; _______________________________________
;| Shadow Lady by Jmorphman              |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<SPECIAL MOVES>=======================================
;==============================================================================================

;=====================<COUCH THROW>==========================
;Startup
[StateDef 1000]
type = S
physics = N
moveType = A
anim = 1000
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1000, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((command = "x" || command = "rlsx"), 0, ifElse((command = "y" || command = "rlsy"), 1, 2))

[State 1000, Turn]
type = Turn
trigger1 = AnimElem = 7

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 10

[State 1000, Dash Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 110,0

[State 1000, Dust Helper]
type = Helper
trigger1 = AnimElem = 8
helperType = Normal
stateNo = 8103
ID = 8100
name = "Dash Dust"
posType = P1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 1000, Step Sound]
type = PlaySnd
trigger1 = (AnimElem = 9 || AnimElem = 12)
value = 100, ifElse((AnimElem = 9), 0, 1)

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0
ignoreHitPause = 1

[State 1000, Camera Helper]
type = Helper
trigger1 = !NumHelper(8999)
helpertype = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1

[State 1000, ChangeState]
type = ChangeState
trigger1 = FrontEdgeDist <= 15 && AnimElemTime(8) >= 0
value = 1001


;Grabbing Couch
[StateDef 1001]
type = S
moveType = A
physics = S
anim = 1001
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 1001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0
ignoreHitPause = 1

[State 1001, Camera Helper]
type = Helper
trigger1 = !NumHelper(8999)
helpertype = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1

[State 1001, Stopping Sound]
type = PlaySnd
trigger1 = !Time
value = 101,0

[State 1001, Skid Dust]
type = Explod
trigger1 = !Time
anim = 8104
sprPriority = 3
posType = P1
pos = 0,0
vel = 0,0
scale = 0.5,0.5
pauseMovetime = -1
superMoveTime = -1
ownpal = 1

[State 1001, Turn]
type = Turn
trigger1 = AnimElem = 4

[State 1001, Couch Startup Helper]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 1004
ID = 1004
name = "Couch Startup Helper"
posType = P1
pos = 61,-71
ownPal = 1

[State 1001, End]
type = ChangeState
trigger1 = !AnimTime
value = 1002


;Throwing Couch
[StateDef 1002]
type = S
physics = N
moveType = A
anim = 1002
ctrl = 0
velSet = 0,0
sprPriority = 4

[State 1002, PosAdd]
type = PosAdd
trigger1 = AnimElem = 9
x = 60

[State 1002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0
ignoreHitPause = 1

[State 1002, Camera Helper]
type = Helper
trigger1 = !NumHelper(8999)
helpertype = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1

[State 1002, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800,1
channel = 0

[State 1002, Woosh Sound]
type = PlaySnd
trigger1= AnimElem = 5
value = 1,5
channel = 1

[State 1002, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1005
ID = 1005
name = "ANTI-VEGA COUCH"
posType = P1
pos = 68, -48
ownPal = 1

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



;========================<MOTHER, DID YOU MOVE MY CHAIR>=============================
[StateDef 1030]
type = S
physics = N
moveType = A
anim = 1000
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1030, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1030, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 22

[State 1030, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 3, -66
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1030, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1030, Mother, Did You Move My Chair?]
type = PlaySnd
trigger1 = !Time
value = 1030,0
channel = 5

[State 1030, Turn]
type = Turn
trigger1 = AnimElem = 7

[State 1030, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 10

[State 1030, Dash Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 110,0

[State 1030, Dust Helper]
type = Helper
trigger1 = AnimElem = 8
helperType = Normal
stateNo = 8103
ID = 8100
name = "Dash Dust"
posType = P1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 1030, Step Sound]
type = PlaySnd
trigger1 = (AnimElem = 9 || AnimElem = 12)
value = 100, ifElse((AnimElem = 9), 0, 1)

[State 1030, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0
ignoreHitPause = 1

[State 1030, Camera Helper]
type = Helper
trigger1 = !NumHelper(8999)
helpertype = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1

[State 1030, ChangeState]
type = ChangeState
trigger1 = FrontEdgeDist <= 15 && AnimElemTime(8) >= 0
value = 1031


;Grabbing Dad
[StateDef 1031]
type = S
moveType = A
physics = S
anim = 1001
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 1031, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0
ignoreHitPause = 1

