; 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 = 800			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = -100			;Volume offset (negative for softer)
IntPersistIndex = 58	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 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,-2		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.6		;Walk forward
walk.back = -2.5		;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,-8.94		;Neutral jumping velocity (x, y)
jump.back = -2.85		;Jump back Speed (x, y)
jump.fwd = 2.9		;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 = "My friends didn't like you anyway."
victory2 = "All I want is a solitude that asks nothing in return."
victory3 = "I don't want to be in the middle of this anymore. It's too much..."
victory4 = "There's no blood on my hands."
victory5 = "See you soon."

;---------------------------------------------------------------------------
; 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
trigger1 = matchover = 1
value = 181

[state 180, 2]
type = changestate
trigger1 = matchover = 0
value = 182

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

[State 181, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 180

[State 181, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 250]
flag = roundnotover

[State 181, 6]
type = Explod
trigger1 = animelem = 1
anim = 17055
ID = 1801
pos = -18,19
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 181, 7]
type = Explod
trigger1 = animelem = 1
anim = 1802
ID = 1802
pos = 0,-6
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 181, 8]
type = Explod
trigger1 = animelem = 1
anim = 1803
ID = 1803
pos = 40,4
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 181, 9]
type = PlaySnd
trigger1 = animelem = 2
value = S30,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 181, 12]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------
;winpose2
[Statedef 182]
type = S
ctrl = 0
anim = 182
facing = 1
pos = 0,0
postype = p1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 182, 0] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 160]
flag = roundnotover

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

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
poweradd =0; 3000

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

[State 190, 0]
type = PlaySnd
trigger1 = animelem = 13
value = S28,0
volume = 185
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

;---------------------------------------------------------------------------
; Snow Introduction
; CNS difficulty: basic
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0
poweradd =0; 3000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 0]
type = PlaySnd
trigger1 = animelem = 14
value = S28,1
volume = 185
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 = 193

[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
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S29,0+random%3
volume = 0
channel = -1
;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

;-------------------------------------
;klaustaunt
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 196, 1]
type = Explod
trigger1 = animelem = 1
anim = 1120
ID = 3
pos = 30,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 196, 2]
type = PlaySnd
trigger1 = animelem = 1
value = S21,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 196, 2]
type = PowerAdd
trigger1 = animtime = 0
value = 500
;ignorehitpause =
;persistent =

[State 196, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;belladonnataunt
[Statedef 197]
type = S
ctrl = 0
anim = 197
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 196, 1]
type = Explod
trigger1 = animelem = 1
anim = 1303
ID = 3
pos = 30,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 196, 2]
type = PowerAdd
trigger1 = animtime = 0
value = 300
;ignorehitpause =
;persistent =


[State 196, 3]
type = PlaySnd
trigger1 = animelem = 2
value = S24,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 196, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;uritaunt
[Statedef 198]
type = C
ctrl = 0
anim = 198
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 198, 1]
type = Explod
trigger1 = animelem = 1
anim = 1705
ID = 1705
pos = 50,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 198, 2]
type = PlaySnd
trigger1 = animelem = 3
value = S23,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 198, 2]
type = PowerAdd
trigger1 = animtime = 0
value = 400
;ignorehitpause =
;persistent =

[State 198, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------------------
;razhadtaunt
[Statedef 199]
type = C
ctrl = 0
anim = 199
velset = 0,0
movetype = A
physics = S
sprpriority = 2

[State 199, 1]
type = Explod
trigger1 = animelem = 1
anim = 1709
ID = 1709
pos = 35,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 199, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[state 199, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = s31, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 199, 4]
type = PowerAdd
trigger1 = time = 109
value = 400
;ignorehitpause =
;persistent =

[State 199, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[StateDef 200]
type = S
movetype = A
physics = S
juggle = 4
poweradd = 30
velset = 0,0
anim = 200
ctrl = 0

[State 201, 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 0, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

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

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

;------------------------------------------
;klausLP
[StateDef 201]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 20
sprpriority = 0

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 15, 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 201, 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 201, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

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

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1200
ID = 1200
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 = 1
ignorehitpause = 0
;persistent =

[State 201, 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 0, 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 = 14
ground.cornerpush.veloff = 0

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

[State 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S21,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;------------------------------------------
;klausLP
[StateDef 211]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 30
sprpriority = 0

[State 211, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 35, 5
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 211, 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 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S21,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 211, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[StateDef 220]
type = S
movetype = A
physics = S
juggle = 6
poweradd = 50
velset = 0,0
anim = 220
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1203
ID = 1203
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 = 1
ignorehitpause = 0
;persistent =

[State 201, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S21,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, 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, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

[State 211, 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 220, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
;klausLP
[StateDef 221]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1203
poweradd = 30
sprpriority = 0

[State 221, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 60, 5
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 221, 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 221, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S21,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 221, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype = A
physics = S
juggle = 4
poweradd = 30
velset = 0,0
anim = 230
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1021
ID = 1021
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -36
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 = -3.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

[State 211, 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 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
;UriLK
[StateDef 231]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1021
poweradd = 30
sprpriority = 0

[State 231, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 15, 5
animtype = light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 231, 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 231, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

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

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1020
ID = 1020
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 45
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 = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

[State 211, 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 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S23,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;------------------------------------------
;UriMK
[StateDef 241]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1020
poweradd = 30
sprpriority = 0

[State 241, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 45, 5
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 241, 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 241, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S23,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 241, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 250]
type = S
movetype = A
physics = S
juggle = 6
poweradd = 50
velset = 0,0
anim = 250
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1022
ID = 1022
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, 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 = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

[State 211, 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 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S23,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;------------------------------------------
;UriHK
[StateDef 251]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1022
poweradd = 30
sprpriority = 0

[State 251, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 251, 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 251, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S23,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 251, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

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


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

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

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


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



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

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

[State 610, 0]
type = PlaySnd
trigger1 = animelem = 2
value = S24,3
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 2]
type = Explod
trigger1 = animelem = 2
anim = 1503
ID = 1503
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 = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 280, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 65,6
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 2, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-1
air.hittime = 18

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

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

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


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1503
;ignorehitpause =
;persistent =


[State 620, 2]
type = Explod
trigger1 = time = 0
anim = 1504
ID = 1504
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 = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 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
poweradd = 30
velset = 0,0
anim = 400
ctrl = 0

[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -36
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

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

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------
;bellalp
[StateDef 401]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 20
sprpriority = 0

[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 15, 5
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 = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 400, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

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

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1301
ID = 1301
pos = 0,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =


[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S24,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------
;bellamp
[StateDef 411]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1301
poweradd = 20
sprpriority = 0

[State 411, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 35, 5
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S24,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 400, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Strong Punch
[StateDef 420]
type = C
movetype = A
physics = C
juggle = 8
poweradd = 50
velset = 0,0
anim = 420
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1302
ID = 1302
pos = 15,14
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =


[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 70
animtype = diagup
fall = 1
fall.recovertime = 50
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -96
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1, -8
air.juggle = 16
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S24,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------
;bellahp
[StateDef 421]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1302
poweradd = 20
sprpriority = 0

[State 401, 1]
type = HitDef
triggerall = hitcount = 0
trigger1 = AnimElem = 3
attr = c, NA
damage = 60, 5
animtype = diagup
fall = 1
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 10
sparkno = 2
sparkxy = -10, -96
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1, -8
air.juggle = 16
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S47,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S24,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 400, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[StateDef 430]
type = C
movetype = A
physics = C
juggle = 4
poweradd = 30
velset = 0,0
anim = 430
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1030
ID = 1030
pos = -5,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 25
animtype = Light
guardflag = LA
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 = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------
;bellalk
[StateDef 431]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1030
poweradd = 20
sprpriority = 0

[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 15, 5
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  = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, 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 400, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[StateDef 440]
type = C
movetype = A
physics = C
juggle = 5
poweradd = 40
velset = 0,0
anim = 440
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1031
ID = 1031
pos = 0,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 45
animtype = medium
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -26
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

