[Data]
life = 1000
power = 3000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 200
IntPersistIndex = 30
FloatPersistIndex = 40

[Size]
xscale = 0.75;1
yscale = 0.75;1
ground.back = 37
ground.front = 21
air.back = 20
air.front = 21
height = 118
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -11, -100
mid.pos = 0, -46
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3
walk.back = -3
run.fwd  = 7, 0
run.back = -6.5,-4
jump.neu = 0,-9.3
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -2.55,-9.5
runjump.fwd = 4,-9.5
airjump.neu = 0,-9.5
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

;----
;Claytalities
[State 0, 1a]
type = ChangeAnim
trigger1 = prevstateno = 4001
value = 1810

[State 0, 1b]
type = ChangeAnim
trigger1 = prevstateno = 4101
value = 1811

[State 0, 1c]
type = ChangeAnim
trigger1 = prevstateno = 4201
value = 1812

[State 0, 1d]
type = ChangeAnim
trigger1 = prevstateno = 4301
value = 1811

[State 0, 1e]
type = ChangeAnim
trigger1 = prevstateno = 4402
value = 1813
;----

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

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

[State 190, voz1]
type = PlaySnd
trigger1 = animelem = 2
value = 3, 0

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

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;----
;Claytalities
[State 0, Cow]
type = ChangeAnim
triggerall = selfanimexist(7689)
trigger1 = prevstateno = 4005
value = 7689
elem = 4

[State 0, Cow]
type = AngleDraw
triggerall = !selfanimexist(7689)
trigger1 = prevstateno = 4005
value = 0
scale = 1,0.3

[State 0, Squish]
type = ChangeAnim
triggerall = selfanimexist(7689)
trigger1 = prevstateno = 4205
value = 7689
elem = 4

[State 0, Squish]
type = AngleDraw
triggerall = !selfanimexist(7689)
trigger1 = prevstateno = 4205
value = 0
scale = 1,0.3

[State 0, Half]
type = ChangeAnim
triggerall = selfanimexist(7710)
trigger1 = prevstateno = 4305
value = 7710

[State 1000, Half]
type = Explod
triggerall = selfanimexist(7710)
trigger1 = prevstateno = 4305
trigger1 = time = 45
anim = 7713
pos = -60,0
postype = p1
sprpriority = 4
shadow = -1
removetime = 9999

[State 0, Squeeze]
type = ChangeAnim
triggerall = selfanimexist(7780)
trigger1 = prevstateno = 4403
value = 7780
elem = 26

[State 1242]
type = PosSet
triggerall = selfanimexist(7780)
trigger1 = prevstateno = 4403
;x = ifelse(facing=-1,90,-90)
y = -42

[State 0, Squeeze]
type = ChangeAnim
triggerall = !selfanimexist(7780)
trigger1 = prevstateno = 4404
value = 5012
elem = 3

[State 1242]
type = PosSet
triggerall = !selfanimexist(7780)
trigger1 = prevstateno = 4404
;x = ifelse(facing=-1,90,-90)
y = 0

[State 0, Squeeze]
type = AngleDraw
triggerall = !selfanimexist(7780)
trigger1 = prevstateno = 4404
value = 0
scale = 0.3,1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,20

[State 180, Win 1] 
type = ChangeState
trigger1 = Time = 1
trigger1 = var(10) = [0,10]
value = 181

[State 180, Win 2] 
type = ChangeState
trigger1 = Time = 1
trigger1 = var(10) = [11,20]
value = 182

;----
;Claytalities
[State 180, FromCFS]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(0)
value = 1810

[State 180, FromLFM]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(1)
value = 1811

[State 180, FromSquish]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(2)
value = 1812

[State 180, FromKOTH]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(3)
value = 1811

[State 180, FromSqueeze]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(4)
value = 1813

;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181, Pelo]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 190, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 0,6

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

; Win pose 2
[Statedef 182, Salto]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 190, voz]
type = PlaySnd
trigger1 = animelem = 3
value = 0,7

[State 190, pies]
type = PlaySnd
trigger1 = animelem = 13
value = 1,4

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

;---------------------------------------------------------------------------
; Win claytality 1
[Statedef 1810, Eat Cow]
type = S
ctrl = 0
anim = 1810
velset = 0,0

[State 181, claytality]
type = PlaySnd
trigger1 = time = 5
value = 4,1

[State 181, aplausos]
type = PlaySnd
trigger1 = time = 0
value = 5,1

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

[State 1000, CB]
triggerall = !NumExplod(11900)
type = Explod
trigger1 = time = 5
anim = 11900
id = 11900
pos = 160,100
postype = left
persistent = 0
shadow = -1
ontop = 1

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

; Win claytality 2/4
[Statedef 1811, Off the MUGEN/Off Half]
type = S
ctrl = 0
anim = 1811
velset = 0,0

[State 181, claytality]
type = PlaySnd
trigger1 = time = 5
value = 4,1

[State 181, aplausos]
type = PlaySnd
trigger1 = time = 0
value = 5,1

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

[State 1000, CB]
triggerall = !NumExplod(11900)
type = Explod
trigger1 = time = 5
anim = 11900
id = 11900
pos = 160,100
postype = left
persistent = 0
shadow = -1
ontop = 1