[State 1031, Camera Helper]
type = Helper
trigger1 = !NumHelper(8999)
helpertype = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1

[State 1031, Stopping Sound]
type = PlaySnd
trigger1 = !Time
value = 101,0

[State 1031, Skid Dust]
type = Explod
trigger1 = !Time
anim = 8104
sprPriority = 3
posType = P1
pos = 0,0
vel = 0,0
scale = 0.5,0.5
pauseMovetime = -1
superMoveTime = -1
ownpal = 1

[State 1031, Turn]
type = Turn
trigger1 = AnimElem = 4

[State 1031, Brak's Dad Startup Helper]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 1034
ID = 1034
name = "Brak's Dad Startup Helper"
posType = P1
pos = 61,-71
size.xScale = 0.5
size.yScale = 0.5
ownPal = 1

[State 1031, End]
type = ChangeState
trigger1 = !AnimTime
value = 1032


;Throwing Dad
[StateDef 1032]
type = S
physics = N
moveType = A
anim = 1002
ctrl = 0
velSet = 0,0
sprPriority = 4

[State 1032, PosAdd]
type = PosAdd
trigger1 = AnimElem = 9
x = 60

[State 1032, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0
ignoreHitPause = 1

[State 1032, Camera Helper]
type = Helper
trigger1 = !NumHelper(8999)
helpertype = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1

[State 1032, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800,1
channel = 0

[State 1032, Woosh Sound]
type = PlaySnd
trigger1= AnimElem = 5
value = 1,5
channel = 1

[State 1032, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1035
ID = 1035
name = "Brak's Dad"
posType = P1
pos = 68, -48
size.xScale = 0.5
size.yScale = 0.5
ownPal = 1

[State 1032, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;=====================<RAWKET LAWNCHAIR>==========================
[StateDef 1100]
type = S
physics = N
moveType = A
anim = 5
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1100, Turn]
type = Turn
trigger1 = !Time
trigger2 = AnimElem = 15

[State 1100, ChangeAnim]
type = ChangeAnim
trigger1 = !AnimTime && Anim = 5
value = 1100

[State 1100, Fart]
type = PlaySnd
trigger1 = AnimElem = 7 && Anim = 1100
value = 1100,0

[State 1100, RAWKET LAWNCHAIR Powerup]
type = Helper
trigger1 = AnimElem = 7 && Anim = 1100
helperType = Normal
stateNo = 11105
ID = 11105
name = "RAWKET LAWNCHAIR Powerup"
posType = P1
pos = 10, -69
facing = ifElse(Facing = 1, 1, -1)
ownPal = 1

[State 1100, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<THANK YOU>=============================
[StateDef 1130]
type = S
physics = N
moveType = A
anim = 5
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1130, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1130, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 54

[State 1130, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 3, -66
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1130, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1130, Turn]
type = Turn
trigger1 = !Time
trigger2 = AnimElem = 15

[State 1130, ChangeAnim]
type = ChangeAnim
trigger1 = !AnimTime && Anim = 5
value = 1100

[State 1130, Fart]
type = PlaySnd
trigger1 = AnimElem = 7 && Anim = 1100
value = 1100,0

[State 1130, Hyakutaro Ichimonji]
type = Helper
trigger1 = AnimElem = 7 && Anim = 1100
helperType = Normal
stateNo = 1135
ID = 1135
name = "Hyakutaro Ichimonji"
posType = P1
pos = 10, -69
facing = -1
ownPal = 1

[State 1130, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<FAST KICK THINGY>=============================
;Startup
[StateDef 1200]
type = S
physics = N
moveType = A
anim = 1200
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1200, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse(command = "c", 2, ifElse(command = "b", 1, 0))

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 2, 1220, ifElse(var(10) = 1, 1210, 1200))

[State 1200, End]
type = ChangeState
trigger1 = !AnimTime
value = 1201


;Looping
[StateDef 1201]
type = S
physics = N
moveType = A
anim = 1201
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 1201, Button Detect]
type = VarSet
trigger1 = Time
trigger1 = command = "a" || command = "b" || command = "c"
var(10) = ifElse(command = "c", 2, ifElse(command = "b", 1, 0))

