;NEO Dynamite Kick (light)
;--------------------------------------------------------------
[Statedef 1000]
type = S
movetype = A
physics = S
juggle = 15
velset = 0,0
ctrl = 0
anim = 1000
sprpriority = 1
facep2 = 1
poweradd = 20

[State 300, Idle]
type= statetypeset
trigger1= animelemtime(9)>=0
movetype= I

[State 6000, voice dyanmite kick]
type = playsnd
triggerall = var(58)=0
trigger1 = Time = 0
value = 1097,8
channel = 0

[State 6000, woosh]
type = playsnd
trigger1 = Animelemtime(6) = 1
value = 1000,1
channel = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(3)>=1 && Animelemtime(9) <=1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 1040, Velset]
type = Velset
trigger1 = Animelemtime(3) = 1
y = -3.5

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(3)> 1
y = 0.4

[State 0, PosSet]
type = PosSet
trigger1= vel y > 0
trigger1= pos y > -vel y
y = 0
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(5)=1
x = 8

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(5)>=1 && Animelemtime(8)>=2 && vel x > 0
x = -0.25

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(10)=1
x = 0

[State 240, 2]
type = HitDef
triggerall = !movecontact
trigger1 = Animelem = 7 || Animelem = 8
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * ifelse((var(58)>=2),33,55) < 7, 7, fvar(11) * ifelse((var(58)>=2),33,55))),10
guardflag = H
pausetime = ifelse((var(58)>=2),4,12),ifelse((var(58)>=2),12,12)
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   = S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -4.5,0
fall = 1
air.velocity = -2,-4
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 167
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(9)>=1 && Animelemtime(10) <=1
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N        ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = Animtime = 0
value = 40, 0

[State 1000]
type = changestate
trigger1 = movehit && var(58) >= 2
value = 2000
ctrl = 0

[State 1000]
type = changestate
trigger1 = Animtime = 0
value = 1050
ctrl = 0

;NEO Dynamite Kick (medium)
;--------------------------------------------------------------
[Statedef 1020]
type = S
movetype = A
physics = S
juggle = 15
velset = 0,0
ctrl = 0
anim = 1020
sprpriority = 1
facep2 = 1
poweradd = 20

[State 1000]
type = changestate
trigger1 = movehit && var(58) >= 2
value = 2000
ctrl = 0

[State 6000, voice dyanmite kick]
type = playsnd
triggerall = var(58)=0
trigger1 = Animelemtime(4) = 1
value = 221,0+random%2
channel = 0


[State 6000, woosh]
type = playsnd
trigger1 = Animelemtime(6) = 1
value = 1000,1
channel = 1

[State 1040, Velset]
type = Velset
trigger1 = Animelemtime(3) = 1
y = -3.5

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(3)> 1
y = 0.57

[State 0, PosSet]
type = PosSet
trigger1= vel y > 0
trigger1= pos y > -vel y
y = 0
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(3)>=1 && Animelemtime(11) <=1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(5)=1
x = 10

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(5)>=1 && Animelemtime(10)>=2 && vel x > 0
x = -0.25

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(12)=1
x = 0

[State 240, 2]
type = HitDef
triggerall = !movecontact
trigger1 = Animelem = 7 || Animelem = 8 || Animelem = 9 || Animelem = 10
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * ifelse((var(58)>=2),33,55) < 7, 7, fvar(11) * ifelse((var(58)>=2),33,55))),10
guardflag = H
pausetime = ifelse((var(58)>=2),4,12),ifelse((var(58)>=2),12,12)
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   =  S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -4.5,0
fall = 1
air.velocity = -2,-4
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 167
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(11)>=1 && Animelemtime(12) <=1
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N        ;A,C,S,N
ignorehitpause = 1
persistent = 0


[State 1000]
type = changestate
trigger1 = Animtime = 0
value = 1050
ctrl = 0

;NEO Dynamite Kick (heavy)
;--------------------------------------------------------------
[Statedef 1040]
type = S
movetype = A
physics = N
juggle = 15
velset = 0,0
ctrl = 0
anim = 1040
sprpriority = 1
facep2 = 1
poweradd = 20