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

; Win claytality 3
[Statedef 1812, Squish]
type = S
ctrl = 0
anim = 1812
velset = 0,0

[State 181, claytality]
type = PlaySnd
trigger1 = time = 1
value = 4,1

[State 181, aplausos]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

[State 1000, CB]
triggerall = !NumExplod(11900)
type = Explod
trigger1 = time = 5
anim = 11900
id = 11900
pos = 160,100
postype = left
persistent = 0
shadow = -1
ontop = 1

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

; Win claytality 5
[Statedef 1813, Squeeze]
type = S
ctrl = 0
anim = 1813
velset = 0,0

[State 181, pop]
type = PlaySnd
trigger1 = time = 0
value = 2,1

[State 181, claytality]
type = PlaySnd
trigger1 = time = 1
value = 4,1

[State 181, aplausos]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

[State 1000, CB]
triggerall = !NumExplod(11900)
type = Explod
trigger1 = time = 5
anim = 11900
id = 11900
pos = 160,100
postype = left
persistent = 0
shadow = -1
ontop = 1

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Introduction
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 180, VarRandom]
type = null;VarRandom
trigger1 = Time = 0
v = 11
range = 0,20

[State 180, Intro 1] 
type = ChangeState
trigger1 = Time = 1
;trigger1 = var(11) = [0,10]
value = 191

[State 180, Intro 2] 
type = null;ChangeState
trigger1 = Time = 1
trigger1 = var(11) = [11,20]
value = 192

[State 180, Intro 3] 
type = ChangeState
triggerall = Time = 0
trigger1 = (p2name = "CF 63 1/3 EarthWorm Jim" || p4name = "EarthWorm Jim")
value = 193

;------
;Intro 1 - Generico
[Statedef 191, Corriendo]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1000, run]
type = Explod
trigger1 = time = 60
anim = 20
pos = -100,0
sprpriority = 4
postype = p1
persistent = 0
vel = 3,0
removetime = 40;100
shadow = -1
scale = 0.75,0.75

[State 190, anunc]
type = PlaySnd
trigger1 = time = 0
value = 4,0

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;------
;Intro 2 - Klaymen Intro
[Statedef 192, Toma objeto]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 192, 0]
type = SprPriority
trigger1 = Time >= 0
value = 4

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, suelo]
type = null;PlaySnd
trigger1 = animelem = 3
value = 5,0

[State 190, suelo2]
type = null;PlaySnd
trigger1 = animelem = 6
value = 0,4

[State 190, arriba]
type = null;PlaySnd
trigger1 = animelem = 8
value = 1,4

[State 193, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0

;------
;Intro 3 - vs. Earthworm Jim
[Statedef 193, Holaaa]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1000, run]
type = Explod
trigger1 = time = 0
anim = 20
pos = -200,0
sprpriority = 4
postype = p1
persistent = 0
vel = 3,0
removetime = 60;100
shadow = -1
scale = 0.75,0.75

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Burla
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 190, 0]
type = PlaySnd
trigger1 = animelem = 4
value = 2,4

[State 190, 0]
type = PlaySnd
trigger1 = animelem = 12
value = 2,1

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Golpe Debil Parado
[Statedef 200]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 30, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkxy = -10, -55
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,0
guardsound = s1,5
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

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

;---------------------------------------------------------------------------
; Golpe Medio Parado (lejos)
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 210

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 0,2

[State 220, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 42, 1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 12
sparkxy = -10, -37
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,1
guardsound = s1,5
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.2,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Golpe Medio Parado (cerca)
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 215

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,1

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 0,2

[State 215, 1]
type = HitDef
trigger1 = animelem = 3 || animelem = 4
attr = S, NA
damage = 21, 1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkxy = -10, -62
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,1
guardsound = s1,5
ground.type = low
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 215, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Golpe Fuerte Parado (lejos)
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 220

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 190, 2]
type = VelSet
trigger1 = animelem = 2
x = 4

[State 220, 1];normal
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 70, 2
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkxy = -10, -76
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.velocity = -4,-2
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Golpe Fuerte Parado (cerca)
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 225

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 225, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 70, 2
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkxy = -10, -76
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 225, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Patada Debil Parado (lejos)
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 0,1

[State 230, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkxy = -10, -28
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,0
guardsound = s1,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Patada Debil Parado (cerca)
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 235

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 0,1

[State 230, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkxy = -10, -15
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,1
guardsound = s1,5
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Patada Media Parado (lejos)
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 95
ctrl = 0
velset = 0,0
anim = 240

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,1

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 0,2

[State 810, NHB]
type = null;NotHitBy
trigger1 = prevstateno = 801
value = SCA

[State 250, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 50, 1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkxy = -10, -38
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,3
guardsound = s1,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Patada Media Parado (cerca)
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 95
ctrl = 0
velset = 0,0
anim = 245

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,1

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 0,2

[State 250, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 45, 1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s11000
guard.sparkno = s11200
sparkxy = -10, -38
hitsound = s3,3
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 245, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Patada Fuerte Parado
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 95
ctrl = 0
velset = 0,0
anim = 250

