0

[State 0, VarSet]
type = VarSet
triggerall = statetype != A
triggerall = (p2bodydist x <110)
trigger1 = ctrl &&p2movetype=A && p2statetype=C
trigger2 =p2statetype = C  && ctrl
trigger3 =(p2bodydist x <110) && ctrl
trigger4= enemy,hitdefattr=SC,AT
v = 30   ;fv = 10
value = 1
[State -2, VarSet]
type = VarSet
trigger1 = alive = 0
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =1
text = "var(4) = %f  Evar(4) = %d var(30)=%d Evar(30)=%d"
params = p2bodydist y,enemy,var(4),var(30),enemy,var(30)
[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, P2 Facing]
type= targetfacing
triggerall = stateno != 2012
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1

[State 0, VarSet]
type = VarSet
trigger1 = p2name = "Ryu"
v = 55    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = p2name = "Thirteen"
v = 13    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

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