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

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 58	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 10		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 8		;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  = 3.4		;Walk forward
walk.back = -3.2		;Walk backward
run.fwd  = 4.6, -3.8		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-9.0		;Neutral jumping velocity (x, y)
jump.back = -2.95		;Jump back Speed (x, y)
jump.fwd = 2.75		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .5		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

;Default language victory quotes **MUGEN 1.0**
;The default language victory quotes must be implemented in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "I was through being cool a long time ago."
victory2 = "Don't judge me! I made the smart decision."
victory3 = "Moses will be ecstatic!"
victory4 = "You were but a minor obstacle in my path to success."
victory5 = "Maddicorp is my life now. Success is most important."

;---------------------------------------------------------------------------
; 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 = Time = 0
value = 181+random%2

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,170]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S41,13
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,170]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S41,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S43,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 23, 0			;Damage that move inflicts, guard damage
animtype = light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -76		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 220
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S41,5
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 = S40,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 25
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = 10
;ignorehitpause =
;persistent =


[State 210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 40
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[StateDef 220]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 221
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S41,9
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 = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

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

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

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

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, 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 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[StateDef 240]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 240
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,0
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 = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 250]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 250
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S41,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S22,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 66
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 18
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 251]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 251
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S41,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -10
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 18
ground.cornerpush.veloff = 0

[State 0, Width]
type = Width
trigger1 = time = [4,29]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 5
x = 20
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 16
;ignorehitpause =
;persistent =


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

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

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


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

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

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


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



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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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

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


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


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

[State 282, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 22
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -41
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(3)>=0
movetype= I

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
ctrl = 0
anim = 410
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,0
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 = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 42
animtype = med
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -6
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[StateDef 420]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 420
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 65
fall = 1
fall.recovertime = 50
animtype = uptype
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-7
air.hittime = 18
ground.cornerpush.veloff = -10

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

[State 420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 430, 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, -6
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 430, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[StateDef 440]
type = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
ctrl = 0
anim = 440
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 42
animtype = med
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -6
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[StateDef 450]
type = C
movetype= A
physics = C
juggle  = 15
velset = 0,0
ctrl = 0
anim = 450
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,3
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 = S22,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 64
fall = 1
fall.recover = 0
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 2
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-4
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(5)>=0
movetype= I

[State 450, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 25
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -86
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,5
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 = S22,0
volume = 255
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 = 45
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -36
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 = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(10)>=0
movetype= I

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S41,9
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 = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 65
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6,4
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -66
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,2
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 = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 40
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
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
fall.recovertime = 34

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

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 650]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,0
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 = S22,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 72
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
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 = -8,3
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

;---------------------------------------------------------------------------
; 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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -86
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,5
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 = S22,0
volume = 255
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 = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 1
sparkxy = -10, -36
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 = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(10)>=0
movetype= I

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 720]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S41,9
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 = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6,4
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

;---------------------------------------------------------------------------
; 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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -66
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 740]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,2
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 = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 40
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 1
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
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
fall.recovertime = 34

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

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 750]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,0
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 = S22,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 62
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
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 = -8,3
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 12
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 12
x = 0
;ignorehitpause =
;persistent =

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


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 35,4
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 1
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 55,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 19
ground.hittime  = 12
ground.velocity = -12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

;-------------------------
;Rounds2
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 12
x = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 11
x = 6
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 35,4
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 1
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 70,6
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 = 19
ground.hittime  = 12
ground.velocity = -12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

;-------------------------
;Rounds3
[StateDef 1002]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 70
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 12
x = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 11
x = 6
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 35,4
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 0
sparkxy = -10, -36
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 55,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 19
ground.hittime  = 12
ground.velocity = -12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 19
attr = S, SA
damage = 70,6
animtype = heavy
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 12

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

;-----------------------------
[StateDef 1005]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 50
sprpriority = 2

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [4,10]
pos = 15,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [22,27]
pos = 25,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S23,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S23,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 18
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 6
;ignorehitpause =
;persistent =

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 45,6
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 = 12
ground.hittime  = 19
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 25,3
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 = 12
ground.hittime  = 12
ground.velocity = 2
guard.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = -10

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage = 55,9
animtype = heavy
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 19
ground.hittime  = 12
ground.velocity = -5,-5
guard.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = -10