[State 400, 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 = animelem = 1
value = S24,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------
;bellaMK
[StateDef 441]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1031
poweradd = 20
sprpriority = 0

[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 35, 5
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -26
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, 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 = animelem = 1
value = S24,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 400, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; 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
poweradd = 50
velset = 0,0
anim = 450
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1032
ID = 1032
pos = 10,13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 68
fall = 1
fall.recover = 0
animtype = diagup
guardflag = MA
hitflag = MF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 0
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = -10

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

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------
;bellalp
[StateDef 451]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1032
poweradd = 40
sprpriority = 0

[State 401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 55, 5
animtype = diagup
guardflag = MA
hitflag = MF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 0
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 400, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; 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 600, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S24,3
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 25
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -45
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

[State 610, 2]
type = Explod
trigger1 = time = 1
anim = 1502
ID = 1500
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 = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 40
sprpriority = 2

[State 610, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S24,3
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 45
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -15
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

[State 620, 2]
type = Explod
trigger1 = animelem = 1
anim = 1500
ID = 1500
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 = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 50
sprpriority = 2

[State 620, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S24,4
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 65
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -45
hitsound = S5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,5
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

[State 610, 2]
type = Explod
trigger1 = animelem = 1
anim = 1501
ID = 1500
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 = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; 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 630, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S23,1
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 23
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -15
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

[State 630, 2]
type = Explod
trigger1 = animelem = 1
anim = 1023
ID = 1500
pos = 20,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


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

[State 640, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S23,3
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 43
animtype = medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -15
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

[State 640, 2]
type = Explod
trigger1 = animelem = 1
anim = 1025
ID = 1500
pos = 20,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; 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 650, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S23,8
volume = 10
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 70
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -15
hitsound = S5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,3
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

[State 650, 2]
type = Explod
trigger1 = animelem = 1
anim = 1024
ID = 1500
pos = 40,12
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 = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; 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 600, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S24,3
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 25
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -45
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

[State 610, 2]
type = Explod
trigger1 = time = 1
anim = 1502
ID = 1500
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 = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 710]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 40
sprpriority = 2

[State 610, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S24,3
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 45
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 1
sparkxy = -10, -15
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

[State 620, 2]
type = Explod
trigger1 = animelem = 1
anim = 1500
ID = 1500
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 = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 720]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 50
sprpriority = 2

[State 620, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S24,4
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -45
hitsound = S5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-1
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

[State 610, 2]
type = Explod
trigger1 = animelem = 1
anim = 1501
ID = 1500
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 = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; 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 630, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S23,1
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 23
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -15
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

[State 630, 2]
type = Explod
trigger1 = animelem = 1
anim = 1023
ID = 1500
pos = 20,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 740]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 40
sprpriority = 2

[State 640, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S23,3
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 43
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 1
sparkxy = -10, -15
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

[State 640, 2]
type = Explod
trigger1 = animelem = 1
anim = 1025
ID = 1500
pos = 20,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; 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 650, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S23,8
volume = 10
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 70
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -15
hitsound = S5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,3
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

[State 650, 2]
type = Explod
trigger1 = animelem = 1
anim = 1024
ID = 1500
pos = 40,12
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 = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

;-------------------------------------
;ghostupper
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 20

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "KlausUpper"
ID = 990
stateno = 990
pos = 152,5
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 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
;KlausUpper
[StateDef 990]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 990
poweradd = 20
sprpriority = 2

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 1
y = -7
;ignorehitpause =
;persistent =

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


[State 990, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
damage = 95,9
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-5
air.hittime = 18
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 1001, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 990, end]
type = ChangeState
trigger1 = time = 15
value = 995
ctrl = 0

;-------------------------------------
;KlausUpper 2
[StateDef 991]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 990
poweradd = 0
sprpriority = 2

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
y = -7-random%4
;ignorehitpause =
;persistent =

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


[State 990, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = floor(40*root,fvar(12)),2
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-5
air.hittime = 18
ground.cornerpush.veloff = 0
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 990, end]
type = ChangeState
trigger1 = time = 15
value = 996
ctrl = 0

;-------------------------------------
;KlausUpper 3
[StateDef 992]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1009
poweradd = 0
sprpriority = 2

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 10+random%3
;ignorehitpause =
;persistent =

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


[State 990, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 27,2
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-3
air.hittime = 18
ground.cornerpush.veloff = 0
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 990, end]
type = ChangeState
trigger1 = time = 45
value = 997
ctrl = 0

;-------------------------------------
;KlausUpperl2
[StateDef 993]
type = S
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 990
poweradd = 0
sprpriority = 2

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
y = -7
;ignorehitpause =
;persistent =

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


[State 990, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = floor(78*root,fvar(12)),5
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7,-3
air.hittime = 18
ground.cornerpush.veloff = 0
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 1001, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 990, end]
type = ChangeState
trigger1 = time = 15
value = 995
ctrl = 0

;--------------------------------------
;KlausUpperEnd
[StateDef 995]
type = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 995
poweradd = 0
sprpriority = 2

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

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

[State 995, end]
type = destroyself
trigger1 = animtime = 0

;--------------------------------------
;KlausUpperEnd 2
[StateDef 996]
type = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 995
poweradd = 0
sprpriority = 2

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

[State 995, end]
type = destroyself
trigger1 = animtime = 0

;--------------------------------------
;KlausUpperEnd 3
[StateDef 997]
type = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 1011
poweradd = 0
sprpriority = 2

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

[State 995, end]
type = destroyself
trigger1 = animtime = 0

;-------------------------------------
;EXKlausUpper
[StateDef 998]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 990
poweradd = 0
sprpriority = 2

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



[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 5
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
y = -7
;ignorehitpause =
;persistent =

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


[State 990, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
damage = 100,10
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -46
hitsound = s5, 3
air.juggle = 8
guardsound = s6, 0
sprpriority = 2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-5
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
getpower = 0

[State 1001, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 990, end]
type = ChangeState
trigger1 = time = 15
value = 995
ctrl = 0

;--------------------------------------
;ghostupper2
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 20

[State 1001, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "KlausUpper"
ID = 990
stateno = 990
pos = 86,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;ghostupper3
[StateDef 1002]
type = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 20

[State 1001, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "KlausUpper"
ID = 990
stateno = 990
pos = 250,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 1002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;ghostupper4
[StateDef 1003]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 20

[State 1001, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "KlausUpper"
ID = 990
stateno = 990
pos = 50,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;ghostupper5
[StateDef 1004]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 20

[State 1001, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "KlausUpper"
ID = 990
stateno = 990
pos = 119,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;ghostupper6
[StateDef 1005]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 20

[State 1001, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "KlausUpper"
ID = 990
stateno = 990
pos = 185,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;ghostupperEX
[StateDef 1006]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10044
poweradd = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 85
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, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 30
anim = 101
sound = s20,0
pos = 30,-80
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = time = 5
helpertype = normal ;player
name = "KlausUpper"
ID = 993
stateno = 993
pos = 50,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 11
helpertype = normal ;player
name = "KlausUpper"
ID = 993
stateno = 993
pos = 86,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 17
helpertype = normal ;player
name = "KlausUpper"
ID = 993
stateno = 993
pos = 119,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 23
helpertype = normal ;player
name = "KlausUpper"
ID = 993
stateno = 993
pos = 152,5
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, Helper]
type = Helper
trigger1 = time = 29
helpertype = normal ;player
name = "KlausUpper"
ID = 993
stateno = 993
pos = 185,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 35
helpertype = normal ;player
name = "KlausUpper"
ID = 993
stateno = 993
pos = 225,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
;ghostupperEXreal
[StateDef 1007]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10077
poweradd = -500
sprpriority = 1

[State 0, ChangeState]
type = ChangeState
triggerall = time = [7,30]
trigger1 = helper(998), movehit = 1
value = 10078
ctrl = 0
;anim =
;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 1000, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "KlausUpper"
ID = 998
stateno = 998
pos = 10,5
postype = p2    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermove
pausemove