[State 190, 2]
type = null;PlaySnd
trigger1 = animelem = 2
value = 2,4

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 190, 2]
type = null;PlaySnd
trigger1 = time = 1
value = 0,2

[State 250, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 70, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkxy = -10, -38
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Launcher
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 95
ctrl = 0
velset = 0,0
anim = 260

[State 190, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 1,2

[State 250, 1]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage = 50, 5
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 15
sparkxy = -10, -50
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-20
air.velocity = -0,-20
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 245, 5]
type = PlaySnd
trigger1 = time = 1
value = 0,3

[State 245, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Nut Punch
[Statedef 270]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 95
ctrl = 0
velset = 0,0
anim = 425

[State 190, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 1,2

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 0,9

[State 250, 1]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage = 50, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
sparkxy = -10, -50
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -12
air.velocity = -4,-3
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 245, 5]
type = PlaySnd
trigger1 = time = 1
value = 0,0+random%4

[State 245, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Golpe Debil Agachado
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 0,0+random%3

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkxy = -10, -40
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,0
guardsound = s1,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Golpe Medio Agachado
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,1

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 0,0+random%3

[State 220, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 40, 1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 12
sparkxy = -10, -40
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,3
guardsound = s1,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Golpe Fuerte Agachado
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 0,0+random%4

[State 250, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 70, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,15
sparkxy = -10, -97
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Patada Debil Agachado
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 0,0+random%3

[State 230, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkxy = -5,-10
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,1
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Patada Media Agachado
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,1

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 0,0+random%3

[State 230, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 50, 1
animtype = Med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkxy = -5,-10
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,4
guardsound = s1,5
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Patada Fuerte Agachado
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 1,2

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 0,0+random%4

[State 440, 3]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 70,2
hitflag = MAF
guardflag = L
pausetime = 15, 15
guard.pausetime = 14, 14
sparkxy = -5,-30
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,-4.5
air.velocity = -2.5,-5
guard.velocity = -5
fall = 1
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Golpe Debil Aereo
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 0,0+random%3

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 20, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkxy = -10, -50
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,0
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

;---------------------------------------------------------------------------
; Golpe Medio Aereo
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 610

[State 190, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 2,2

[State 190, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 2,0

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 0,0+random%3

[State 220, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 40, 1
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkxy = -10, -35
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,4
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

;---------------------------------------------------------------------------
; Golpe Fuerte Aereo
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 620

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 190, 2]
type = PlaySnd
trigger1 = time = 1
value = 0,0+random%4

[State 220, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 80, 2
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s11000
guard.sparkno = s11200
sparkxy = -10, -58
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

;---------------------------------------------------------------------------
; Patada Debil Aerea
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 300
trigger1 = time = 1
value = 0,0+random%3

[State 220, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
damage = 30, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s11000
guard.sparkno = s11200
sparkxy = -10, -35
hitsound = s3,1
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

;---------------------------------------------------------------------------
; Patada Media Aerea
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 640

[State 190, 2]
type = null;PlaySnd
triggerall = Random < 600
trigger1 = time = 1
value = 0,0+random%3

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,1

[State 220, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 50, 1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkxy = -10, -52
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,4
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

;---------------------------------------------------------------------------
; Patada Fuerte Aerea
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 650

[State 190, 2]
type = null;PlaySnd
trigger1 = time = 1
value = 0,0+random%4

[State 190, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 220, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 70, 2
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 15
sparkno = s11000
guard.sparkno = s11200
sparkxy = 0, -7
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Agarre 1 - Gusanazos
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT 
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 801
p2stateno = 802
fall = 1
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

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

;------
; Agarrando al oponente
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 850
poweradd = 60
sprpriority = -1

[State 810, Width]
type = Width
trigger1 = time = 0
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(23) < 0
pos = 24, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(23) = 0
pos = 28, -10

[State 810, Hurt 1]
type = TargetLifeAdd
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
trigger4 = animelem = 17
value = -20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 810, Hurt 2]
type = HitAdd
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 17
value = 1

[State 810, Snd1]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
trigger4 = animelem = 17
value = 3,0

[State 810, Snd2]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 8
trigger3 = animelem = 12
trigger4 = animelem = 16
value = 1,0

[State 1000, golpe]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
trigger4 = animelem = 17
anim = 11000
pos = 40,-90
postype = p1
sprpriority = 4

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 23
value = 803

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

;------
; Adios oponente
[Statedef 802]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 851

;-------
; Lanzado por los aires
[Statedef 803]
type    = A
movetype= H
physics = N
velset = -5, -2
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

;---------------------------------------------------------------------------
; Agarre 2 - I'm a Cowboy!
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M- 
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 851
p2stateno = 852
fall = 1
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

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

;------
; Agarrando al oponente
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 801
poweradd = 60

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = 28, 0

[State 810, Width 1]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
edge = 100,0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 82, 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(7) < 0
pos = 97, 0

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -90
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1402, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 6
value = 1,2

[State 1402, jim]
type = PlaySnd
trigger1 = animelem = 3
value = 0,14

[State 1402, 1]
type = PlaySnd
trigger1 = animelem = 9 
value = 2,1

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 853

[State 250, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------
; Adios oponente
[Statedef 852]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 802