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(12)>=0
movetype= I

[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
[StateDef 1006]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1006
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [4,7]
pos = 15,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [18,23]
pos = 25,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S23,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S23,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 6
;ignorehitpause =
;persistent =

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 50,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -5
guard.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = -9

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 50,6
animtype = heavy
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 19
ground.hittime  = 12
ground.velocity = -5,-5
guard.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = -9

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(11)>=0
movetype= I

[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
[StateDef 1007]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1007
poweradd = 30
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [3,5]
pos = 15,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [16,21]
pos = 25,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S23,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S23,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 12
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 4
;ignorehitpause =
;persistent =

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 40,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -5
guard.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = -8

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 50,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 19
ground.hittime  = 12
ground.velocity = -10
guard.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = -8

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(11)>=0
movetype= I

[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;EXRounds
[StateDef 1008]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1008
poweradd = -500
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,5]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


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

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 5
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 = S41,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [3,7]
pos = 25,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [12,15]
trigger2 = time = [24,25]
trigger3 = time = [33,36]
pos = 15,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 13
trigger3 = animelem = 17
value = S23,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S23,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 13
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
trigger2 = animelem = 17
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 23
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 14
trigger4 = animelem = 18
x = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
trigger2 = animelem = 13
trigger3 = animelem = 17
x = 9
;ignorehitpause =
;persistent =

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 45,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -5
guard.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 2
guard.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2
guard.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 18
attr = S, SA
damage = 55,9
animtype = heavy
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 19
ground.hittime  = 12
ground.velocity = -5,-5
guard.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = -6

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(19)>=0
movetype= I

[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJM
[StateDef 1050]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1050
poweradd = 60
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S44,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
x = 5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 14
x = 0
;ignorehitpause =
;persistent =


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 25,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 25,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1055
ctrl = 1

;-------------------------------
;RTJM2
[StateDef 1051]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 1051
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S42,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 4
trigger2 = animelem = 7
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 7
x = 5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 8
x = 0
;ignorehitpause =
;persistent =


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 25,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1055
ctrl = 1

;-------------------------------
;RTJM3
[StateDef 1052]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1052
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S42,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
x = 5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 14
x = 0
;ignorehitpause =
;persistent =


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 25,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 25,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1056
ctrl = 1

;-----------------------
;RTJMFinish
[StateDef 1055]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1055
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 20
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8000
ID = 8000
pos = 75,-85
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 75,7
animtype = back
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 15, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -7,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12
ground.cornerpush.veloff = -10

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

[State 1055, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;RTJMFinish2
[StateDef 1056]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1056
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 20
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8000
ID = 8000
pos = 65,-82
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S27,0
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 = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 75,7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(2)>=0
movetype= I

[State 1055, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJMTester1
[StateDef 1060]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1060
poweradd = 20
sprpriority = 2

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


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

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 4
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 45,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJMTester2
[StateDef 1061]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1061
poweradd = 20
sprpriority = 2

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 43,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJMTester3
[StateDef 1062]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1062
poweradd = 20
sprpriority = 2

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 43,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;RTJMFinishNew1
[StateDef 1063]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1063
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 20
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8000
ID = 8000
pos = 65,-82
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S27,0
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 = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 75,7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -5,-3
guard.velocity = -8
fall = 1
fall.recover = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12
ground.cornerpush.veloff = -10

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

[State 1055, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJMTester1
[StateDef 1070]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1070
poweradd = 20
sprpriority = 2

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 4
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 7.5
;ignorehitpause =
;persistent =

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


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 45,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJMTester2
[StateDef 1071]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1071
poweradd = 20
sprpriority = 2

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 7.5
;ignorehitpause =
;persistent =

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


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 43,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJMTester3
[StateDef 1072]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1072
poweradd = 20
sprpriority = 2

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 7.5
;ignorehitpause =
;persistent =

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


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 43,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;RTJMFinishNew1
[StateDef 1073]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1063
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 20
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8000
ID = 8000
pos = 65,-82
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S27,0
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 = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 12.5
;ignorehitpause =
;persistent =

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

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 75,7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -5,-3
guard.velocity = -8
fall = 1
fall.recover = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12
ground.cornerpush.veloff = -10

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

[State 1055, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJMTester1
[StateDef 1080]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1080
poweradd = 20
sprpriority = 2