[State 1201, ChangeAnim]
type = ChangeAnim
trigger1 = !var(10) && Anim != 1201
trigger2 = var(10) = 1 && Anim != 1211
trigger3 = var(10) = 2 && Anim != 1221
value = ifElse(var(10) = 2, 1221, ifElse(var(10) = 1, 1211, 1201))

[State 1201, Voice]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = 4,2
channel = 0

[State 1201, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
value = 1,4

[State 1201, Spark XY]
type = Null
trigger1 = AnimElem = 1
trigger1 = var(35) := 80 || var(36) := -49
trigger2 = AnimElem = 4
trigger2 = var(35) := 80 || var(36) := -92
trigger3 = AnimElem = 7
trigger3 = var(35) := 80 || var(36) := -65
trigger4 = AnimElem = 10
trigger4 = var(35) := 111 || var(36) := -82

[State 1201, HitDef Low 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1201, HitDef High 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1201, HitDef Low 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1201, HitDef High 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1201, End]
type = ChangeState
trigger1 = var(46) > 0 && !AnimTime
value = 1201

[State 1201, End]
type = ChangeState
trigger1 = var(46) <= 0
value = 1202


;Recover
[Statedef 1202]
type = S
physics = N
moveType = I
anim = 1202
ctrl = 0
sprPriority = 1
moveHitPersist = 1

[State 1202, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 2 || PrevStateNo = 1231, 1222, ifelse(var(10) = 1, 1212, 1202))

[State 1202, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<FAST KICK THINGY>=============================
[StateDef 1230]
type = S
physics = N
moveType = A
anim = 1220
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1230, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1230, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1230, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 42

[State 1230, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = -2, -68
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1230, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1230, End]
type = ChangeState
trigger1 = !AnimTime
value = 1231


;Looping
[StateDef 1231]
type = S
physics = N
moveType = A
anim = 1230
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 1231, Voice]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(11) = 1
trigger3 = AnimElemTime(22) = 1
value = 4,2
channel = 0

[State 1231, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 22
value = 1,4

[State 1231, Spark XY]
type = Null
trigger1 = AnimElem = 1 || AnimElem = 13
trigger1 = var(35) := 80 || var(36) := -49
trigger2 = AnimElem = 4 || AnimElem = 16
trigger2 = var(35) := 80 || var(36) := -92
trigger3 = AnimElem = 7 || AnimElem = 19
trigger3 = var(35) := 80 || var(36) := -65
trigger4 = AnimElem = 10 || AnimElem = 22
trigger4 = var(35) := 111 || var(36) := -82

[State 1231, HitDef Low 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1231, HitDef High 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1231, HitDef Low 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1231, HitDef High 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1231, HitDef Low 3]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1231, HitDef High 3]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1231, HitDef Low 4]
type = HitDef
trigger1 = AnimElem = 19
attr = S, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1231, HitDef High 4]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1231, End]
type = ChangeState
trigger1 = !AnimTime
value = 1202



;========================<FAST KICK THINGY 2: AERIAL ASSAULT>=============================
;Startup
[StateDef 1250]
type = A
physics = N
moveType = A
anim = 1250
ctrl = 0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1250, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse(command = "c", 2, ifElse(command = "b", 1, 0))

[State 1250, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 2, 1270, ifElse(var(10) = 1, 1260, 1250))

[State 1250, VelMul]
type = VelMul
trigger1 = !Time
x = 0.1
y = 0.01

[State 1250, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.01

[State 1250, End]
type = ChangeState
trigger1 = !AnimTime
value = 1251

[State 1250, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52


;Looping
[StateDef 1251]
type = A
physics = N
moveType = A
anim = 1251
ctrl = 0
sprPriority = 1

[State 1251, Button Detect]
type = VarSet
trigger1 = Time
trigger1 = command = "a" || command = "b" || command = "c"
var(10) = ifElse(command = "c", 2, ifElse(command = "b", 1, 0))

[State 1251, ChangeAnim]
type = ChangeAnim
trigger1 = !var(10) && Anim != 1251
trigger2 = var(10) = 1 && Anim != 1261
trigger3 = var(10) = 2 && Anim != 1271
value = ifElse(var(10) = 2, 1271, ifElse(var(10) = 1, 1261, 1251))

[State 1251, Voice]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = 4,2
channel = 0