;-------
; Lanzado por los aires
[Statedef 853]
type    = A
movetype= H
physics = N
velset = -5, -1
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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; MOVIMIENTOS DE JIM
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;FIRE SHOOT
;-----------------
;FS Debil
[Statedef 1000]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1000
ctrl = 0
poweradd = 100

[State 1030, 1]
type = PlaySnd
trigger1 = time = 0
value = 2,6

[State 1001, bola]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1002
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projid = 1000
projpriority = 1
projshadow = 0
offset = 41,-40
velocity = 3
attr = A, SP
damage = 90,6
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 15, 15
guard.pausetime = 14, 14
sparkxy = 0,0
sparkno = s11000
guard.sparkno = s11200
hitsound = S3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -5.5
air.velocity = -3.3, -4
guard.ctrltime = 39
airguard.velocity = -3, -1.5
air.fall = 0
air.juggle = 15
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;FS Medio
[Statedef 1050]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1000
ctrl = 0
poweradd = 100

[State 1030, 1]
type = PlaySnd
trigger1 = time = 0
value = 2,6

[State 1001, bola]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1002
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projid = 1000
projpriority = 1
projshadow = 0
offset = 41,-40
velocity = 5
attr = A, SP
damage = 90,6
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 15, 15
guard.pausetime = 14, 14
sparkxy = 0,0
sparkno = s11000
guard.sparkno = s11200
hitsound = S3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -5.5
air.velocity = -3.3, -4
guard.ctrltime = 39
airguard.velocity = -3, -1.5
air.fall = 0
air.juggle = 15
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;FS Fuerte
[Statedef 1090]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1000
ctrl = 0
poweradd = 100

[State 1030, 1]
type = PlaySnd
trigger1 = time = 0
value = 2,6

[State 1001, bola]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1002
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projid = 1000
projpriority = 1
projshadow = 0
offset = 36,-40
velocity = 8
attr = A, SP
damage = 90,6
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 15, 15
guard.pausetime = 14, 14
sparkxy = 0,0
sparkno = s11000
guard.sparkno = s11200
hitsound = S3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -5.5
air.velocity = -3.3, -4
guard.ctrltime = 39
airguard.velocity = -3, -1.5
air.fall = 0
air.juggle = 15
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;EWJ PUNCH
;---------
;EWJP Debil
[Statedef 1100]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1100
ctrl = 0
poweradd = 100

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;-----------------
[Statedef 1101] ;elevandose
type = A
movetype = A
physics = N
juggle = 4
poweradd = 0
anim = 1101

[State 1030, hit]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = A, SA 
damage   = 90,10
animtype = heavy
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -2,-4
air.velocity = -2,-4
guard.velocity = -4
airguard.velocity = -3,-2
fall = 1
fall.recover = 0
air.juggle = 0
air.fall = 1
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 1.5
y = -3.5

[State 1101, VelSet]
Type = VelSet
trigger1 = animelem = 2
x = 0

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;EWJP Medio
[Statedef 1150]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1100
ctrl = 0
poweradd = 100

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1151

;-----------------
[Statedef 1151] ;elevandose
type = A
movetype = A
physics = N
juggle = 4
poweradd = 0
anim = 1101

[State 1030, hit]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,1

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = A, SA 
damage   = 100,10
guardflag = HA
animtype = heavy
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -3,-5
air.velocity = -3,-5
guard.velocity = -5
airguard.velocity = -3,-2
fall = 1
fall.recover = 0
air.juggle = 0
air.fall = 1
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2.5
y = -7

[State 1101, VelSet]
Type = VelSet
trigger1 = animelem = 2
x = 0

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;EWJP Fuerte (1100)
[Statedef 1190]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1100
ctrl = 0
poweradd = 100

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1191

;-----------------
[Statedef 1191] ;elevandose
type = A
movetype = A
physics = N
juggle = 4
poweradd = 0
anim = 1101

[State 1030, hit]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,3

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = A, SA 
damage   = ifelse(prevstateno=3100,50,110),10
guardflag = HA
animtype = heavy
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4,-6
air.velocity = -4,-6
guard.velocity = -6
airguard.velocity = -3,-2
fall = 1
fall.recover = 0
air.juggle = 0
air.fall = 1
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1100, breaker]
type = AssertSpecial
trigger1 = prevstateno = 1999
flag = unguardable

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 3.5
y = -10.5

[State 1101, VelSet]
Type = VelSet
trigger1 = animelem = 2
x = 0

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

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

;TUMBLEWORM
;----------
;TW Debil
[Statedef 1200]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1200
ctrl = 0
poweradd = 100

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,7

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

;-----------------
[Statedef 1201] ;giro
type = A
movetype = A
physics = N
juggle = 4
poweradd = 0
anim = 1201