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 4
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 45,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJMTester2
[StateDef 1081]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1081
poweradd = 20
sprpriority = 2

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 43,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;RTJMTester3
[StateDef 1082]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1082
poweradd = 20
sprpriority = 2

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 43,3
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 = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;RTJMFinishNew1
[StateDef 1083]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1063
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 20
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8000
ID = 8000
pos = 65,-82
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S27,0
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 = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 75,7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -5,-3
guard.velocity = -8
fall = 1
fall.recover = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12
ground.cornerpush.veloff = -10

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

[State 1055, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3020, ReversalDef]
type = ReversalDef
trigger1 = animelem = 2
reversal.attr = S,NA, SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10, 20
sparkno = 3
hitsound = S6,0
p1stateno = 3010
;p2stateno =
ignorehitpause = 0
;persistent =


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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3020, ReversalDef]
type = ReversalDef
trigger1 = animelem = 2
reversal.attr = C,NA, SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10, 20
sparkno = 3
hitsound = S6,0
p1stateno = 3011
;p2stateno =
ignorehitpause = 0
;persistent =


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

;---------------------------
;Counter3
[StateDef 3002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3002
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3020, ReversalDef]
type = ReversalDef
trigger1 = animelem = 2
reversal.attr = A,NA, SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10, 20
sparkno = 3
hitsound = S6,0
p1stateno = 3012
;p2stateno =
ignorehitpause = 0
;persistent =


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

;---------------------------
;EXCounter
[StateDef 3003]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3003
poweradd = -500
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 5
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3020, ReversalDef]
type = ReversalDef
trigger1 = animelem = 2
reversal.attr = SCA,NA, SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10, 30
sparkno = 3
hitsound = S6,0
p1stateno = 3013
;p2stateno =
ignorehitpause = 0
;persistent =


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

;-----------------------
;CounterStand
[StateDef 3010]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3010
poweradd = 20
sprpriority = 2

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 30
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8000
ID = 8000
pos = 75,-85
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 100,7
animtype = back
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 15, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -7,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12

[State 1055, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;CounterLow
[StateDef 3011]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3011
poweradd = 20
sprpriority = 2

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 20
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8000
ID = 8000
pos = 74,-56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = C, SA
damage = 100,7
animtype = back
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 15, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -7,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12

[State 1055, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;CounterAir
[StateDef 3012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3012
poweradd = 20
sprpriority = 2

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 20
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8002
ID = 8002
pos = 44,-115
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 100,7
animtype = back
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 15, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -7,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12

[State 1055, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;EXCounterStand
[StateDef 3013]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3013
poweradd = 0
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [3,30]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S41,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "SuperNade"
ID = 20577
stateno = 20577
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;SuperNade
[StateDef 20577]
type = A
movetype= A
physics = N
juggle  = 1
velset = 2,9
ctrl = 0
anim = 8010
poweradd = 0
sprpriority = 3

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



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

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 2065
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------
;SuperSplode
[StateDef 2065]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8031
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.4
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 30
freq = 70
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8030
ID = 8030
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2005, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 140,40
animtype = diagup
guardflag = LA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2222
sparkxy = -10, -76
hitsound = s27, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -4,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-8
air.hittime = 12
getpower = 0

[State 2010, end]
type = destroyself
trigger1 = AnimTime = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = f2
ID = 2
pos = 50,-66
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 0

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

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

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 34, 0

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

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 35, 0

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

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 35, 0

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

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 37, -23

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

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 44, -20

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -78

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 6
value = 821

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

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

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

;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = -4,-4
poweradd = 40

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

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

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

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

;----------------------------------
;Grenade
[StateDef 2000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2000
poweradd = 40
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [5,40]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,7
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 = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Nade"
ID = 2005
stateno = 2005
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;GrenadeMed
[StateDef 2001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2000
poweradd = 40
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [5,40]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,7
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 = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Nade"
ID = 2006
stateno = 2006
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;GrenadeLow
[StateDef 2002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2000
poweradd = 40
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [5,40]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,7
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 = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Nade"
ID = 2007
stateno = 2007
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;EXGrenade
[StateDef 2003]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2000
poweradd = -500
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 5
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, Width]
type = Width
trigger1 = time = [4,37]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,7
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 = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Nade"
ID = 20055
stateno = 20055
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 = animelem = 4
helpertype = normal ;player
name = "Nade"
ID = 20066
stateno = 20066
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 = animelem = 4
helpertype = normal ;player
name = "Nade"
ID = 20077
stateno = 20077
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;Nade
[StateDef 2005]
type = A
movetype= A
physics = N
juggle  = 1
velset = 7,-3
ctrl = 0
anim = 8010
poweradd = 20
sprpriority = 3