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

;--------------------------
;EXhit
[StateDef 10078]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10078
poweradd = 0
sprpriority = 1

[State 10078, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;ghostdive
[StateDef 1010]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 20

[State 1010, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1010, 1]
type = Projectile
trigger1 = time = 10
projanim = 1010
projhitanim = 1011
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = 150
remvelocity = -2
projremanim = 1012
projsprpriority = 0
projshadow = 0
offset = -19,2
velocity = 6
attr = S, SA
damage   = 90, 8
animtype = heavy
guardflag = MA
hitflag = MAP
pausetime = 10,0
hitsound   = S5,3
sparkno = 2
sparkxy = 100,-90
guardsound = S6,0
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -7
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 10
envshake.ampl = 3

[State 1010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;ghostdive2
[StateDef 1011]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 20

[State 1011, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1011, 1]
type = Projectile
trigger1 = time = 7
projanim = 1010
projhitanim = 1011
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = -1
projremanim = 1011
projsprpriority = 0
remvelocity = -2
projshadow = 0
offset = -19,2
velocity = 5
attr = S, SA
damage   = 80, 8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,0
hitsound   = S5,3
sparkno = 2
sparkxy = 100,-90
guardsound = S6,0
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -7
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 10
envshake.ampl = 3

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

;-------------------------------
;ghostdive3
[StateDef 1012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 20

[State 1012, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S21,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1012, 1]
type = Projectile
trigger1 = time = 5
projanim = 1010
projhitanim = 1011
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projremove = 1
projremovetime = -1
remvelocity = -2
projremanim = 1011
projsprpriority = 0
projshadow = 0
offset = -19,2
velocity = 4
attr = S, SA
damage   = 70, 6
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,0
hitsound   = S5,3
sparkno = 2
sparkxy = 100,-90
guardsound = S6,0
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -7
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
envshake.time = 10
envshake.ampl = 3

[State 1012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;resonance
[StateDef 1400]
type = S
movetype = A
physics = S
juggle = 5
anim = 1809
ctrl = 0


[State 1400, Helper]
type = Helper
triggerall = numproj = 0
triggerall = numhelper(100) =0
trigger1 = animelem = 4
ID = 100
pos = 0,-6
postype = p1
stateno = 1401
helpertype = normal
name = "Klaus"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1404, end]
type = ChangeState
triggerall = time = [8,30]
trigger1 = helper(100), movehit = 1
value = 1407
ctrl = 0

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

;-----------------------------------
;resonancelight
[StateDef 1402]
type = S
movetype = A
physics = S
juggle = 5
anim = 1810
ctrl = 0

[State 1402, Helper]
type = Helper
trigger1 = animelem = 4
ID = 100
pos = -3,-6
postype = p1
stateno = 1403
helpertype = normal
name = "Klaus"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1404, end]
type = ChangeState
triggerall = time = [6,26]
trigger1 = helper(100), movehit = 1
value = 1408
ctrl = 0

[State 1402, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;resonanceheavy
[StateDef 1404]
type = S
movetype = A
physics = S
juggle = 5
anim = 1808
ctrl = 0

[State 1404, Helper]
type = Helper
trigger1 = animelem = 4
ID = 100
pos = 0,-6
postype = p1
stateno = 1405
helpertype = normal
name = "Klaus"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1404, end]
type = ChangeState
triggerall = time = [10,50]
trigger1 = helper(100), movehit = 1
value = 1406
ctrl = 0

[State 1404, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;resonanceend
[StateDef 1406]
type = S
movetype = I
physics = S
juggle = 0
anim = 1811
ctrl = 0

[State 1404, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------
;resonanceend2
[StateDef 1407]
type = S
movetype = I
physics = S
juggle = 0
anim = 1812
ctrl = 0

[State 1404, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------
;resonanceend3
[StateDef 1408]
type = S
movetype = I
physics = S
juggle = 0
anim = 1813
ctrl = 0

[State 1404, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;EXresonanceend
[StateDef 1409]
type = S
movetype = I
physics = S
juggle = 0
anim = 1814
ctrl = 0

[State 1404, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;klaushelper
[StateDef 1401]
type = S
movetype= A
physics = S
juggle  = 5
velset = 2.5,0
ctrl = 0
anim = 1401
poweradd = 20
sprpriority = 2

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


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


[State 1401, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1401, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SP
damage = floor(30*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1401, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SP
damage = floor(30*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -90
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1401, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SP
damage = floor(30*root,fvar(12)),5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1401, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SP
damage = floor(15*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -66
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1401, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SP
damage = floor(15*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 5
sparkno = 0
fall = 1
fall.recover = 0
sparkxy = -10, -76
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1401, 2]
type = DestroySelf
trigger1 = time = 27
;ignorehitpause =
;persistent =


[State 1401, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;klaushelperlight
[StateDef 1403]
type = S
movetype= A
physics = S
juggle  = 4
velset = 1,0
ctrl = 0
anim = 1402
poweradd = 20
sprpriority = 2

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

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

[State 1403, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S21,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1403, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SP
damage = floor(35*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -90
hitsound = S5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1403, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SP
damage = floor(25*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -66
hitsound = S5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1403, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SP
damage = floor(25*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 5
sparkno = 0
sparkxy = -10, -76
fall = 1
fall.recover = 0
hitsound = S5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1403, 4]
type = DestroySelf
trigger1 = time = 21
;ignorehitpause =
;persistent =


[State 1403, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;klaushelperheavy
[StateDef 1405]
type = S
movetype= A
physics = S
juggle  = 8
velset = 4,0
ctrl = 0
anim = 1404
poweradd = 20
sprpriority = 2

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

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


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

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

[State 1405, 0]
type = PlaySnd
trigger1 = time = 1
value = S21,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1405, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SP
damage = floor(30*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
air.juggle = 8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SP
damage = floor(20*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -90
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SP
damage = floor(20*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SP
damage = floor(25*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -66
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SP
damage = floor(20*root,fvar(12)),2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 6]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SP
damage = floor(20*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 7]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SP
damage = floor(20*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -90
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 8]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SP
damage = floor(20*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 9]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SP
damage = floor(20*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -66
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 10]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SP
damage = floor(20*root,fvar(12)),2
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
air.juggle = 8
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -7, -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 2]
type = DestroySelf
trigger1 = time = 42
;ignorehitpause =
;persistent =


[State 1405, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;EXresonance
[StateDef 1505]
type = S
movetype = A
physics = S
juggle = 5
velset = 0,0
poweradd = -500
anim = 1815
ctrl = 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 1402, Helper]
type = Helper
trigger1 = animelem = 4
ID = 1510
pos = -3,-6
postype = p1
stateno = 1510
helpertype = normal
name = "Klaus"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1404, end]
type = ChangeState
triggerall = time = [6,40]
trigger1 = helper(1510), movehit = 1
value = 1409
ctrl = 0

[State 1402, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;klaushelperheavy
[StateDef 1510]
type = S
movetype= A
physics = S
juggle  = 8
velset = 15,0
ctrl = 0
anim = 1405
poweradd = 0
sprpriority = 2

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

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


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


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

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

[State 1405, 0]
type = PlaySnd
trigger1 = time = 1
value = S21,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1405, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
air.juggle = 8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 14
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -90
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 3]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 15
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 4]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 16
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -66
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 6]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 7]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -90
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 8]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -10
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 9]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -66
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 10]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S5, 1
guardsound = s6, 0
ground.type = High
air.juggle = 8
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 10]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SP
damage = floor(27*root,fvar(12)),2
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S5, 2
guardsound = s6, 0
ground.type = High
air.juggle = 8
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -7, -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1405, 2]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;----------------------------
;razhadsuper
[StateDef 1701]
type = S
movetype = A
physics = S
velset = 0,0
juggle = 0
anim = 1002
ctrl = 0