[State 1030, g1]
type = PlaySnd
trigger1 = animelem = 4
value = 1,0

[State 1030, g2]
type = PlaySnd
trigger1 = animelem = 5
value = 1,2

[State 1030, g3]
type = PlaySnd
trigger1 = animelem = 6
value = 1,1

[State 1030, g4]
type = PlaySnd
trigger1 = animelem = 8
value = 2,2

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
attr = A, SA 
damage   = 20,10
animtype = heavy
hitflag = A
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -2,-4
air.velocity = -2,-4
guard.velocity = -4
airguard.velocity = -3,-2
fall.recover = 0
air.juggle = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1041, VelSet1]
type = VelSet
trigger1 = 1
x = 2

[State 1041, VelSet2]
type = VelSet
trigger1 = animelem = 1
y = -8

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1202

;-----------------
[Statedef 1202] ;patada
type = S
movetype = A
physics = S
juggle = 4
poweradd = 0
anim = 1202
velset = 0,0

[State 1100, suelo]
type = PosSet
trigger1 = 1
y = 0

[State 1030, g1]
type = PlaySnd
trigger1 = animelem = 1
value = 1,4

[State 1030, g2]
type = PlaySnd
trigger1 = animelem = 2
value = 1,2

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 2
attr = S, SA 
damage   = 50,10
animtype = heavy
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -6
air.velocity = -2,-4
guard.velocity = -4
airguard.velocity = -3,-2
fall.recover = 0
air.juggle = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1203

;-----------------
[Statedef 1203] ;giro 2
type = A
movetype = A
physics = N
poweradd = 0
anim = 1203

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -2
y = -6

[State 1030, g1]
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
value = 1,2

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;TW Medio
[Statedef 1250]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1200
ctrl = 0
poweradd = 100

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,7

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1251

;-----------------
[Statedef 1251] ;giro
type = A
movetype = A
physics = N
juggle = 4
poweradd = 0
anim = 1201

[State 1030, g1]
type = PlaySnd
trigger1 = animelem = 4
value = 1,0

[State 1030, g2]
type = PlaySnd
trigger1 = animelem = 5
value = 1,2

[State 1030, g3]
type = PlaySnd
trigger1 = animelem = 6
value = 1,1

[State 1030, g4]
type = PlaySnd
trigger1 = animelem = 8
value = 2,2

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
attr = A, SA 
damage   = 20,10
animtype = heavy
hitflag = A
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -2,-4
air.velocity = -2,-4
guard.velocity = -4
airguard.velocity = -3,-2
fall.recover = 0
air.juggle = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1041, VelSet1]
type = VelSet
trigger1 = 1
x = 4

[State 1041, VelSet2]
type = VelSet
trigger1 = animelem = 1
y = -8

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1252

;-----------------
[Statedef 1252] ;patada
type = S
movetype = A
physics = S
juggle = 4
poweradd = 0
anim = 1202
velset = 0,0

[State 1100, suelo]
type = PosSet
trigger1 = 1
y = 0

[State 1030, g1]
type = PlaySnd
trigger1 = animelem = 1
value = 1,4

[State 1030, g2]
type = PlaySnd
trigger1 = animelem = 2
value = 1,2

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 2
attr = S, SA 
damage   = 50,10
animtype = heavy
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -6
air.velocity = -2,-4
guard.velocity = -4
airguard.velocity = -3,-2
fall.recover = 0
air.juggle = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1253

;-----------------
[Statedef 1253] ;giro 2
type = A
movetype = A
physics = N
poweradd = 0
anim = 1203

[State 1030, g1]
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
value = 1,2

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -3
y = -6

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;TW Fuerte
[Statedef 1290]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1200
ctrl = 0
poweradd = 100

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,7

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1291

;-----------------
[Statedef 1291] ;giro
type = A
movetype = A
physics = N
juggle = 4
poweradd = 0
anim = 1201

[State 1030, g1]
type = PlaySnd
trigger1 = animelem = 4
value = 1,0

[State 1030, g2]
type = PlaySnd
trigger1 = animelem = 5
value = 1,2

[State 1030, g3]
type = PlaySnd
trigger1 = animelem = 6
value = 1,1

[State 1030, g4]
type = PlaySnd
trigger1 = animelem = 8
value = 2,2

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
attr = A, SA 
damage   = 30,10
animtype = heavy
hitflag = A
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -2,-4
air.velocity = -2,-4
guard.velocity = -4
airguard.velocity = -3,-2
fall.recover = 0
air.juggle = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1041, VelSet1]
type = VelSet
trigger1 = 1
x = 6

[State 1041, VelSet2]
type = VelSet
trigger1 = animelem = 1
y = -8

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1292

;-----------------
[Statedef 1292] ;patada
type = S
movetype = A
physics = S
juggle = 4
poweradd = 0
anim = 1202
velset = 0,0

[State 1100, suelo]
type = PosSet
trigger1 = 1
y = 0

[State 1030, g1]
type = PlaySnd
trigger1 = animelem = 1
value = 1,4

[State 1030, g2]
type = PlaySnd
trigger1 = animelem = 2
value = 1,2

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 2
attr = S, SA 
damage   = 50,10
animtype = heavy
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -6
air.velocity = -2,-4
guard.velocity = -4
airguard.velocity = -3,-2
fall.recover = 0
air.juggle = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1293

;-----------------
[Statedef 1293] ;giro 2
type = A
movetype = A
physics = N
poweradd = 0
anim = 1203