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



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


[State 2005, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = floor(75*root,fvar(12)),7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2222
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2011
time = 1
forceair = 0
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 2010
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 2011
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------------
;NadeMed
[StateDef 2006]
type = A
movetype= A
physics = N
juggle  = 1
velset = 5,-5
ctrl = 0
anim = 8010
poweradd = 20
sprpriority = 3

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

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


[State 2005, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = floor(75*root,fvar(12)),7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2222
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2011
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 2010
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 2011
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------------
;NadeLow
[StateDef 2007]
type = A
movetype= A
physics = N
juggle  = 1
velset = 3,-7
ctrl = 0
anim = 8010
poweradd = 20
sprpriority = 3

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

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


[State 2005, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = floor(75*root,fvar(12)),7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2222
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2011
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 2010
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 2011
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------------
;Nade
[StateDef 20055]
type = A
movetype= A
physics = N
juggle  = 1
velset = 4,-3
ctrl = 0
anim = 8010
poweradd = 0
sprpriority = 3

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



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


[State 2005, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = floor(55*root,fvar(12)),7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2222
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12
getpower = 0

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2011
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 2010
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 2011
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------------
;NadeMed
[StateDef 20066]
type = A
movetype= A
physics = N
juggle  = 1
velset = 3,-5.5
ctrl = 0
anim = 8010
poweradd = 0
sprpriority = 3

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

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


[State 2005, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 55,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2222
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12
getpower = 0

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2011
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 2010
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 2011
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------------
;NadeLow
[StateDef 20077]
type = A
movetype= A
physics = N
juggle  = 1
velset = 2,-8
ctrl = 0
anim = 8010
poweradd = 0
sprpriority = 3

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

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


[State 2005, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 55,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2222
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12
getpower = 0

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2011
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 2010
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 2011
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------
;Splode
[StateDef 2010]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8001
poweradd = 0
sprpriority = 2

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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 26
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 2010, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 65,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2222
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0

[State 2010, end]
type = destroyself
trigger1 = AnimTime = 0

;----------------------
;Splode
[StateDef 2011]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8001
poweradd = 0
sprpriority = 2

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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 26
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2010, end]
type = destroyself
trigger1 = AnimTime = 0

;----------------------------------
;SuperGrenade
[StateDef 2050]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0
sprpriority = 2

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

[State 0, Width]
type = Width
trigger1 = time = [3,30]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
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 = 3
time = 30
anim = 101
sound = s20,0
pos = 16,-90
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S41,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "SuperNade"
ID = 2055
stateno = 2055
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;SuperGrenade2
[StateDef 2051]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0
sprpriority = 2

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

[State 0, Width]
type = Width
trigger1 = time = [3,30]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
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 = 3
time = 30
anim = 101
sound = s20,0
pos = 16,-90
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S41,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "SuperNade"
ID = 2056
stateno = 2056
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;SuperGrenade3
[StateDef 2052]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0
sprpriority = 2

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

[State 0, Width]
type = Width
trigger1 = time = [3,30]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
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 = 3
time = 30
anim = 101
sound = s20,0
pos = 16,-90
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S41,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "SuperNade"
ID = 2057
stateno = 2057
pos = 65,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.3
size.yscale = 0.3
;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 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;SuperNade
[StateDef 2055]
type = A
movetype= A
physics = N
juggle  = 1
velset = 15,5
ctrl = 0
anim = 8010
poweradd = 0
sprpriority = 3

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2011
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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



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

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= -2
value = 2060
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------------
;SuperNade
[StateDef 2056]
type = A
movetype= A
physics = N
juggle  = 1
velset = 10,6
ctrl = 0
anim = 8010
poweradd = 0
sprpriority = 3

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2011
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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



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

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= -2
value = 2060
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------------
;SuperNade
[StateDef 2057]
type = A
movetype= A
physics = N
juggle  = 1
velset = 5,7
ctrl = 0
anim = 8010
poweradd = 0
sprpriority = 3