[State 1000]
type = changestate
trigger1 = movehit && var(58) >= 2
value = 2000
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0
ignorehitpause = 1 
persistent = 0

[State 6000, voice dyanmite kick]
type = playsnd
triggerall = var(58)=0
trigger1 = Animelemtime(4) = 1
value = 221,0+random%2
channel = 0

[State 6000, woosh]
type = playsnd
trigger1 = Animelemtime(6) = 1
value = 1000,1
channel = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(3)>=1 && Animelemtime(11) <=1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 1040, Velset]
type = Velset
trigger1 = Animelemtime(3) = 1
y = -7

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(3)> 1
y = 0.8

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(7)=1
x = 21

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(5)>=1 && vel x > 0
x = -0.25

[State 0, PosSet]
type = PosSet
trigger1= vel y > 0
trigger1= pos y > -vel y
y = 0
;ignorehitpause = 
;persistent = 


[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(14)=1
x = 0

[State 240, 2]
type = HitDef
triggerall = !movecontact
trigger1 = Animelem = 7 || Animelem = 8 || Animelem = 9 || Animelem = 10
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * ifelse((var(58)>=2),33,55) < 7, 7, fvar(11) * ifelse((var(58)>=2),33,55))),10
guardflag = H
pausetime = ifelse((var(58)>=2),4,12),ifelse((var(58)>=2),12,12)
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   =  S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -1,0
fall = 1
air.velocity = -2,-4
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 167
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(11)>=1 && Animelemtime(12) <=1
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N        ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent =1


[State 1000]
type = changestate
trigger1 = Animtime = 0
value = 1050
ctrl = 0
;------------------------------------------------------------------------
;Landing (Dynamite Kick)
[Statedef 1050]
type = S
movetype = I
physics = S
juggle = 15
velset = 0,0
ctrl = 0
anim = 1050
sprpriority = 1

[State 0, PosSet]
type = PosSet
trigger1 = pos y != 0
y = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 40, 0

[State 1000]
type = changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;NEO Air Dynamite Kick (light)
;--------------------------------------------------------------
[Statedef 1060]
type = A
movetype = A
physics = N
juggle = 15
velset = 0,0
ctrl = 0
anim = 1060
sprpriority = 1
poweradd = 20

[State 1000]
type = changestate
trigger1 = movehit && var(58) >= 2
value = 2000
ctrl = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = !time && prevstateno = 250
y = -12
ignorehitpause =1 
persistent = 0


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

[State 1201,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 6000, voice dyanmite kick]
type = playsnd
triggerall = var(58)=0
trigger1 = Animelemtime(2) = 1
value = 221,0+random%2
channel = 0

[State 6000, woosh]
type = playsnd
trigger1 = Animelemtime(3) = 1
value = 1000,1
channel = 3
persistent = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(3)>=1 && Animelemtime(11) <=1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(3)> 1
y = 0.9

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(3)=1
x = 16

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(3)>=1 && vel x > 0
x = -0.25

[State 0, PosSet]
type = PosSet
trigger1= vel y > 0
trigger1= pos y > -vel y
y = 0
;ignorehitpause = 
;persistent = 

[State 240, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * ifelse((var(58)>=2),33,55) < 7, 7, fvar(11) * ifelse((var(58)>=2),33,55))),10
guardflag = H
pausetime = ifelse((var(58)>=2),4,12),ifelse((var(58)>=2),12,12)
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   =  S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -1,0
fall = 1
air.velocity = -2,-4
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 167
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 55,0
player = 55,30
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 1400, ChangeState]
type = ChangeState
triggerall = !movecontact
trigger1 = FrontEdgeBodyDist < 15
trigger1 = AnimElemTime(3)>=2
value = 1090

[State 1000]
type = changestate
trigger1= movecontact
value = 1098
ctrl = 0

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

;NEO Air Dynamite Kick (medium)
;--------------------------------------------------------------
[Statedef 1070]
type = A
movetype = A
physics = N
juggle = 15
velset = 0,0
ctrl = 0
anim = 1060
sprpriority = 1
poweradd = 20

[State 1000]
type = changestate
trigger1 = movehit && var(58) >= 2
value = 2000
ctrl = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = !time && prevstateno = 250
y = -12
ignorehitpause =1 
persistent = 0