[State 1030, g1]
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
value = 1,2

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -4
y = -6

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

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

;WORM BALL
;---------
;WB Debil
[Statedef 1300]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1300
ctrl = 0
poweradd = 100

[State 1100, jim]
type = PlaySnd
trigger1 = time = 1
value = 0,11

[State 1100, roll]
type = VelSet
trigger1 = 1
x = 4

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = S, SA 
damage   = 90,10
animtype = heavy
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,5
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -5
air.velocity = -5
guard.velocity = -5
airguard.velocity = -4,-2
p1stateno = 1302
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = moveguarded
trigger3 = FrontEdgeDist < 30
value = 1301

;---------------------------------------------------------------------------
;WB Medio
[Statedef 1350]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1300
ctrl = 0
poweradd = 100

[State 1100, roll]
type = VelSet
trigger1 = 1
x = 7

[State 1100, jim]
type = PlaySnd
trigger1 = time = 1
value = 0,11

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = S, SA 
damage   = 90,10
animtype = heavy
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,5
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -5
air.velocity = -5
guard.velocity = -5
airguard.velocity = -4,-2
p1stateno = 1302
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = moveguarded
trigger3 = FrontEdgeDist < 30
value = 1301

;---------------------------------------------------------------------------
;WB Fuerte
[Statedef 1390]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1300
ctrl = 0
poweradd = 100

[State 1100, roll]
type = VelSet
trigger1 = 1
x = 10

[State 1100, jim]
type = PlaySnd
trigger1 = time = 1
value = 0,11

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = S, SA 
damage   = 90,10
animtype = heavy
guardflag = HA
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,5
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -5
air.velocity = -5
guard.velocity = -5
airguard.velocity = -4,-2
p1stateno = 1302
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = moveguarded
trigger3 = FrontEdgeDist < 30
value = 1301

;---------------------------------------------------------------------------
[Statedef 1301] ;stop
type = S
movetype = A
physics = S
juggle = 4
poweradd = 0
anim = 1301
velset = 0,0

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------
[Statedef 1302] ;hit
type = A
movetype = I
physics = A
juggle = 4
poweradd = 0
anim = 1302

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -4
y = -5

[State 1101, 1]
type = Gravity
trigger1 = time > 2

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

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

;OVERHEAD ATTACK
;---------------
[Statedef 1400]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 40
ctrl = 0
poweradd = 100

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401

;-----------------
[Statedef 1401] ;elevandose
type = A
movetype = A
physics = N
juggle = 4
poweradd = 0
anim = 620

[State 1030, hit]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = A, SA 
damage   = 90,10
animtype = heavy
guardflag = HA
pausetime = 20,20
guard.pausetime = 15,15
sparkxy =  0,-35
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -5
air.velocity = -5
guard.velocity = -5
airguard.velocity = -4,-2
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2
y = -4

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(2) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; SISTEMA DE COMBOS
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;COMBO BREAKER
;-------------
;CB -> EWJP Fuerte
[Statedef 1999]
type = S
movetype = A
physics = S
juggle = 15
velset = 0
anim = 1100
ctrl = 0
poweradd = 100

[State 1100, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1100, 5]
type = PlaySnd
trigger1 = time = 1
value = 4,2+random%4

[State 1000, CB]
type = Explod
triggerall = facing = 1
trigger1 = time = 1
anim = 11600
pos = 0,50
postype = left
persistent = 0
;shadow = -1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 1000, CB]
type = Explod
triggerall = facing = -1
trigger1 = time = 1
anim = 11601
pos = 0,50
postype = right
persistent = 0
;shadow = -1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1191

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

;DASHING ELBOW (COMBO OPENER)
;----------------------------
;DE Debil
[Statedef 1500]
type = S
movetype = A
physics = S
juggle = 2
velset = 0
anim = 1500
ctrl = 0
poweradd = 100

[State 1030, hit]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = animelem = 4
value = 0,2

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = S, SA 
damage   = 90,10
animtype = medium
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-60
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -1
air.velocity = -1,-2
guard.velocity = -1
airguard.velocity = -1,-2
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 8

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;DE Medio
[Statedef 1550]
type = S
movetype = A
physics = S
juggle = 2
velset = 0
anim = 1500
ctrl = 0
poweradd = 100

[State 1030, hit]
type = PlaySnd
trigger1 = animelem = 4
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = S, SA 
damage   = 90,10
animtype = hard
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-60
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -1
air.velocity = -1,-2
guard.velocity = -1
airguard.velocity = -1,-2
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 11

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;DE Fuerte
[Statedef 1590]
type = S
movetype = A
physics = S
juggle = 2
velset = 0
anim = 1500
ctrl = 0
poweradd = 100

[State 1030, hit]
type = PlaySnd
trigger1 = animelem = 4
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = S, SA 
damage   = 90,10
animtype = heavy
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-60
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -1
air.velocity = -1,-2
guard.velocity = -1
airguard.velocity = -1,-2
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 15

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

;LINKERS
;-------
;Linker 1
[Statedef 3000]
type = S
movetype = A
physics = S
juggle = 5
velset = 0
anim = 3000
ctrl = 0
poweradd = 50