[state 1701, 1]
type = AfterImage
trigger1 = animelem = 1
time = 50
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 10,10,95
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 1701, Helper]
type = Helper
trigger1 = time = 1
ID = 100
pos = 40, -20
postype = p2
stateno = 1702
helpertype = normal
name = "Razhad"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1701, 0]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 101
sound = s20, 0
pos = 20, -80
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 1701, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;razhadhelper
[StateDef 1702]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1701
poweradd = 20
sprpriority = 2


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = -20
;ignorehitpause =
;persistent =


[State 1702, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 150, 20
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = S31, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = 0

[State 1702, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 100, 20
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = S31, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0.5,-13
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = 0

[State 1702, 3]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
damage = 50, 25
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -30, -36
hitsound = S31, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 4, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 2.4,-3
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = 0


[State 1702, 5]
type = Explod
trigger1 = animelem = 5
anim = 1702
ID = 100
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 1702, 6]
type = Explod
trigger1 = animelem = 5
anim = 1703
ID = 100
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 1702, 7]
type = DestroySelf
trigger1 = time = 165
;ignorehitpause =
;persistent =


[State 1702, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------
;Bellahelper
[StateDef 1706]
type = S
movetype = A
physics = S
juggle = 0
anim = 211
ctrl = 0


[State 1706, Helper]
type = Helper
trigger1 = time = 1
ID = 100
pos = 0,0
postype = p1
stateno = 1707
helpertype = normal
name = "Belladonna"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1706, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1706, end]
type = ChangeState
triggerall = time = [1,15]
trigger1 = helper(100), movehit = 1
value = 17066
ctrl = 0

;-------------------------
;Duck
[StateDef 17066]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 17066
poweradd = 20
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,35
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 17066, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 17066, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------
[Statedef 1707]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1706

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 1
stateno = 17077
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 1709, 0]
type = PlaySnd
trigger1 = animelem = 2
value = S32,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1707, 0]
type = VelSet
trigger1 = animelem = 1
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 1707, 1]
type = VelSet
trigger1 = animelem = 3
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 1707, 2]
type = VelSet
trigger1 = animelem = 5
x = 1
y = 0
;ignorehitpause =
;persistent =

[State 1707, 3]
type = VelSet
trigger1 = animelem = 7
x = 1
y = 0
;ignorehitpause =
;persistent =

[State 1707, 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
hitsound = S0, 1
p2facing = 1
p1stateno = 1717
p2stateno = 1727
fall = 1
fall.recover = 0

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

[State 1707, 2]
type = DestroySelf
trigger1 = time = 16
;ignorehitpause =
;persistent =

;------------------------------
;DestroySelf
[StateDef 17077]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1706
poweradd = 0
sprpriority = 2

[State 17077, end]
type = destroyself
trigger1 = time = 0

;----------------------------------------------------------------------
[Statedef 1717]
type = S
movetype= A
physics = N
anim = 1707
poweradd = 60

[State 1717, 0]
type = PlaySnd
trigger1 = animelem = 3
value = S24,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1717, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 1717, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 1717, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 1717, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 44, 0

[State 1717, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 1717, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 55, 7

[State 1717, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 1717, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 39, -32

[State 1717, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -78

[State 1717, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 1728

[State 1717, DestroySelf]
type = DestroySelf
trigger1 = time = 49
;ignorehitpause =
;persistent =


[State 1717, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1727]
type = A
movetype = H
physics = N
velset = 0,0

[State 1727, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1708

;----------------------------------------------------------------------
[Statedef 1728]
type = A
movetype = H
physics = N
velset = 7,-7
poweradd = 40

[State 1728, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1728, 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 1728, 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 1728, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;--------------------------------------
;SoulDirectFwd
[StateDef 2810]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6078
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 0
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;SoulDirectUpFwd
[StateDef 2811]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6078
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 0
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;SoulDirectDnFwd
[StateDef 2812]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6078
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 0
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;SoulDirectDn
[StateDef 2813]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6078
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 0
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;SoulDirectUp
[StateDef 2814]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6078
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 0
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;SoulDirectRemove
[StateDef 2815]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6078
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 0
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall
[StateDef 2791]
type = S
movetype = I
physics = S
juggle = 0
anim = 6079
velset = 0,0
poweradd = -500
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 1
;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 = animelem = 2
value = S44,0
volume = 255
channel = -1
;lowpriority =-1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 50,-20
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 150,-70
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall
[StateDef 27911]
type = S
movetype = I
physics = S
juggle = 0
anim = 6079
velset = 0,0
poweradd = -500
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 1
;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 = animelem = 2
value = S44,0
volume = 255
channel = -1
;lowpriority =-1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 50,-120
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 150,-70
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall
[StateDef 27912]
type = S
movetype = I
physics = S
juggle = 0
anim = 6079
velset = 0,0
poweradd = -500
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 1
;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 = animelem = 2
value = S44,0
volume = 255
channel = -1
;lowpriority =-1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 50,-120
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 150,-120
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall
[StateDef 27913]
type = S
movetype = I
physics = S
juggle = 0
anim = 6079
velset = 0,0
poweradd = -500
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 1
;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 = animelem = 2
value = S44,0
volume = 255
channel = -1
;lowpriority =-1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 50,-20
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 150,-20
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall
[StateDef 27914]
type = S
movetype = I
physics = S
juggle = 0
anim = 6079
velset = 0,0
poweradd = -500
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 1
;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 = animelem = 2
value = S44,0
volume = 255
channel = -1
;lowpriority =-1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 50,-70
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 150,-70
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall
[StateDef 27915]
type = S
movetype = I
physics = S
juggle = 0
anim = 6079
velset = 0,0
poweradd = -500
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 1
;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 = animelem = 2
value = S44,0
volume = 255
channel = -1
;lowpriority =-1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 50,-30
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 50,-90
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall
[StateDef 2792]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6079
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3
v = 10    ;fv = 10
value = 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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6083
pos = 210,-20
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall2
[StateDef 2793]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6079
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3
v = 10    ;fv = 10
value = 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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6084
pos = 135,-20
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall3
[StateDef 2794]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6079
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3
v = 10    ;fv = 10
value = 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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6085
pos = 50,-20
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall
[StateDef 2795]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6079
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3
v = 10    ;fv = 10
value = 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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6080
pos = 220,-120
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall2
[StateDef 2796]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6079
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3
v = 10    ;fv = 10
value = 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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6081
pos = 135,-120
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall3
[StateDef 2797]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6079
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3
v = 10    ;fv = 10
value = 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 1706, Helper]
type = Helper
trigger1 = animelem = 3
ID = 6082
pos = 50,-120
postype = p1
stateno = 6080
helpertype = normal
name = "lostsoul"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
;BellaKickCall3
[StateDef 6090]
type = S
movetype = I
physics = S
juggle = 0
velset = 0,0
anim = 6090
ctrl = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 75
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, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 30
anim = 102
sound = s20,0
pos = -20,-80
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


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

[State 1706, Helper]
type = Helper
trigger1 = animelem = 4
ID = 6091
pos = 40,-5
postype = p1
stateno = 6091
helpertype = normal
name = "lostsoulsuper"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 4
ID = 6091
pos = 45,-25
postype = p1
stateno = 6091
helpertype = normal
name = "lostsoulsuper"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 4
ID = 6091
pos = 50,-45
postype = p1
stateno = 6091
helpertype = normal
name = "lostsoulsuper"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 4
ID = 6091
pos = 50,-65
postype = p1
stateno = 6091
helpertype = normal
name = "lostsoulsuper"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 4
ID = 6091
pos = 45,-85
postype = p1
stateno = 6091
helpertype = normal
name = "lostsoulsuper"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 1706, Helper]
type = Helper
trigger1 = animelem = 4
ID = 6091
pos = 40,-105
postype = p1
stateno = 6091
helpertype = normal
name = "lostsoulsuper"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.2
size.yscale = 0.2
;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 = 5
value = S20,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S20,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.35
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1706, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------
;LostSoul
[StateDef 6091]
type = A
movetype= A
physics = N
juggle  = 6
velset = 0,0
ctrl = 0
anim = 6080
poweradd = 0
sprpriority = 2