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


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2011
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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



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

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= -2
value = 2060
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;----------------------
;SuperSplode
[StateDef 2060]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8031
poweradd = 0
sprpriority = 2

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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 50
freq = 80
ampl = -9
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8050
ID = 8050
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2005, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = floor(295*root,fvar(12)),35
animtype = diagup
guardflag = LA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2222
sparkxy = -10, -76
hitsound = s27, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -4,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-8
air.hittime = 12
getpower = 0

[State 2010, end]
type = destroyself
trigger1 = AnimTime = 0

;--------------------
;Breakdown
[Statedef 3040]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3045

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S22,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3040, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, ST
hitsound = s24,0
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 3050
p2stateno = 3060
fall = 1
fall.recover = 0

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

[State 3040, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3050]
type = S
movetype= A
physics = N
anim = 3050
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,10
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 = S22,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S27,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8000
ID = 8000
pos = 94,-69
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 3050, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 21, -7

[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 3050, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 24, -7

[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 3050, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 42, -12

[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 3050, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 62, -9

[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 3050, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 76, -13

[State 3050, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -125

[State 3050, Throw]
type = TargetState
trigger1 = AnimElem = 6
value = 1025

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 60
freq = 70
ampl = -5
phase = 90
;ignorehitpause =
;persistent =


[State 3050, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3060]
type = A
movetype = H
physics = N
velset = 0,0

[State 3060, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3060

;----------------------------------------------------------------------
[Statedef 3061]
type = A
movetype = H
physics = N
velset = -12,-4
poweradd = 40

[State 3061, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 3061, 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 3061, 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 3061, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 10255]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3333

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N
velset = -12,-4

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = s7,2

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------
;RockersStart
[StateDef 3029]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3029
poweradd = 0
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S42,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


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

[State 3029, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3031
ctrl = 0

[State 3029, end]
type = ChangeState
triggerall = animelem = 2
trigger1 = p2bodydist x<= 40
value = 3031
ctrl = 0

;------------------------
;Rockers
[StateDef 3030]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3030
poweradd = 0
sprpriority = 2


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


[State 3030, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 80,8
animtype = heavy
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 = -3.4,-1
air.hittime = 12
getpower = 0

[State 3030, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage = 160,12
animtype = heavy
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 = -3.4,-1
air.hittime = 12
p2stateno = 1025
getpower = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8000
ID = 8000
pos = 78,-83
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 8000
ID = 8000
pos = 94,-68
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 = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 7
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;------------------------
;Rockers2
[StateDef 3031]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 3031
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S41,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3030, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = 80,8
animtype = heavy
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  = 12
ground.velocity = -4
guard.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-1
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = 0

[State 3030, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 140,12
animtype = heavy
fall = 1
fall.recover = 0
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  = 18
ground.velocity = -4,-4
guard.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-1
air.hittime = 18
p2stateno = 1025
getpower = 0
ground.cornerpush.veloff = -6

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


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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
trigger2 = animelem = 5
time = 20
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8000
ID = 8000
pos = 78,-83
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8000
ID = 8000
pos = 94,-68
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 = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 5
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 3020, ReversalDef]
type = ReversalDef
trigger1 = animelem = 2
reversal.attr = SCA,NA, SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10, 50
sparkno = 3
hitsound = S6,0
p1stateno = 3026
;p2stateno =
ignorehitpause = 0
;persistent =


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

;--------------------------------
;CounterSuperHits
[StateDef 3025]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3025
poweradd = 20
sprpriority = 2


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 11
trigger2 = animelem = 14
trigger3 = animelem = 17
trigger4 = animelem = 20
trigger5 = animelem = 23
trigger6 = animelem = 26
trigger7 = animelem = 29
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
trigger2 = animelem = 17
trigger3 = animelem = 23
trigger4 = animelem = 29
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
trigger2 = animelem = 20
trigger3 = animelem = 26
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 11
trigger2 = animelem = 14
trigger3 = animelem = 17
trigger4 = animelem = 20
trigger5 = animelem = 23
trigger6 = animelem = 26
trigger7 = animelem = 29
x = 5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 12
trigger2 = animelem = 15
trigger3 = animelem = 18
trigger4 = animelem = 21
trigger5 = animelem = 24
trigger6 = animelem = 27
trigger7 = animelem = 30
x = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 32
time = 60
freq = 80
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 32
anim = 8000
ID = 8000
pos = 94,-68
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 = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 3025, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 100,10
fall = 1
fall.recover = 0
animtype = uptype
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 = 0,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-9
air.hittime = 12
p2stateno = 10255