[State 1251, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
value = 1,4

[State 1251, Spark XY]
type = Null
trigger1 = AnimElem = 1
trigger1 = var(35) := 45 || var(36) := -100
trigger2 = AnimElem = 4
trigger2 = var(35) := 63 || var(36) := -63
trigger3 = AnimElem = 7
trigger3 = var(35) := 55 || var(36) := -84
trigger4 = AnimElem = 10
trigger4 = var(35) := 54 || var(36) := -46

[State 1251, HitDef Low 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1251, HitDef High 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5,0
getPower = 72, 36
air.type = High
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1251, HitDef Low 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1251, HitDef High 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5,0
getPower = 72, 36
air.type = High
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1251, End]
type = ChangeState
trigger1 = var(46) > 0 && !AnimTime
value = 1251

[State 1251, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.01

[State 1251, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

[State 1251, End]
type = ChangeState
trigger1 = var(46) <= 0
value = 1252


;Recover
[Statedef 1252]
type = A
physics = N
moveType = I
anim = 1202
ctrl = 0
sprPriority = 1
moveHitPersist = 1

[State 1252, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 2 || PrevStateNo = 1281, 1272, ifelse(var(10) = 1, 1262, 1252))

[State 1252, VelAdd]
type = Gravity
trigger1 = 1

[State 1252, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;========================<EX FAST KICK THINGY 2: AERIAL ASSAULT>=============================
[StateDef 1280]
type = A
physics = N
moveType = A
anim = 1270
ctrl = 0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1280, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1280, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1280, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 42

[State 1280, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = P1
pos = 0, -80
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1280, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1280, VelMul]
type = VelMul
trigger1 = !Time
x = 0.1
y = 0.01

[State 1280, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.01

[State 1280, End]
type = ChangeState
trigger1 = !AnimTime
value = 1281

[State 1280, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52


;Looping
[StateDef 1281]
type = A
physics = N
moveType = A
anim = 1281
ctrl = 0
sprPriority = 1

[State 1281, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 31

[State 1281, Voice]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(11) = 1
trigger3 = AnimElemTime(22) = 1
value = 4,2
channel = 0

[State 1281, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 22
value = 1,4

[State 1281, Spark XY]
type = Null
trigger1 = AnimElem = 1 || AnimElem = 13
trigger1 = var(35) := 45 || var(36) := -100
trigger2 = AnimElem = 4 || AnimElem = 16
trigger2 = var(35) := 63 || var(36) := -63
trigger3 = AnimElem = 7 || AnimElem = 19
trigger3 = var(35) := 55 || var(36) := -84
trigger4 = AnimElem = 10 || AnimElem = 22
trigger4 = var(35) := 54 || var(36) := -46

[State 1281, HitDef Low 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = High
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1281, HitDef High 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = High
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1281, HitDef Low 2]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1281, HitDef High 2]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = High
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1281, HitDef Low 3]
type = HitDef
trigger1 = AnimElem = 13
attr = A, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1281, HitDef High 3]
type = HitDef
trigger1 = AnimElem = 16
attr = A, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = High
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1281, HitDef Low 4]
type = HitDef
trigger1 = AnimElem = 19
attr = A, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = Low
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1281, HitDef High 4]
type = HitDef
trigger1 = AnimElem = 22
attr = A, SA
damage = 28, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0*(var(34) := 8001)
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -0.5, -5.25
getPower = 72, 36
air.type = High
air.hitTime = 120
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1281, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.01

[State 1281, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

[State 1281, End]
type = ChangeState
trigger1 = !AnimTime
value = 1252




;========================<SPINNING SAW KICK>=============================
[StateDef 1300]
type = S
physics = N
moveType = A
anim = 1300
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1300, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((command = "c" || command = "rlsc"), 2, ifElse((command = "b" || command = "rlsb"), 1, 0))

[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 2, 1320, ifElse(var(10) = 1, 1310, 1300))

[State 1300, Voice]
type = PlaySnd
trigger1 = !Time
value = 1200,0
channel = 0

[State 1300, Step Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,0
channel = 1

[State 1300, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 12 || AnimElem = 16
trigger2 = var(10) && (AnimElem = 20 || AnimElem = 24)
trigger3 = var(10) = 2 && (AnimElem = 28 || AnimElem = 32)
value = 1,6

[State 1300, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 9
stateType = A
physics = N