[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 5
y = -1+random%2
;ignorehitpause =
;persistent =


[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
;add = 100,100,100
;mul = 256,256,256
;sinadd = -80,-80,-80,10
;invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 6080, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
damage = floor(70*root,fvar(12)),7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
fall = 1
fall.recover = 0
sparkno = 2
sparkxy = -1000, 0
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 5

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 80
trigger2 = parent, movetype = H
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 6081
time = -1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
;value2 = S,NA
time = -1
;ignorehitpause =
;persistent =


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


[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------
;LostSoul
[StateDef 6080]
type = A
movetype= A
physics = N
juggle  = 6
velset = 0,0
ctrl = 0
anim = 6080
poweradd = 20
sprpriority = 2

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
;add = 100,100,100
;mul = 256,256,256
;sinadd = -80,-80,-80,10
;invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,1
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 = S20,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.35
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 6080, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 60,1
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = -1000, 0
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
guard.dist = 0
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, movetype = H
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = time = 0
trigger1 = p2bodydist x = [-20,15]
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 180
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, stateno = 2810
value = 6082
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, stateno = 2811
value = 6083
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, stateno = 2812
value = 6084
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, stateno = 2813
value = 6085
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, stateno = 2814
value = 6086
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, stateno = 2815
value = 6087
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 6081
time = -1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
;value2 = S,NA
time = -1
;ignorehitpause =
;persistent =


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

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------
;LostSoulFwd
[StateDef 6082]
type = A
movetype= A
physics = N
juggle  = 6
velset = 4,0
ctrl = 0
anim = 6082
poweradd = 20
sprpriority = 2

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


[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
;add = 100,100,100
;mul = 256,256,256
;sinadd = -80,-80,-80,10
;invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.6
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 6080, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 70,5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 1000, 0
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 6081
time = -1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
;value2 = S,NA
time = -1
;ignorehitpause =
;persistent =


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

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------
;LostSoulUpFwd
[StateDef 6083]
type = A
movetype= A
physics = N
juggle  = 6
velset = 3,-3
ctrl = 0
anim = 6082
poweradd = 20
sprpriority = 2

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

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
;add = 100,100,100
;mul = 256,256,256
;sinadd = -80,-80,-80,10
;invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.6
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 6080, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 70,5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 1000, 0
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 6081
time = -1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
;value2 = S,NA
time = -1
;ignorehitpause =
;persistent =


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

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------
;LostSoulDnFwd
[StateDef 6084]
type = A
movetype= A
physics = N
juggle  = 6
velset = 3,3
ctrl = 0
anim = 6082
poweradd = 20
sprpriority = 2

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

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
;add = 100,100,100
;mul = 256,256,256
;sinadd = -80,-80,-80,10
;invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.6
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 6080, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 70,5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 1000, 0
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 6081
time = -1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
;value2 = S,NA
time = -1
;ignorehitpause =
;persistent =


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

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------
;LostSoulDnB
[StateDef 6085]
type = A
movetype= A
physics = N
juggle  = 6
velset = -3,3
ctrl = 0
anim = 6082
poweradd = 20
sprpriority = 2

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

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
;add = 100,100,100
;mul = 256,256,256
;sinadd = -80,-80,-80,10
;invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.6
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 6080, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 70,5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 1000, 0
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 6081
time = -1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
;value2 = S,NA
time = -1
;ignorehitpause =
;persistent =


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

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------
;LostSoulUpB
[StateDef 6086]
type = A
movetype= A
physics = N
juggle  = 6
velset = -3,-3
ctrl = 0
anim = 6082
poweradd = 20
sprpriority = 2

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

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
;add = 100,100,100
;mul = 256,256,256
;sinadd = -80,-80,-80,10
;invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.6
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 6080, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 70,5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 1000, 0
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 6081
time = -1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
;value2 = S,NA
time = -1
;ignorehitpause =
;persistent =


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


[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------
;LostSoulBack
[StateDef 6087]
type = A
movetype= A
physics = N
juggle  = 6
velset = -4,0
ctrl = 0
anim = 6082
poweradd = 20
sprpriority = 2

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

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
;add = 100,100,100
;mul = 256,256,256
;sinadd = -80,-80,-80,10
;invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.6
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 6080, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 70,5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 1000, 0
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 6081
time = -1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
;value2 = S,NA
time = -1
;ignorehitpause =
;persistent =


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


[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 6081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------
;SoulLeave
[StateDef 6081]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6081
poweradd = 0
sprpriority = 2

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


[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
;add = 100,100,100
;mul = 256,256,256
;sinadd = -80,-80,-80,10
;invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.35
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 6081, end]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------
;BellaKick
[StateDef 2800]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2800
poweradd = 20
sprpriority = 2


[State 2800, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2801
ctrl = 0

;---------------------------
;BellaKickHit
[StateDef 2801]
type = A
movetype= A
physics = N
juggle  = 1
velset = 8,-6
ctrl = 0
anim = 2801
poweradd = 20
sprpriority = 2

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S49,0
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 = S24,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0
y = 6
;ignorehitpause =
;persistent =

[State 2801, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 20,5
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
fall = 1
fall.recover = 0
sparkno = 2
forcestand = 1
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -7,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7,-7
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 2801, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
damage = 20,5
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
fall = 1
fall.recover = 0
sparkno = 2
forcestand = 1
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -6,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-5
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 2801, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SP
damage = 85,5
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 = 8
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,10
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 2801, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2802

;---------------------------------
;BellaKickLand
[StateDef 2802]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2802
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S49,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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


[State 2800, end]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------
;BellaKick
[StateDef 2803]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2803
poweradd = 20
sprpriority = 2


[State 2800, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2804
ctrl = 0

;---------------------------
;BellaKickHit
[StateDef 2804]
type = A
movetype= A
physics = N
juggle  = 1
velset = 5.5,-7
ctrl = 0
anim = 2804
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S49,0
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 = S24,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0
y = 6
;ignorehitpause =
;persistent =

[State 2801, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 15,5
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
fall = 1
fall.recover = 0
sparkno = 2
forcestand = 1
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -4.2,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.2,-5
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 2801, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
damage = 15,5
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
fall = 1
fall.recover = 0
sparkno = 2
forcestand = 1
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -3.5,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.5,-4
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 2801, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SP
damage = 80,5
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 = 8
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,10
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 2801, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2802

;---------------------------------
;BellaKick
[StateDef 2805]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2805
poweradd = 20
sprpriority = 2


[State 2800, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2806
ctrl = 0

;---------------------------
;BellaKickHit
[StateDef 2806]
type = A
movetype= A
physics = N
juggle  = 1
velset = 3,-8
ctrl = 0
anim = 2806
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S49,0
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 = S24,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0
y = 6
;ignorehitpause =
;persistent =

[State 2801, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 10,2
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
fall = 1
fall.recover = 0
sparkno = 2
forcestand = 1
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -2.5,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.5,-5
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 2801, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
damage = 10,2
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
fall = 1
fall.recover = 0
sparkno = 2
forcestand = 1
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -1,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-4
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 2801, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SP
damage = 75,5
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 = 8
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,10
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 2801, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2802