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 5
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-50
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1100, Hit2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-17
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Linker 2
[Statedef 3010]
type = S
movetype = A
physics = S
juggle = 5
velset = 0
anim = 3001
ctrl = 0
poweradd = 50

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 2;3
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-17
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1100, Hit2]
type = HitDef
trigger1 = animelem = 4;5
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-17
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Linker 3
[Statedef 3020]
type = S
movetype = A
physics = S
juggle = 5
velset = 0
anim = 3002
ctrl = 0
poweradd = 50

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 2;3
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-60
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1100, Hit2]
type = HitDef
trigger1 = animelem = 5;6
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-17
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Linker 4
[Statedef 3030]
type = S
movetype = A
physics = S
juggle = 5
velset = 0
anim = 3003
ctrl = 0
poweradd = 50

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 2
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1100, Hit2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-42
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Linker 5
[Statedef 3040]
type = S
movetype = A
physics = S
juggle = 5
velset = 0
anim = 3004
ctrl = 0
poweradd = 50

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1100, Hit]
type = HitDef
trigger1 = animelem = 2
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1100, Hit2]
type = HitDef
trigger1 = animelem = 4;5
attr = S, NA 
damage   = 10,1
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-60
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Linker 6
[Statedef 3050]
type = S
movetype = A
physics = S
juggle = 5
velset = 0
anim = 3005
ctrl = 0
poweradd = 50

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = S, NA 
damage   = 20,2
animtype = light
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

;FINISHERS
;---------
;Finisher 1
[Statedef 3100]
type = S
movetype = A
physics = S
juggle = 5
velset = 0
anim = 3100
ctrl = 0
poweradd = 50

[State 3500, nhb]
type = Nothitby
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 6
attr = S, SA 
damage   = 10,5
animtype = heavy
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-48
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 3100, Hit]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 8
attr = S, SA 
damage   = 10,5
animtype = heavy
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-60
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1151, 4]
type = changestate
trigger1 = animtime = 0
value = 1191
ctrl = 0

;---------------------------------------------------------------------------
;Finisher 2
[Statedef 3150]
type = S
movetype = A
physics = S
juggle = 5
velset = 0
anim = 3101
ctrl = 0
poweradd = 50

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
attr = S, SA 
damage   = 20,5
animtype = heavy
guardflag = HA
pausetime = 30,30
guard.pausetime = 30,30
sparkxy =  0,-40
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 3100, Hit]
type = HitDef
trigger1 = animelem = 8
attr = S, SA 
damage   = 20,5
animtype = heavy
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  0,-60
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -20
air.velocity = -20
guard.velocity = -10
airguard.velocity = -10
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; SUPERS EN klaymen-h.cns, ULTRAS Y CLAYTALITIES EN klaymen-final.cns
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ESTADOS ESPECIALES DE JIM
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;COMPATIBILIDAD CON CHARS DE SHADOWTAK
;-------------------------------------
;Sacado de Blue Suede Goo de Shadowtak
;anima��o cortado (somente para meus chars)/hit forte
[Statedef 10911]
type    = A
physics = N
movetype = I
ctrl = 0
anim = 5002

[State 10911, life]
type = LifeAdd
trigger1 = time = 0
value = -75

[State 10911, 1]
type = ChangeAnim
trigger1 = AnimExist(10910)
trigger1 = Anim != 10910
value = 10910

;se n�o for clay cai....(ar)
[State 10911, ar]
type = SelfState
triggerall = Anim != 10910
trigger1 = time = 33
value = 50

;se n�o for clay cai....(solo)
[State 10911, s]
type = SelfState
triggerall = Anim != 10910
trigger1 = time = 33
value = 5100
ctrl =1

;se for clay  fica de p�
[State 10911, 1]
type = SelfState
triggerall = Anim = 10910
triggerall = life != 0
trigger1 =animtime = 0
value = 0
ctrl = 1

;se for clay  fica de p�
[State 10911, 2]
type = SelfState
triggerall = Anim = 10910
triggerall = life != 0
trigger1 =animtime = 0
value = 50

;clay morre
[State 10911, 3]
type = SelfState
triggerall = Anim = 10910
triggerall = life = 0
trigger1 =animtime = 0
value = 5100
ctrl =1

;caso algum outro char tenha a anima��o 10910
[State 10911, 4]
type = SelfState
triggerall = Anim = 10910
triggerall = life > 5
trigger1 = time = 50
value = 0
ctrl =1

;---------------------------------------------------------------------------
;CLAYTALITIES (usando los estados de Juano16)
;--------------------------------------------
;FINISH HIM!! START
[Statedef 9000]
type = A
movetype= A
physics = N
velset = 0,0
anim = 9000
ctrl = 0

[State No block No music]
type = AssertSpecial
trigger1 = 1
flag = unguardable
flag2 = nomusic
ignorehitpause = 1

[State HIT]
type = HitDef
Trigger1 = !movecontact && enemynear,alive && enemynear,stateno != 9002
attr = S, NA
hitflag = -M
sparkno = -1
p2stateno = 9002
numhits = 0