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = ifelse(!var(10), 3, ifelse(var(10) = 1, 3.3, 3.6))

[State 1300, VelMul]
type = VelMul
trigger1 = !var(10) && AnimElemTime(17) > 0
trigger2 = var(10) = 1 && AnimElemTime(25) > 0
trigger3 = var(10) = 2 && AnimElemTime(33) > 0
x = 0.98

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 4

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
x = 6

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
x = 8

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
y = -5

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 17 && !var(10)
trigger2 = AnimElem = 18 && !var(10)
trigger3 = AnimElem = 19 && !var(10)
trigger4 = AnimElem = 25 && var(10) = 1
trigger5 = AnimElem = 26 && var(10) = 1
trigger6 = AnimElem = 27 && var(10) = 1
trigger7 = AnimElem = 33 && var(10) = 2
trigger8 = AnimElem = 34 && var(10) = 2
trigger9 = AnimElem = 35 && var(10) = 2
y = 5

[State 1300, AngleSet]
type = AngleSet
trigger1 = !Time
value = 0
ignoreHitPause = 1

[State 1300, AngleAdd]
type = AngleAdd
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(9) < 0
value = -18
ignoreHitPause = 1

[State 1300, AngleAdd]
type = AngleAdd
trigger1 = AnimElemTime(17) >= 0 && !var(10)
trigger1 = AnimElemTime(20) < 0 && !var(10)
trigger2 = AnimElemTime(25) >= 0 && var(10) = 1
trigger2 = AnimElemTime(28) < 0 && var(10) = 1
trigger3 = AnimElemTime(33) >= 0 && var(10) = 2
trigger3 = AnimElemTime(36) < 0 && var(10) = 2
value = 9
ignoreHitPause = 1

[State 1300, AngleDraw]
type = AngleDraw
trigger1 = 1
ignoreHitPause = 1

[State 1300, HitDef 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -80
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -2.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1300, HitDef 2]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -40
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -2.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1300, HitDef 3]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -80
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -2.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1300, HitDef 4]
type = HitDef
trigger1 = var(10) && AnimElem = 22
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -40
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -2.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1300, HitDef 5]
type = HitDef
trigger1 = var(10) = 2 && AnimElem = 25
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -80
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -2.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1300, HitDef 6]
type = HitDef
trigger1 = var(10) = 2 && AnimElem = 30
attr = S, SA
damage = 21, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -40
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -2.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1300, Blood (Additive)]
type = Explod
trigger1 = HitPauseTime = ifElse(var(20), 1, 3)
trigger1 = MoveHit = 1 && NumTarget
anim = 8051
sprPriority = 5
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
scale = 0.5,0.5
facing = ifElse((Target, Facing = Facing), -1, 1)
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
ignoreHitPause = 1

[State 1300, Blood (Subtractive)]
type = Explod
trigger1 = HitPauseTime = ifElse(var(20), 1, 3)
trigger1 = MoveHit = 1 && NumTarget
anim = 8061
sprPriority = 5
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
scale = 0.5,0.5
facing = ifElse((Target, Facing = Facing), -1, 1)
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
ignoreHitPause = 1

[State 1300, Landing Dust Explod]
type = Explod
trigger1 = AnimElem = 22 && !var(10)
trigger2 = AnimElem = 30 && var(10) = 1
trigger3 = AnimElem = 38 && var(10) = 2
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1300, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 22 && !var(10)
trigger2 = AnimElem = 30 && var(10) = 1
trigger3 = AnimElem = 38 && var(10) = 2
value = 52,0
channel = 1

[State 1300, StateTypeSet: Standing, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 22 && !var(10)
trigger2 = AnimElem = 30 && var(10) = 1
trigger3 = AnimElem = 38 && var(10) = 2
stateType = S
physics = N

[State 1300, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<EX SPINNING SAW KICK>=============================
[StateDef 1330]
type = S
physics = N
moveType = A
anim = 1330
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1330, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1330, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1330, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 63

[State 1330, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = -5,-60
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1330, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1330, Voice 1]
type = PlaySnd
trigger1 = !Time
value = 1330,0
channel = 0

[State 1330, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 14
value = 1330,1
channel = 0
persistent = 0

[State 1330, Step Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,0
channel = 2