;-------------------------------------
;ghostuppers
[StateDef 1750]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 60
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 1750, 1]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20, 0
pos = 20, -60
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S30,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = time = 19
trigger2 = time = 34
trigger3 = time = 49
trigger4 = time = 64
trigger5 = time = 79
helpertype = normal ;player
name = "KlausUpper"
ID = 991
stateno = 991
pos = 45,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 13
trigger2 = time = 18
trigger3 = time = 43
trigger4 = time = 58
trigger5 = time = 73
helpertype = normal ;player
name = "KlausUpper"
ID = 991
stateno = 991
pos = 70,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 25
trigger2 = time = 40
trigger3 = time = 55
trigger4 = time = 70
trigger5 = time = 85
helpertype = normal ;player
name = "KlausUpper"
ID = 991
stateno = 991
pos = 95,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 750, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
;ghostuppers
[StateDef 1751]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 60
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 1750, 1]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20, 0
pos = 20, -60
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S30,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = time = 19
trigger2 = time = 34
trigger3 = time = 49
trigger4 = time = 64
trigger5 = time = 79
helpertype = normal ;player
name = "KlausUpper"
ID = 991
stateno = 991
pos = 135,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 13
trigger2 = time = 28
trigger3 = time = 43
trigger4 = time = 58
trigger5 = time = 73
helpertype = normal ;player
name = "KlausUpper"
ID = 991
stateno = 991
pos = 160,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 25
trigger2 = time = 40
trigger3 = time = 55
trigger4 = time = 70
trigger5 = time = 85
helpertype = normal ;player
name = "KlausUpper"
ID = 991
stateno = 991
pos = 185,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 750, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
;ghostuppers
[StateDef 1752]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 60
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 1750, 1]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20, 0
pos = 20, -60
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S30,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = time = 19
trigger2 = time = 34
trigger3 = time = 49
trigger4 = time = 64
trigger5 = time = 79
helpertype = normal ;player
name = "KlausUpper"
ID = 991
stateno = 991
pos = 230,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 13
trigger2 = time = 28
trigger3 = time = 43
trigger4 = time = 58
trigger5 = time = 73
helpertype = normal ;player
name = "KlausUpper"
ID = 991
stateno = 991
pos = 255,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 25
trigger2 = time = 40
trigger3 = time = 55
trigger4 = time = 70
trigger5 = time = 85
helpertype = normal ;player
name = "KlausUpper"
ID = 991
stateno = 991
pos = 280,5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 750, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
;ghostdivesuper
[StateDef 1755]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 0

[state 1750, 0]
type = AfterImage
trigger1 = animelem = 1
time = 90
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 90,10,15
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 1750, 1]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 102
sound = s20, 0
pos = 20, -60
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 1750, 2]
type = PlaySnd
trigger1 = animelem = 2
value = S30,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
triggerall = facing = 1
trigger1 = time = 9
trigger2 = time = 24
trigger3 = time = 39
trigger4 = time = 54
trigger5 = time = 69
helpertype = normal ;player
name = "KlausDiver"
ID = 992
stateno = 992
pos = -45,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
triggerall = facing = 1
trigger1 = time = 3
trigger2 = time = 18
trigger3 = time = 33
trigger4 = time = 48
trigger5 = time = 63
helpertype = normal ;player
name = "KlausDiver"
ID = 992
stateno = 992
pos = -45,25
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
triggerall = facing = 1
trigger1 = time = 15
trigger2 = time = 30
trigger3 = time = 45
trigger4 = time = 60
trigger5 = time = 75
helpertype = normal ;player
name = "KlausDiver"
ID = 992
stateno = 992
pos = -45,50
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
triggerall = facing = -1
trigger1 = time = 9
trigger2 = time = 24
trigger3 = time = 39
trigger4 = time = 54
trigger5 = time = 69
helpertype = normal ;player
name = "KlausDiver"
ID = 992
stateno = 992
pos = 45,0
postype = right    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
triggerall = facing = -1
trigger1 = time = 3
trigger2 = time = 18
trigger3 = time = 33
trigger4 = time = 48
trigger5 = time = 63
helpertype = normal ;player
name = "KlausDiver"
ID = 992
stateno = 992
pos = 45,25
postype = right    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
triggerall = facing = -1
trigger1 = time = 15
trigger2 = time = 30
trigger3 = time = 45
trigger4 = time = 60
trigger5 = time = 75
helpertype = normal ;player
name = "KlausDiver"
ID = 992
stateno = 992
pos = 45,50
postype = right    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 750, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
;army
[StateDef 1805]
type = S
movetype = A
physics = S
juggle = 0
anim = 1006
ctrl = 0
velset = 0,0

[State -2, PalFXWiz]
type = PalFX
trigger1 = animelem = 6
time = -1
add = 0,0,0
mul = 256,256,256
;sinadd = 30,30,30,24
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 30
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, 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 1805, 1]
type = SuperPause
trigger1 = animelem = 6
time = 30
anim = 103
sound = s20,0
pos = 15, -85
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 1805, 3]
type = Helper
trigger1 = animelem = 7
ID = 666
pos = 30,0
postype = p1
stateno = 1807
helpertype = normal
name = "Army"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1805, 5]
type = ChangeState
triggerall = time > 23
triggerall = numhelper(666) = 1
trigger1 = helper(666), stateno = 1806
value = 1900
ctrl = 0

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

;------------------------------------------
[StateDef 1806]
type = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1805
poweradd = 0
sprpriority = 2

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

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

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 46
time = 2
add = 256,256,256
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
ignorehitpause = 0
;persistent =


[State 1806, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 20, 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 40
sparkno = 2
snap = 60
sparkxy = -20, -30
hitsound = S5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
forcestand = 1
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 20, 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 20
sparkno = 2
sparkxy = -20, -55
hitsound = S5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage = 20, 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 20
sparkno = 2
sparkxy = -20, -55
hitsound = S5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 4]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 20, 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 20
sparkno = 2
sparkxy = -20, -55
hitsound = S5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 5]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
damage = 20, 5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 20
sparkno = 2
sparkxy = -20, -80
hitsound = S5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 6]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage = 20, 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 20
sparkno = 2
sparkxy = -20, -80
hitsound = S5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 7]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
damage = 20, 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 20
sparkno = 2
sparkxy = -20, -30
hitsound = S5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 8]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
damage = 20, 5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 20
sparkno = 2
sparkxy = -20, -70
hitsound = S5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 9]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
damage = 20, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 20
sparkno = 2
sparkxy = -20, -80
hitsound = S5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 14]
type = HitDef
trigger1 = AnimElem = 27
attr = S, HA
damage = 20, 5
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 20
sparkno = 2
sparkxy = -25, -60
hitsound = S5, 0
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 15]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
damage = 20, 5
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 20
sparkno = 2
sparkxy = -20, -80
hitsound = S5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 16]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
damage = 20, 5
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 20
sparkno = 2
sparkxy = -20, -60
hitsound = S5, 0
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 17]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
damage = 20, 5
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 20
sparkno = 2
sparkxy = -20, -60
hitsound = S5, 0
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 18]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
damage = 20, 5
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 20
sparkno = 2
sparkxy = -20, -50
hitsound = S5, 0
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 19]
type = HitDef
trigger1 = AnimElem = 32
attr = S, HA
damage = 20, 5
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 20
sparkno = 2
sparkxy = -20, -70
hitsound = S5, 0
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 20]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
damage = 20, 5
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 20
sparkno = 2
sparkxy = -20, -70
hitsound = S5, 0
guardsound = s6, 0
ground.type = high
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 21]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
damage = 20, 5
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 60
sparkno = 2
sparkxy = -20, -70
hitsound = S5, 0
guardsound = s6, 0
ground.type = high
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1806, 22]
type = VelAdd
trigger1 = animelem = 40
x = -7
y = 0
;ignorehitpause =
;persistent =

[State 1806, 23]
type = VelAdd
trigger1 = animelem = 45
x = 12
y = 0
;ignorehitpause =
;persistent =


[State 1806, 24]
type = HitDef
trigger1 = AnimElem = 46
attr = S, HA
damage = 99, 15
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
sparkno = 2
sparkxy = -30, -70
hitsound = S30, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -10, -5
air.hittime = 12
envshake.time = 120
envshake.freq = 60
envshake.ampl = -4
envshake.phase = 90
getpower = 0


[State 1806, 25]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

[State 1806, 26]
type = PlaySnd
trigger1 = animelem = 43
value = S30,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1806, VarSet]
type = VarSet
trigger1 = animelem = 1
fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 1806, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------
[Statedef 1807]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1806
poweradd = 0
sprpriority = 2