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

[State 1201,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 6000, voice dyanmite kick]
type = playsnd
triggerall = var(58)=0
trigger1 = Animelemtime(2) = 1
value = 221,0+random%2
channel = 0

[State 6000, woosh]
type = playsnd
trigger1 = Animelemtime(3) = 1
value = 1000,1
channel = 3
persistent = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(3)>=1 && Animelemtime(11) <=1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(3)> 1
y = 1

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(3)=1
x = 13

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(3)>=1 && vel x > 0
x = -0.25

[State 0, PosSet]
type = PosSet
trigger1= vel y > 0
trigger1= pos y > -vel y
y = 0
;ignorehitpause = 
;persistent = 

[State 240, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * ifelse((var(58)>=2),33,55) < 7, 7, fvar(11) * ifelse((var(58)>=2),33,55))),10
guardflag = H
pausetime = ifelse((var(58)>=2),4,12),ifelse((var(58)>=2),12,12)
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   =  S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -1,0
fall = 1
air.velocity = -2,-4
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 167
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 55,0
player = 55,30
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 1400, ChangeState]
type = ChangeState
triggerall = !movecontact
trigger1 = FrontEdgeBodyDist < 15
trigger1 = AnimElemTime(3)>=2
value = 1090

[State 1000]
type = changestate
trigger1= movecontact
value = 1098
ctrl = 0

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

;NEO Air Dynamite Kick (heavy)
;--------------------------------------------------------------
[Statedef 1080]
type = A
movetype = A
physics = N
juggle = 15
velset = 0,0
ctrl = 0
anim = 1060
sprpriority = 1
poweradd = 20

[State 1000]
type = changestate
trigger1 = movehit && var(58) >= 2
value = 2000
ctrl = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = !time && prevstateno = 250
y = -12
ignorehitpause =1 
persistent = 0

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

[State 1201,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 6000, voice dyanmite kick]
type = playsnd
triggerall = var(58)=0
trigger1 = Animelemtime(2) = 1
value = 221,0+random%2
channel = 0

[State 6000, woosh]
type = playsnd
trigger1 = Animelemtime(3) = 1
value = 1000,1
channel = 3
persistent = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(3)>=1 && Animelemtime(11) <=1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(3)> 1
y = 1.5

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(3)=1
x = 15

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(3)>=1 && vel x > 0
x = -0.25

[State 0, PosSet]
type = PosSet
trigger1= vel y > 0
trigger1= pos y > -vel y
y = 0
;ignorehitpause = 
;persistent = 

[State 240, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * ifelse((var(58)>=2),33,55) < 7, 7, fvar(11) * ifelse((var(58)>=2),33,55))),10
guardflag = H
pausetime = ifelse((var(58)>=2),4,12),ifelse((var(58)>=2),12,12)
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   =  S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -1,0
fall = 1
air.velocity = -2,-4
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 167
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 55,0
player = 55,30
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 1400, ChangeState]
type = ChangeState
triggerall = !movecontact
trigger1 = FrontEdgeBodyDist < 15
trigger1 = AnimElemTime(3)>=2
value = 1090

[State 1000]
type = changestate
trigger1= movecontact
value = 1098
ctrl = 0

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

;------------------------------------------------------------------------
;Air Dynamite Kick (stuck to wall)
[Statedef 1090]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1090
sprpriority = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = Animelemtime(1) = 1
channel = 3
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(1) = 1
value = 1100,1
channel = 4
persistent = 0

[State 1401, PosSet]
type = PosSet
trigger1 = !Time
x = 90 * Facing

[State 1201,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

[State 1000]
type = changestate
trigger1 = command = "a" || command = "b" || (command = "c" && command != "holddown")
value = 1097

[State 1000]
type = changestate
trigger1 = command = "x"
value = 1115

[State 1000]
type = changestate
trigger1 = command = "y"
value = 1116

[State 1000]
type = changestate
trigger1 = command = "z"
value = 1117

[State 1000]
type = changestate
trigger1 = command = "holddown" && command = "c"
value = 1091