[State 1330, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 12 || AnimElem = 16 || AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 || AnimElem = 36
value = 1,6

[State 1330, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 9
stateType = A
physics = N

[State 1330, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 4

[State 1330, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
x = 6

[State 1330, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
x = 8

[State 1330, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1,0
ignoreHitPause = 1

[State 1330, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = (P2Dist x / 10)
y = -32

[State 1330, VelSet]
type = VelSet
trigger1 = AnimElem = 14
x = 0
y = 0
persistent = 0

[State 1330, Gravity]
type = VelAdd
trigger1 = AnimElemTime(8) >= 0
y = 0.5

[State 1330, AngleSet]
type = AngleSet
trigger1 = !Time
value = 0
ignoreHitPause = 1

[State 1330, AngleAdd]
type = AngleAdd
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(16) < 0
value = -30
ignoreHitPause = 1

[State 1330, AngleDraw]
type = AngleDraw
trigger1 = 1
ignoreHitPause = 1

[State 1330, HitDef 1]
type = HitDef
trigger1 = AnimElem = 9
ID = 1330
attr = S, SA
damage = 54, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 0), var(36) := -30
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = 0,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
down.velocity = 0, 0
down.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1330, Blood (Additive)]
type = Explod
trigger1 = HitPauseTime = 11
trigger1 = MoveHit = 1 && NumTarget
anim = 8051
sprPriority = 5
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
scale = 0.5,0.5
facing = ifElse((Target, Facing = Facing), -1, 1)
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
ignoreHitPause = 1

[State 1330, Blood (Subtractive)]
type = Explod
trigger1 = HitPauseTime = 11
trigger1 = MoveHit = 1 && NumTarget
anim = 8061
sprPriority = 5
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
scale = 0.5,0.5
facing = ifElse((Target, Facing = Facing), -1, 1)
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
ignoreHitPause = 1

[State 1330, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(1330)
trigger1 = !(Target(1330), Time)
trigger1 = (Target(1330), StateNo = 5000) || (Target(1330), StateNo = 5010)
value = 5980
ID = 1330
ignoreHitPause = 1

[State 1330, VarSet]
type = VarSet
trigger1 = !Time
var(10) = 1

[State 1330, VarSet]
type = VarSet
trigger1 = MoveHit && NumTarget(1330)
trigger1 = Target(1330), StateNo = 5980
var(10) = 0

[State 1330, ChangeState]
type = ChangeState
triggerAll = MoveHit && NumTarget(1330)
trigger1 = Target(1330), StateType = L
value = 1340

[State 1330, ChangeState]
type = ChangeState
trigger1 = pos y - 50 > -vel y
value = 1331


;Landing
[StateDef 1331]
type = S
anim = 1331
physics = N
moveType = I
velSet = 0,0

[State 1331, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1331, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1331, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0

[State 1331, AngleSet]
type = AngleSet
trigger1 = !Time
value = 0
ignoreHitPause = 1

[State 1331, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;Ground Hits
[StateDef 1340]
type = A
anim = 1340
physics = N
moveType = A
velSet = 0,0

[State 1340, PosSet]
type = PosSet
trigger1 = !Time && !var(10)
x = ceil(Target(1330), pos x) - 16 * Facing
y = 0

[State 1340, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 38

[State 1340, AngleSet]
type = AngleSet
trigger1 = !Time
value = 0
ignoreHitPause = 1

[State 1340, Woosh Sound]
type = PlaySnd
trigger1 = Anim = 1340
trigger1 = AnimElem = 4 || AnimElem = 8 || AnimElem = 12 || AnimElem = 16 || AnimElem = 20 || AnimElem = 24
value = 1,6

[State 1340, PlayerPush]
type = PlayerPush
trigger1 = Anim = 1340
value = 0
ignoreHitPause = 1