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

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

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 200
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 1807, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 20
snap = 50,0
sparkno = 2
sparkxy = -10, -56
hitsound = S5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1807, 2]
type = ChangeState
trigger1 = movehit = 1
value = 1806
varset = fvar)10) = 1
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1808, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 30
y = 0
;ignorehitpause =
;persistent =


[State 1807, end]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
[Statedef 1808]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1807
poweradd = 20
sprpriority = 2

[State 1808, 1]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

[State 1808, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;charlieghost
[StateDef 3000]
type = S
movetype = A
physics = S
juggle = 0
anim = 1004
ctrl = 0

[State 3000, Helper]
type = Helper
trigger1 = time = 1
ID = 100
pos = 25,10
postype = p1
stateno = 3001
helpertype = normal
name = "Charlie"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;charlieghost2
[StateDef 3006]
type = S
movetype = A
physics = S
juggle = 0
anim = 3006
ctrl = 0

[State 3000, Helper]
type = Helper
trigger1 = time = 1
ID = 100
pos = 25,10
postype = p1
stateno = 3002
helpertype = normal
name = "Charlie"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;charlieghost3
[StateDef 3007]
type = S
movetype = A
physics = S
juggle = 0
anim = 3007
ctrl = 0

[State 3000, Helper]
type = Helper
trigger1 = time = 1
ID = 100
pos = 25,10
postype = p1
stateno = 3003
helpertype = normal
name = "Charlie"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;charliesomersault
[StateDef 3001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3000
poweradd = 20
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 4
y = -6
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time = [19,39]
;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 = animelem = 1
value = S50,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60
animtype = diagup
fall = 1
fall.recovertime = 40
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, NA
damage = 15
animtype = diagup
fall = 1
fall.recovertime = 40
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12


[State 3001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3005
ctrl = 1

;-------------------------------
;charliesomersault
[StateDef 3002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3002
poweradd = 20
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 2
y = -5
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time = [19,39]
;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 = animelem = 1
value = S50,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 55
animtype = diagup
fall = 1
fall.recovertime = 40
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 20
animtype = diagup
fall = 1
fall.recovertime = 40
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12


[State 3001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3005
ctrl = 1

;-------------------------------
;charliesomersault
[StateDef 3003]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3003
poweradd = 20
sprpriority = 2

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

[State 0, Gravity]
type = Gravity
trigger1 = time = [19,39]
;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 = animelem = 1
value = S50,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3001, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 60
animtype = diagup
fall = 1
fall.recovertime = 40
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-4
air.hittime = 12


[State 3001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3005
ctrl = 1

;-------------------------------
;charliesomersault
[StateDef 3005]
type = S
movetype= I
physics = A
juggle  = 1
velset = 2
ctrl = 0
anim = 3001
poweradd = 20
sprpriority = 2



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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Vel Y > 0 && Pos Y >= -10
;ignorehitpause =
;persistent =

;----------------------------------------
;charliesuper
[StateDef 3010]
type = S
movetype = A
physics = S
velset = 0,0
juggle = 0
anim = 1808
ctrl = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 87
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 10,10,125
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 30
anim = 101
sound = s20,0
pos = 10,-80
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 3010, Helper]
type = Helper
trigger1 = animelem = 3
ID = 100
pos = 40,0
postype = p1
stateno = 3011
helpertype = normal
name = "Charlie"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;charliesomersaultsuper
[StateDef 3011]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3010
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = -1
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 10,10,125
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
trigger2 = animelem = 7
trigger3 = animelem = 10
x = 5
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 16
x = 4
y = -6
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 16
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 = 2
trigger2 = animelem = 7
value = S50,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S50,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 70, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-2
air.hittime = 12

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 70,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-2
air.hittime = 12

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, NA
damage = 70,8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-4
air.hittime = 12

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, NA
damage = 60,8
animtype = diagup
fall = 1
fall.recovertime = 40
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 18
attr = S, NA
damage = 15,8
animtype = diagup
fall = 1
fall.recovertime = 40
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-9
air.hittime = 12

[State 3001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3005
ctrl = 1

;---------------------------------------
[StateDef 1900]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1008
sprpriority = 2


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

[State 0, Width]
type = Width
trigger1 = time = [1,355]
edge = -10,25
player = -10,25
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
triggerall = numhelper = 0
trigger1 = time >= 30
value = 1901
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 1900, ChangeState]
type = ChangeState
trigger1 = fvar(10) = 1
value = 1910
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 1900, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------
;Swing
[StateDef 1901]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10088
poweradd = 0
sprpriority = 2

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


[State 1901, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------
[StateDef 1910]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1008
sprpriority = 2

[State 1910, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;newsuper
[StateDef 2000]
type = S
movetype = A
physics = S
juggle = 0
anim = 3000
ctrl = 0

[State 2000, 0]
type = AfterImage
trigger1 = animelem = 3
time = 30
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 110,10,10
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 102
sound = s20, 0
pos = 10, -85
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 2000, Helper]
type = Helper
triggerall = numproj = 0
triggerall = numhelper(100) =0
trigger1 = time = 3
ID = 100
pos = 0,-4
postype = p1
stateno = 2001
helpertype = normal
name = "Razhad2"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

;-------------------------------
;razhadhelpproj
[StateDef 2001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2000
poweradd = 20


[State 2001, 1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1704
projhitanim = 1704
projremove = 0
projpriority = 5
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 35,-64
velocity = 5
attr = S, HP
projhits = 5
projmisstime = 2
damage   = 90
animtype = diagup
fall = 1
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s31,0
sparkno = 3
sparkxy = 100,-10
guardsound = S6,0
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6, -3
air.animtype = Back
air.velocity = -4,-3
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
getpower = 0

[State 2001, end]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;razhadnew
[StateDef 2010]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 20
sprpriority = 2

[State 2010, Helper]
type = Helper
triggerall = numproj = 0
triggerall = numhelper(100) =0
trigger1 = animelem = 3
helpertype = normal ;player
name = "RazhadNew"
ID = 100
stateno = 2011
pos = 15,0
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 2010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------------------
;razhadnewattack
[StateDef 2011]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2010
poweradd = 20
sprpriority = 0

[State 2011, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S32,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2011, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,5
animtype = heavy
fall = 1
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -46
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-5
air.hittime = 12

[State 2011, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 35,5
animtype = diagup
fall = 1
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -46
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 1, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 2,-9
air.hittime = 12

[State 2010, end]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---------------------------------
;razhadnew
[StateDef 2012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 20
sprpriority = 2

[State 2010, Helper]
type = Helper
triggerall = numproj = 0
triggerall = numhelper(100) =0
trigger1 = animelem = 3
helpertype = normal ;player
name = "RazhadNew"
ID = 100
stateno = 2011
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =


[State 2010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;razhadnew
[StateDef 2013]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 20
sprpriority = 2

[State 2010, Helper]
type = Helper
triggerall = numproj = 0
triggerall = numhelper(100) =0
trigger1 = animelem = 3
helpertype = normal ;player
name = "RazhadNew"
ID = 100
stateno = 2011
pos = -20,0
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 2010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;newklaus
[StateDef 3051]
type = S
movetype = A
physics = S
juggle = 0
anim = 3051
ctrl = 0
sprpriority = 2

[State 3051, Helper]
type = Helper
trigger1 = time = 0
ID = 100
pos = 0,-70
postype = p1
stateno = 3050
helpertype = normal
name = "Klaus Roll"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3051, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;newklaus
[StateDef 3055]
type = S
movetype = A
physics = S
juggle = 0
anim = 3051
ctrl = 0
sprpriority = 2

[State 3051, Helper]
type = Helper
trigger1 = time = 0
ID = 100
pos = 0,-70
postype = p1
stateno = 3053
helpertype = normal
name = "Klaus Roll"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3051, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;newklaus
[StateDef 3056]
type = S
movetype = A
physics = S
juggle = 0
anim = 3051
ctrl = 0
sprpriority = 2