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 12

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 12

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 12

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 20
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 12

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 23
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 12

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 26
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 12

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 29
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 12

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 32
attr = S, SA
damage = 100,3
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
p2stateno = 1025

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

;----------------------------------
;AltCounter
[StateDef 3026]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3026
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 140
length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 10,10,115
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S41,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S43,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8002
ID = 8002
pos = 44,-115
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8002
ID = 8002
pos = 44,-85
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S22,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 16
time = 60
freq = 80
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 16
anim = 8000
ID = 8000
pos = 94,-68
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 = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 16
anim = 8000
ID = 8000
pos = 74,-68
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 = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 3025, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 100,10
fall = 1
fall.recover = 0
animtype = uptype
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 20, 20
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-9
air.hittime = 12
p2stateno = 10255
envshake.phase = 90
envshake.time = 30
envshake.freq = 80
envshake.ampl = -5
getpower = 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage = 200,3
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
p2stateno = 1025
getpower = 0
fall = 1
fall.recover = 0

[State 3026, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3333]
type = A
movetype = I
physics = N
velset = -0.1,-24
poweradd = 40

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3333
;elem = 1
;ignorehitpause =
;persistent =


[State 3061, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 3061, 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 3061, 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 3061, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------
;Kiss
[StateDef 4000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4000
poweradd = 0
sprpriority = 1

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S47,0
volume = 244
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 40
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 = 4
time = 30
anim = 102
sound = s20,0
pos = 19,-90
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8010
ID = 8010
pos = 19,-92
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 31
supermovetime = 30
pausemove
scale = 0.1,0.1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "Kiss"
ID = 4001
stateno = 4001
pos = 19,-92
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.1
size.yscale = 0.1
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(4001) = 1
trigger1 = helper(4001), stateno = 2010
value = 4020
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 4000, end]
type = ChangeState
triggerall = numhelper(4001) = 0
trigger1 = time >= 147
value = 4020
ctrl = 0

[State 4000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;KissEnd
[StateDef 4020]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4020
poweradd = 0
sprpriority = 2

[State 4020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;KissHelper
[StateDef 4001]
type = S
movetype= A
physics = N
juggle  = 1
velset = 3.5,0
ctrl = 0
anim = 8012
poweradd = 0
sprpriority = 2

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


[State 4001, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 22222
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
forcestand = 1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0
getpower = 0

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



[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 1
stateno = 2010
time = 1
forceair = 0
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 4003
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2bodydist x = 0
value = 4003
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 4001, end]
type = ChangeState
trigger1 = time = 50
value = 2010
ctrl = 0

;------------------------
;40011
[StateDef 4011]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8000
poweradd = 0
sprpriority = 2

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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 26
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2010, end]
type = destroyself
trigger1 = AnimTime = 0

;-----------------------------
;KissBlast
[StateDef 4003]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8011
poweradd = 0
sprpriority = 2

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


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 2,2
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8010
ID = 8010
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = 60
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8010
ID = 8010
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = 60
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8010
ID = 8010
pos = 0,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = 60
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8010
ID = 8010
pos = 0,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = 60
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =

[State 2010, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
attr = S, NA
damage = 15,1
animtype = heavy
forcestand = 1
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2222
sparkxy = -10, 0
hitsound = s27, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 12
envshake.phase = 90
envshake.time = 20
envshake.freq = 80
envshake.apml = -8
ground.cornerpush.veloff = 0
getpower = 0

[State 2010, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = S, NA
damage = 18,1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2222
sparkxy = -10, 0
hitsound = s5, 3+random%1
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = 2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 12
envshake.phase = 90
envshake.time = 20
envshake.freq = 80
envshake.apml = -8
ground.cornerpush.veloff = 0
getpower = 0

[State 4003, end]
type = ChangeState
trigger1 = numexplod(8010) = 0
value = 4002
ctrl = 0