[State 1340, HitDef 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 35, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 4,4
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := -20), var(36) := -30
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -2.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = 0, -6.5
air.cornerPush.velOff = 0
down.velocity = 0,0
down.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1340, HitDef 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 35, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 4,4
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 20), var(36) := -30
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = 0,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
down.velocity = 0,0
down.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1340, HitDef 3]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 35, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 4,4
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := -20), var(36) := -30
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = -2.5,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
down.velocity = 0,0
down.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1340, HitDef 4]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage = 35, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 4,4
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 20), var(36) := -30
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = 0,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
down.velocity = 0,0
down.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1340, HitDef 5]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
damage = 35, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 4,4
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := -20), var(36) := -30
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = 0,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
down.velocity = 0,0
down.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1340, HitDef 6]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
damage = 35, 7
animType = Hard
guardFlag = M
hitFlag = MAFD
priority = 4, Hit
pauseTime = 4,4
hitSound = -1 + 0 * (var(31) := 12)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8016)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 20), var(36) := -30
ground.type = High
ground.slideTime = 18
ground.hitTime = 18
ground.velocity = 0,0
getPower = 72, 36
air.type = Low
air.hitTime = 120
air.velocity = -2.5, -6.5
air.cornerPush.velOff = 0
down.velocity = 0,0
down.cornerPush.velOff = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 1340, Blood (Additive)]
type = Explod
trigger1 = HitPauseTime = 3
trigger1 = MoveHit = 1 && NumTarget
anim = 8051
sprPriority = 5
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
scale = 0.5,0.5
facing = ifElse(var(35) < 0, 1, -1)
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
ignoreHitPause = 1

[State 1340, Blood (Subtractive)]
type = Explod
trigger1 = HitPauseTime = 3
trigger1 = MoveHit = 1 && NumTarget
anim = 8061
sprPriority = 5
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
scale = 0.5,0.5
facing = ifElse(var(35) < 0, 1, -1)
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
ignoreHitPause = 1

[State 1340, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 1340 && !AnimTime
value = 43

[State 1340, VelSet]
type = VelSet
trigger1 = Anim = 43 && AnimElem = 1
x = -4
y = -5

[State 1340, Gravity]
type = Gravity
trigger1 = Anim = 43 && AnimElemTime(1) > 0

[State 1340, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y && Anim = 43
value = 1331



;========================<SLAMMED AGAINST GROUND BY EX SPINNING SAW KICK>=============================
[StateDef 5980]
type = A
moveType = H
physics = N
velSet = 0,0

[State 5980, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = ifElse(SelfAnimExist(5980), 5980, 5012)

[State 5980, End]
type = SelfState
trigger1 = HitShakeOver && pos y < 0
value = 5030

[State 5980, End]
type = SelfState
trigger1 = HitShakeOver && pos y >= 0
value = 5080



;========================<JUST SHOOT THEM, DUMBASS>=============================
[StateDef 1400]
type = S
physics = N
moveType = A
anim = 1400
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1400, Gunshot]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1400,0
channel = 1

[State 1400, Clicky Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1400,1
channel = 3

[State 1400, A gun]
type = Explod
trigger1 = !Time
ID = 1405
anim = 1405
sprPriority = 3
posType = P1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1400, OH GOD SOMONE'S SHOOTING]
type = Explod
trigger1 = AnimElem = 2
anim = 1406
sprPriority = 3
posType = P1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1400, Bullet Condom]
type = Helper
trigger1 = AnimElem = 2
helperType = Normal
stateNo = 1407
ID = 1407
name = "Bullet Condom"
posType = P1
pos = 35, -83
ownPal = 1
ignoreHitPause = 0

[State 1400, lol hitscan weapon what a noob]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
;She's a robot police officer, she shoots to kill
damage = 100, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0, 12
hitSound = -1 + 0 * (var(31) := 6)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -83
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 1400, SPLOOOOOOOOOOOOSH]
type = PlaySnd
trigger1 = MoveContact = 0 && AnimElem = 3
value = 1400,3
channel = 4
ignoreHitPause = 1

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



;========================<THIS IS NOT THE RIGHT GUN>=============================
[StateDef 1430]
type = S
physics = N
moveType = A
anim = 1430
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1430, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1430, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1430, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 21

[State 1430, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 6, -72
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1430, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1430, Bubble Gun]
type = Explod
trigger1 = !Time
ID = 1405
anim = 1435
sprPriority = 0
posType = P1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1430, Bubbles!!! :D]
type = Helper
trigger1 = Time = 9
helperType = Normal
stateNo = 1436
ID = 1436
name = "BUBBLES!!! :D"
posType = P1
ownPal = 1
ignoreHitPause = 0

[State 1430, ...]
type = Explod
trigger1 = Time = 40
anim = 1437
sprPriority = 3
posType = P1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1430, Bubble Sound]
type = PlaySnd
trigger1 = Time = 9
value = 1430,0
channel = 3