[State 3051, Helper]
type = Helper
trigger1 = time = 0
ID = 100
pos = 0,-70
postype = p1
stateno = 3054
helpertype = normal
name = "Klaus Roll"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3051, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;klaud roll
[StateDef 3050]
type = A
movetype= A
physics = A
juggle  = 1
velset = 3,-8
ctrl = 0
anim = 3050
poweradd = 20
sprpriority = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3050, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 85, 8
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12

[State 3050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3052
ctrl = 0

;-------------------------------
;klaud roll2
[StateDef 3053]
type = A
movetype= A
physics = A
juggle  = 1
velset = 2,-10
ctrl = 0
anim = 3050
poweradd = 20
sprpriority = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3050, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 85, 8
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12

[State 3050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3052
ctrl = 0

;-------------------------------
;klaud roll3
[StateDef 3054]
type = A
movetype= A
physics = A
juggle  = 1
velset = 1,-11
ctrl = 0
anim = 3050
poweradd = 20
sprpriority = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3050, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 85, 8
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12

[State 3050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3052
ctrl = 0

;-------------------------------
;klaussomersault
[StateDef 3052]
type = S
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 3052
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3050, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 85, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Vel Y > 0 && Pos Y >= -20
;ignorehitpause =
;persistent =

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

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

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

;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when KFM lets go of him.
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 58, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 47, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 41, -60

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 25, -75

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 15, -90

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = -5, -96

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -14, -90

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

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -78

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

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = -10

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

;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

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

;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
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

;----------------------------------------
;SuperResonance
[StateDef 7000]
type = S
movetype = A
physics = S
juggle = 0
anim = 7000
sprpriority = 0
ctrl = 0
velset = 0

[State 0, Width]
type = Width
trigger1 = time = [1,107]
edge = 0,0
player = -52,-25
;value = 0,0
;ignorehitpause =
;persistent =


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


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 101
sound = s20,0
pos = 10,-80
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

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

[State 7000, Helper]
type = Helper
trigger1 = time = 2
ID = 7005
pos = -10,0
postype = p1
stateno = 7005
helpertype = normal
name = "KlausReversal"
keyctrl = 0
ownpal = 0
supermovetime = 1


[State 7000, end]
type = ChangeState
trigger1 = Animelem >= 6
trigger1 = numhelper(7005) > 0
value = 7001
ctrl = 0

[State 7000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;Stand
[StateDef 7001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7001
poweradd = 0
sprpriority = 0


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 268
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, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 5
;ignorehitpause =
;persistent =

[State 7001, end]
type = ChangeState
trigger1 = numhelper(7005) = 0
value = 7002
ctrl = 0

;--------------------------------
;Stand2
[StateDef 7002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7002
poweradd = 0
sprpriority = 0

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

[State 7001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;KlausReversal
[StateDef 7005]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7005
poweradd = 0
sprpriority = 3

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

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

[State 0, ReversalDef]
type = ReversalDef
trigger1 = time = [1,75]
reversal.attr = SC,NA,SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,175
sparkno = 4
hitsound = S5,1
p1stateno = 7010
envshake.time = 25
envshake.ampl = -5
;ignorehitpause =
;persistent =

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


[State 7005, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------------------------
;ResonanceSuper
[StateDef 7010]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7010
poweradd = 0
sprpriority = 2

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S30,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [150,233]
value = S44,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 7010, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
trigger5 = AnimElem = 21
trigger6 = AnimElem = 25
trigger7 = AnimElem = 29
trigger8 = AnimElem = 33
trigger9 = AnimElem = 37
trigger10 = AnimElem = 41
attr = S, NA
damage = 7,1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = 2
sparkxy = -30, -36+random%12
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,0
air.hittime = 12
getpower = 0
envshake.ampl = 5
envshake.time = 5
ground.cornerpush.veloff = 0

[State 7010, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 38
trigger10 = AnimElem = 42
attr = S, NA
damage = 7,1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = 2
sparkxy = -30, -49+random%12
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,0
air.hittime = 12
getpower = 0
envshake.ampl = 5
envshake.time = 5
ground.cornerpush.veloff = 0

[State 7010, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
trigger6 = AnimElem = 27
trigger7 = AnimElem = 31
trigger8 = AnimElem = 35
trigger9 = AnimElem = 39
trigger10 = AnimElem = 43
attr = S, NA
damage = 7,1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = 2
sparkxy = -30, -62+random%12
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,0
air.hittime = 12
getpower = 0
envshake.ampl = 5
envshake.time = 5
ground.cornerpush.veloff = 0

[State 7010, 1]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
trigger9 = AnimElem = 40
trigger10 = AnimElem = 44
attr = S, NA
damage = 7,1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = 2
sparkxy = -30, -75+random%18
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,0
air.hittime = 12
getpower = 0
envshake.ampl = 5
envshake.time = 5
ground.cornerpush.veloff = 0

[State 7010, 1]
type = HitDef
trigger1 = AnimElem = 45
attr = S, NA
damage = 7,1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 3, 3
sparkno = 2
sparkxy = -30, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -7,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7,3
air.hittime = 12
getpower = 0
envshake.ampl = 3
envshake.time = 10

[State 7005, end]
type = destroyself
trigger1 = AnimTime = 0

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

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

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

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

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

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

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


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

;--------------------------------------------
[State 1552632]; ANY ANIMATION
type = Explod
trigger1 = !numexplod(22007007) && stateno = 1552632 && time = 350 ; --- TIME TO SHOW ANIMATED BACKGROUND ---
anim = 9998+random%2
id =  22007007
postype = right
pos = -320,0
removetime = -1
removeongethit = 0
bindtime = -1
sprpriority = 9950
ontop = 1
ownpal = 1
supermovetime = -1
pausemovetime = -1
scale  = 0.5,0.5
persistent = 1
removetime = -2
;---------------------------------------------------------------------------
; LauncherFollow
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 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) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged


[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1


[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,NA
trigger1 = time = 1
v = 37
value = -6

[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,SA
trigger1 = time = 1
v = 37
value = -4

[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,HA
trigger1 = time = 1
v = 37
value = -4

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,NA
trigger1 = time = 1
v = 37
value = -6

[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,SA
trigger1 = time = 1
v = 37
value = -4

[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,HA
trigger1 = time = 1
v = 37
value = -4

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1


[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 5]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1

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

[statedef -2]

[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = statetype != A
id =1500

;-----------------------------------
;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(45)>0
v = 45   ;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
;--------------------------------------------

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d fvar1= %f  pos x = %f "
params =frontedgebodydist, fvar(2) , p2bodydist x
[State -2, VarSet]
type = VarSet
trigger1 = life <= 250
v = 40    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State -2, VarSet]
type = VarSet
trigger1 = alive = 0
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =numhelper(1900)<1
v = 31    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

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

[State -2, PalFXWiz]
type = PalFX
trigger1 = var(40) = 0
triggerall = stateno !=[5000,5400]
trigger2 = roundstate !=2
time = 3
add = 0,0,0
sinadd = 0,0,0,0 = 0
;persistent = 1

[State -2, 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, Explod]
type = Explod
triggerall = numhelper = 0 && numexplod = 0
trigger1 = stateno = 130
trigger2 = stateno = 150
trigger3 = stateno = 151
anim = 1014
ID = 1014
pos = 30,-4
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != [130,156]
id = 1014
;ignorehitpause =
;persistent =

[State -2, Explod]
type = Explod
triggerall = numhelper = 0 && numexplod = 0
trigger1 = stateno = 131
trigger2 = stateno = 152
trigger3 = stateno = 153
anim = 1017
ID = 1017
pos = 25,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != [130,156]
id = 1017
;ignorehitpause =
;persistent =

[State -2, Explod]
type = Explod
triggerall = numhelper = 0 && numexplod = 0
trigger1 = stateno = 132
trigger2 = stateno = 154
trigger3 = stateno = 155
anim = 1119
ID = 1119
pos = 25,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != [132,155]
id = 1119
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 52
id = 1119
;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

;============================================================