;-----------------------------
;KissExplode
[statedef 4002]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8005
poweradd = 0
sprpriority = 2

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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 45
freq = 80
ampl = -8
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.5,1.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8002
ID = 8002
pos = 0,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.5,1.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8003
ID = 8003
pos = -30,0
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 = 1.5,1.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8004
ID = 8004
pos = 0,30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.5,1.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2010, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 65,5
animtype = heavy
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2222
sparkxy = -10, 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -7,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-5
air.hittime = 12

[State 2010, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------------
;SGRabStart
[StateDef 7480]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 7480
poweradd = 0
sprpriority = 2

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


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


[State 0, VarSet]
type = VarSet
trigger1 = animelem = 2
v = 11    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

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

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 50
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, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 103
sound = s20,0
pos = 1,-80
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
trigger5 = animelem = 16
pos = 45,0
pos2 = -10,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
trigger5 = animelem = 16
x = 7
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 14
trigger5 = animelem = 17
x = 0
;ignorehitpause =
;persistent =


[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 20,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 20,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 25,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 1050, end]
type = ChangeState
triggerall = movehit = 0
trigger1 = AnimTime = 0
value = 7491
ctrl = 0

[State 1050, end]
type = ChangeState
triggerall = hitcount >= 1
trigger1 = Animtime = 0
value = 7490
ctrl = 0

;--------------------------------------
;SuperGrab
[Statedef 7490]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 7490

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 5
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, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 7490, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
hitsound = s24,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 7500
p2stateno = 7510
fall = 1
fall.recover = 0

[State 7490, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;Miss
[StateDef 7491]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7491
poweradd = 0
sprpriority = 2

[State 7491, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------
;Flames
[statedef 19055]
ctrl = 0
anim = 8011

[State 7180, flames]
type=explod
trigger1= time = 0
anim=7800
ID=7800
sprpriority=4
postype=p2
vel=0,-2.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+10
random=60,60
removetime=-2
scale=.5,.5

[State 0, DestroySelf]
type = DestroySelf
trigger1 = numhelper(1905) > 1
;ignorehitpause =
;persistent =


[State 7180, pos]
type=posadd
triggerall = anim=7800
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = (enemynear,ctrl) || (enemynear,movetype!=H) || (enemynear,statetype=L)

;---------------------------------------
;Flames
[statedef 19056]
ctrl = 0
anim = 8011

[State 7180, flames]
type=explod
trigger1= 1
anim=7800
ID=7800
sprpriority=4
postype=p2
vel=0,-2.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+10
random=60,60
removetime=-2
scale=.5,.5

[State 0, DestroySelf]
type = DestroySelf
trigger1 = numhelper(1905) > 1
;ignorehitpause =
;persistent =


[State 7180, pos]
type=posadd
triggerall = anim=7800
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = (enemynear,ctrl) || (enemynear,movetype!=H) || (enemynear,statetype=L)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = p2stateno = 1026
;ignorehitpause =
;persistent =


;----------------------------------------------------------------------
[Statedef 7500]
type = S
movetype= A
physics = N
anim = 7500
poweradd = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,179]
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 179
time = 3
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =



[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 232
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, Pause]
type = Pause
trigger1 = time = [179,213]
time = 1
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 13
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 13
trigger2 = time = 33
trigger3 = time = 53
trigger4 = time = 73
trigger5 = time = 93
trigger6 = time = 103
trigger7 = time = 113
trigger8 = time = 123
trigger9 = time = 133
trigger10 = time = 143
trigger11 = time = 148
trigger12 = time = 153
trigger13 = time = 158
trigger14 = animelem = 11
value = 1
;ignorehitpause =
;persistent =


[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 13
trigger2 = time = 33
trigger3 = time = 53
trigger4 = time = 73
trigger5 = time = 93
trigger6 = time = 103
trigger7 = time = 113
trigger8 = time = 123
trigger9 = time = 133
trigger10 = time = 143
trigger11 = time = 148
trigger12 = time = 153
trigger13 = time = 158
value = -17
ID = -1
kill = 0
absolute = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 13
trigger2 = time = 33
trigger3 = time = 53
trigger4 = time = 73
trigger5 = time = 93
trigger6 = time = 103
trigger7 = time = 113
trigger8 = time = 123
trigger9 = time = 133
trigger10 = time = 143
trigger11 = time = 148
trigger12 = time = 153
trigger13 = time = 158
trigger14 = time = 163
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1103]
type=helper
trigger1 = time = 13
trigger2 = time = 23
trigger3 = time = 33
trigger4 = time = 43
trigger5 = time = 48
trigger6 = time = 53
trigger7 = time = 58
trigger8 = time = 63
trigger9 = time = 68
trigger10 = time = 73
helpertype = normal
stateno = 19055
ID = 19055
name = "flames on p2"
postype = p2
bindtime = 500
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1