[State 1430, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;======================<LOOK I CAN TELEPORT LIKE AKUMA>=============================
[StateDef 1600]
type = S
physics = N
moveType = I
anim = 1600
velSet = 0, 0
ctrl = 0
sprPriority = -1
faceP2 = 1

[State 1600, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
var(10) = ifElse(command = "LOOKICANTELEPORTLIKEAKUMA", 3, ifElse(command = "LOOKICANTELEPORTLIKEAKUMAKICK", 2, ifElse(command = "IMGOINGBACKWARDSNOWISNTTHATCOOL", -3, -2)))

[State 1600, I have no idea what this means]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1600,0
channel = 0

[State 1600, Warp Sound]
type = PlaySnd
trigger1 = AnimElem = 7 || AnimElem = 9
value = 1600,1
channel = 1

[State 1600, Teleport Helper (Down-Forward)]
type = Helper
trigger1 = AnimElem = 9 && var(10) != 2
helperType = Normal
stateNo = 1605
name = "Teleport Helper"
posType = P1
pos = 80,10
ignoreHitPause = 0

[State 1600, Teleport Helper (Up-Forward)]
type = Helper
trigger1 = AnimElem = 9 && var(10) != 3
helperType = Normal
stateNo = 1605
name = "Teleport Helper"
posType = P1
pos = 80,-100
ignoreHitPause = 0

[State 1600, Teleport Helper (Down-Backward)]
type = Helper
trigger1 = AnimElem = 9 && var(10) != -2
helperType = Normal
stateNo = 1605
name = "Teleport Helper"
posType = P1
pos = -80,10
ignoreHitPause = 0

[State 1600, Teleport Helper (Up-Backward)]
type = Helper
trigger1 = AnimElem = 9 && var(10) != -3
helperType = Normal
stateNo = 1605
name = "Teleport Helper"
posType = P1
pos = -80,-100
ignoreHitPause = 0

[State 1600, Fade Out]
type = Trans
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
trans = AddAlpha
alpha = 256 - 32 * AnimElemTime(7), 32 * AnimElemTime(7)
ignoreHitPause = 1

[State 1600, Fade In]
type = Trans
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
trans = AddAlpha
alpha = 32 * AnimElemTime(9), 256 - 32 * AnimElemTime(9)
ignoreHitPause = 1

[State 1600, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 1,1
ignoreHitPause = 1

[State 1600, Down-Forward]
type = PosAdd
trigger1 = var(10) = 2
trigger1 = AnimElem = 9
x = 80
y = 10

[State 1600, Up-Forward]
type = PosAdd
trigger1 = var(10) = 3
trigger1 = AnimElem = 9
x = 80
y = -100

[State 1600, Down-Backward]
type = PosAdd
trigger1 = var(10) = -2
trigger1 = AnimElem = 9
x = -80
y = 10

[State 1600, Up-Backward]
type = PosAdd
trigger1 = var(10) = -3
trigger1 = AnimElem = 9
x = -80
y = -100

[State 1600, Turn]
type = Turn
trigger1 = AnimElem = 9 && P2Dist x < 0

[State 1600, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<PUNCH ZERO COUNTER>=============================
[StateDef 2900]
type = S
physics = N
moveType = A
anim = 226
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0

[State 2900, HitBy]
type = HitBy
trigger1 = 1
value =
time = 1
ignoreHitPause = 1

[State 2900, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 2900, Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 2900, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 42, 7
animType = DiagUp
air.animType = DiagUp
fall.animType = DiagUp
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 2, 12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 103), var(36) := -56
ground.type = Low
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -5.54, -5.25
ground.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = -5.54, -5.25
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 2900, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<KICK ZERO COUNTER>=============================
[StateDef 2910]
type = S
physics = N
moveType = A
anim = 450
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0

[State 2910, HitBy]
type = HitBy
trigger1 = 1
value =
time = 1
ignoreHitPause = 1

[State 2910, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 2910, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 2900, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 42, 7
animType = DiagUp
air.animType = DiagUp
fall.animType = DiagUp
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 2, 12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -52
ground.type = Low
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -5.54, -5.25
ground.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = -5.54, -5.25
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 2910, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