[State succesfull]
type = ChangeState
trigger1 = movecontact && p2stateno = 9002
value = 9001
ctrl = 0

[State Follow Enemy]
type = posset
trigger1 = 1 
x = floor(enemynear,pos x)
y = floor(enemynear,pos y)

[State END]
type = destroyself
trigger1 = !animtime && p2stateno = 9002 && !enemynear,ctrl
trigger2 = time = 300

;------
;FINISH HIM!! STUFF
[Statedef 9001]
type = A
movetype= A
physics = N
velset = 0,0
anim = 9001

[State KILL]
type = parentvarset
trigger1 = 1
var(20) = 1

[State Follow]
type = bindtoparent
trigger1 = 1

[State Time Stop]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1

[State Music OFF]
type = assertspecial
trigger1 = parent,var(21) > 0
trigger2 = parent,win = 1 || !enemynear,alive 
trigger3 = p2stateno = 9002 
flag = nomusic
ignorehitpause = 1

[State Noboard]
type = AssertSpecial
trigger1 = parent,var(21) > 0
flag = nobardisplay

[State Fatality MSG]
type = null;Explod
trigger1 = !numexplod(10001) && parent,var(21) = 1 && parent,time = 120 && parent,stateno = [180,189]
anim = 10001
id = 10001
pos = 160,50
postype = left
facing = 1
bindtime = 9999
removetime = 9999
ontop = 1
ownpal = 1

[State Fatality SND]
type = PlaySnd
trigger1 = numexplod(10001) = 1 && parent,var(21) = 1 && parent,time = 120 && parent,stateno = [180,189]
value = 4,1

[State Fatality time]
type = AssertSpecial
trigger1 = parent,var(21) > 0 && parent,time < 250 && parent,stateno = [180,189]
flag = roundnotover
ignorehitpause = 1

;------
;p2 dizzy
[Statedef 9002]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

[State Killme]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 9999

[State Effect OFF]
type = AfterImage
trigger1 = !time
time = 1
length = 1
ignorehitpause = 1

[State Dizzy]
type = ChangeAnim
trigger1 = !time
value = ifelse(selfanimexist(5305),5305,5300)
elem = ifelse(selfanimexist(5305),3,0)

[State Ground]
type = posset
trigger1 = !time
y = 0

[State doubleKO]
type = LifeAdd
trigger1 = !enemynear,alive
value = -9999
kill = 1

[State doubleKO]
type = SelfState
trigger1 = !enemynear,alive
value = 5050

[State timeup]
type = lifeadd
trigger1 = time = 300 && !enemynear,var(21)
value = -9999

[State timeup]
type = selfstate
trigger1 = time = 300 && !enemynear,var(21)
value = 5050


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

[Statedef -2]

;-----------------
; Sonidos estados 5000
[State -2 , 0]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = stateno = 5000 || stateno = 5001 || stateno = 5020
value = 11,1

[State -2 , 1]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = stateno = 5010 || stateno = 5011 || stateno = 5012
value = 11,2

[State -2 , 2]
type = PlaySnd 
triggerall = Random < 500
triggerall = Time = 1
trigger1 = stateno = 5002 || stateno = 5021 || stateno = 5022
value = 12,2

[State -3, Claytality]
type = PlaySnd
triggerall = time = 1
trigger1 = anim = 5305
value = 12,0+random%3

;-----------------
; Compatibilidad chars de Shadowtak (CF1-2 de SNES)
[State -2 , 2]
type = VarSet 
triggerall = RoundState = 2
trigger1 = enemy,authorname = "Shadowtak"
v = 15
value = 1

;-----------------
; Estados fatality by Juano16
[State -2, wins]
type = VarAdd
trigger1 = !time && stateno = 180
var(30) = 1

[State -2, wins reset]
type = VarSet
triggerall = var(30) > 0 && !time && stateno = 5900
trigger1 = roundno = 1
trigger2 = !roundsexisted 
var(30) = 0

[State -2, kill]
type = varset
trigger1 = (var(30) <= var(31)) && var(31) != -1 
trigger2 = numpartner >= 1 
trigger3 = enemynear,numpartner >= 1 
trigger4 = var(31) = -1
var(20) = 1
ignorehitpause = 1

[State -2, Fatality]
type = DisplayToClipboard
trigger1 = 1
text = "Kill:%d Wins:%d OFF:%d p2Life:%d Finish:%d"
params = var(10),var(30),var(31),p2life,var(21)

[State -2, Call Finish]
type = Helper
trigger1 = !numhelper(9000) && !var(20) && var(30) > var(31) && enemynear,life <= 1
helpertype = Normal
ID = 9000
name = "Finish Him!"
postype = p2
stateno = 9000
ownpal = 1

[State -2, No Damage]
type = NotHitBy
trigger1 = !var(20) && var(30) > var(31) && enemynear,life <= 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 10

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

[Statedef -3]

;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
trigger2 = stateno = 106
trigger3 = stateno = 511
value = 1,4

[State -3, Pop]
type = PlaySnd
triggerall = stateno = 5120
trigger1 = animelem = 6
value = 2,1

[State -3, Crashing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5100
trigger2 = stateno = 5110
value = 2,5