[State 1103]
type=helper
trigger1 = time = 74
helpertype = normal
stateno = 19056
ID = 19056
name = "flames on p2"
postype = p2
bindtime = 500
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1


[State 0, EnvShake]
type = EnvShake
trigger1 = time = 13
time = 30
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 43
time = 30
freq = 70
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 73
time = 30
freq = 80
ampl = -6
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 103
time = 30
freq = 80
ampl = -8
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 133
time = 30
freq = 80
ampl = -10
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 11
time = 60
freq = 80
ampl = -12
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S41,12
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 = S22,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S25,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 8000
ID = 8000
pos = 134,-69
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 8003
ID = 8003
pos = 94,-69
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 8003
ID = 8003
pos = 114,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 8003
ID = 8003
pos = 114,-49
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 7500, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 7500, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 45, 0

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 7500, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 45, 0

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 7500, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 44, -18

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 7500, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 58, -20

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 7500, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 41, -17

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 7500, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 40, -18

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 7500, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 39, -21

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 7500, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 44, -19

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 7500, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 54, -17

[State 7500, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 7500, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 78, -11

[State 7500, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -140
kill = 1
absolute = 1

[State 7500, Throw]
type = TargetState
trigger1 = AnimElem = 11
value = 1026

[State 7500, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 7510]
type = A
movetype = H
physics = N
velset = 0,0

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
type = EnvShake
trigger1 = time = 13
trigger2 = time = 23
trigger3 = time = 33
trigger4 = time = 43
trigger5 = time = 48
trigger6 = time = 53
trigger7 = time = 58
trigger8 = time = 63
trigger9 = time = 68
trigger10 = time = 73
time = 1
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, PalFXWiz]
type = PalFX
type = EnvShake
trigger1 = time = 78
trigger2 = time = 83
trigger3 = time = 88
trigger4 = time = 93
trigger5 = time = 98
trigger6 = time = 103
trigger7 = time = 108
trigger8 = time = 113
trigger9 = time = 118
trigger10 = time = 123
trigger11 = time = 128
trigger12 = time = 133
trigger13 = time = 138
trigger14 = time = 143
trigger15 = time = 148
trigger16 = time = 153
trigger17 = time = 158
trigger18 = time = 163
time = 1
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 7510, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 7510

;----------------------------------------------------------------------
[Statedef 7511]
type = A
movetype = H
physics = N
velset = -10,-5
poweradd = 40

[State 7511, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 7511, 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 7511, 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 7511, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

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

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


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 21


[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
triggerall = AILevel = 0
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 2]
type = VarSet
triggerall = AILevel >0
trigger1 = p2bodydist x >=10
sysvar(1) = 1




[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50000
ctrl = 1



;---------------------------------------------------------------------------
;LauncherFollowUp
[Statedef 50000]
type    = A
physics = A

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[statedef -2]
;-----------------------------------
;AI jump check
 [State 0, VarSet]
type = VarSet
trigger3 = statetype = A
triggerall = p2statetype!=L
trigger1 = (p2bodydist x = [0,40])||(p2bodydist x >180)
trigger2= enemynear,hitdefattr = SA,NA,SA,HA
v=30
value = 0
[State 0, VarSet]
type = Varadd
trigger1 = var(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 -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 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d fvar1= %f  pos x = %f "
params = var(31), fvar(2) , p2bodydist x
[State -2, VarSet]
type = VarSet
trigger1 = life <= 250
v = 40    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

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

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

[State -2, PalFXWiz]
type = PalFX
trigger1 = var(40) = 0
triggerall = stateno !=[5000,5400]
trigger2 = roundstate !=2
time = 3
add = 0,0,0
sinadd = 0,0,0,0 = 0
;persistent = 1

[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1
;---------------------------------------------------------------------------
; 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