[State 1000]
type = changestate
trigger1 = Animtime = 0
value = 1095
ctrl = 0
;------------------------------------------------------------------------
;DAIR transition state
[Statedef 1091]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1091
sprpriority = 1
facep2 = 1

[State 0, Turn]
type = Turn
trigger1 = !time
persistent = 0

[State 1000]
type = changestate
trigger1 = Animtime = 0
value = 655

;------------------------------------------------------------------------
;Air Dynamite Kick (falling)
[Statedef 1095]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1095
sprpriority = 1

[State 0, Turn]
type = Turn
trigger1 = !Time

[State 0, VelSet]
type = VelSet
trigger1 = Time = 1
x = 2

[State 0, blah]
type = Veladd
trigger1 = Time%1 && vel x > 0
x = -0.5 

[State 1201,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

[State 1201, veladd]
type = Veladd
trigger1 = Time
y = 0.5

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

[State 1000]
type = changestate
trigger1 = command = "holddown" && command = "c"
value = 655

;NEO Dynamite Kick Light (follow-up to wall cling from air Dynamite Kick)
;--------------------------------------------------------------
[Statedef 1097]
type = A
movetype = A
physics = N
juggle = 15
velset = 0,0
ctrl = 0
anim = 1097
sprpriority = 1
poweradd = 20

[State 1000]
type = changestate
trigger1 = movehit && var(58) >= 2
value = 2000
ctrl = 0

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

[State 0, Turn]
type = Turn
trigger1 = !time
ignorehitpause = 1 
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = Animelem <= 2
x = 2

[State 6000, voice dyanmite kick]
type = playsnd
triggerall = var(58)=0
trigger1 = Animelemtime(3) = 1
value = 1097,8
channel = 0

[State 6000, woosh]
type = playsnd
trigger1 = Animelemtime(3) = 1
value = 1000,1
channel = 1
persistent = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(3)>=1 && Animelemtime(11) <=1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 1040, Velset]
type = Velset
trigger1 = Animelemtime(1) = 1
y = -4

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(1)> 1
y = 0.88

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(3)=1
x = 21

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(5)>=1 && vel x > 0
x = -0.25

[State 0, PosSet]
type = PosSet
trigger1= vel y > 0
trigger1= pos y > -vel y
y = 0
;ignorehitpause = 
;persistent = 


[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(14)=1
x = 0

[State 240, 2]
type = HitDef
triggerall = !movecontact
trigger1 = Animelem = 7 || Animelem = 8 || Animelem = 9 || Animelem = 10
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * ifelse((var(58)>=2),33,55) < 7, 7, fvar(11) * ifelse((var(58)>=2),33,55))),10
guardflag = H
pausetime = ifelse((var(58)>=2),4,12),ifelse((var(58)>=2),12,12)
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   =  S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -1,0
fall = 1
air.velocity = -2,-4
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 167
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(11)>=1 && Animelemtime(12) <=1
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N        ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent =1


[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

;------------------------------------------------------------------------
;NEO Air Dynamite Kick connect state
[Statedef 1098]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 46
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 1
x = -3
y= -5

[State 0, blah]
type = Veladd
trigger1 = Time%1 && vel x < 0
x = 0.5 

;[State 1201,ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 0
;movecamera = 0,1

[State 1201, veladd]
type = Veladd
trigger1 = Time
y = 0.5

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0
;------------------------------------------------------------------------
;Tactical Retreat (flying back)
[Statedef 1100]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(4)=1
value = 1100,0
channel = -1
freqmul = 1.0

[State 1400, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = ifElse((P2Dist x - 320) * 0.045 > -3, -3, (P2Dist x - 320) * 0.045)
y = -5.125

[State 1400, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.439453125

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = BackEdgeDist < 25
value = 1105

[State 1400, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 1110

;[State 1201,ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,1

;------------------------------------------------------------------------
;Tactical Retreat (flying back)
[Statedef 1101]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(4)=1
value = 1100,0
channel = -1
freqmul = 1.0

[State 1400, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = ifElse((P2Dist x - 320) * 0.045 > -3, -3, (P2Dist x - 320) * 0.045)
y = -6.625

[State 1400, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.439453125

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = BackEdgeDist < 25
value = 1105

[State 1400, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 1110

;[State 1201,ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,1

;------------------------------------------------------------------------
;Tactical Retreat (flying back)
[Statedef 1102]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(4)=1
value = 1100,0
channel = -1
freqmul = 1.0

[State 1400, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = ifElse((P2Dist x - 320) * 0.045 > -3, -3, (P2Dist x - 320) * 0.045)
y = -8.125

[State 1400, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.439453125

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = BackEdgeDist < 25
value = 1105

[State 1400, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 1110

;[State 1201,ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,1

;------------------------------------------------------------------------
;Tactical Retreat (flying fwd)
[Statedef 1103]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 1

[State 0, Turn]
type = Turn
trigger1 = animelemtime(3) = 1

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

[State 0, ScreenBound]
type = ScreenBound
trigger1 = animelemtime(3) >= 1
value = 1
movecamera = 0,0
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(4)=1
value = 1100,0
channel = -1
freqmul = 1.0

[State 1400, VelSet]
type = VelSet
trigger1 = Animelemtime(3) = 1
x = -15;-ifElse((P2Dist x - 320) * 0.045 > -3, -3, (P2Dist x - 320) * 0.045)
y = -7.625

[State 1400, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.439453125

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = BackEdgeDist < 25
value = 1105

[State 1400, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 1110

;[State 1201,ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,1

;------------------------------------------------------------------------
;Tactical Retreat (flying fwd)
[Statedef 1104]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 1

[State 0, Turn]
type = Turn
trigger1 = animelemtime(3) = 1

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(4)=1
value = 1100,0
channel = -1
freqmul = 1.0

[State 1400, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = ifElse((P2Dist x - 320) * 0.045 > -3, -3, (P2Dist x - 320) * 0.045)
y = -8.125

[State 1400, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.439453125

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = BackEdgeDist < 25
value = 1105

[State 1400, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 1110

;[State 1201,ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,1

;------------------------------------------------------------------------
;Tactical Retreat (flying fwd)
[Statedef 1112]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 1

[State 0, Turn]
type = Turn
trigger1 = !time

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(4)=1
value = 1100,0
channel = -1
freqmul = 1.0

[State 1400, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = ifElse((P2Dist x - 320) * 0.045 > -3, -3, (P2Dist x - 320) * 0.045)
y = -8.125

[State 1400, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.439453125

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = BackEdgeDist < 25
value = 1105

[State 1400, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 1110

;[State 1201,ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,1

;------------------------------------------------------------------------
;Tactical Retreat (stuck to wall)
[Statedef 1105]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1105
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(1) = 1
value = 1100,1
channel = -1
persistent = 0

[State 1401, PosSet]
type = PosSet
trigger1 = !Time
x = -109 * Facing

[State 1401, PosSet]
type = PosAdd
triggerall = prevstateno = 1103 || prevstateno = 1104 || prevstateno = 1112
trigger1 = !Time
x = (-45*facing) * Facing


;[State 1201,ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 0
;movecamera = 0,1

[State farts]
type = changestate
trigger1 = command = "holdup"
value = 1109

[State 1000]
type = changestate
trigger1 = Animtime = 0
value = ifelse((command = "holdback"),1106,1110)
ctrl = 0

[State 1000]
type = changestate
trigger1 = command = "a" || command = "b" || (command = "c" && command != "holddown")
value = 1111

[State 1000]
type = changestate
trigger1 = command = "x" 
value = 1115

[State 1000]
type = changestate
trigger1 = command = "y" 
value = 1116

[State 1000]
type = changestate
trigger1 = command = "z" 
value = 1117

[State 1000]
type = changestate
trigger1 = command = "holddown" && command = "c"
value = 1091

;Clinging Tactical Retreat Stuff
;------------------------------------------------------------------------
[Statedef 1106]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1106
sprpriority = 1

[State cabewm]
type = changestate
trigger1 = animtime = 0
value = 1108

[State farts]
type = changestate
trigger1 = command = "holdup"
value = 1109

[State farts]
type = changestate
trigger1 = command != "holdback"
value = 1107

[State 1000]
type = changestate
trigger1 = command = "DK Light" || command = "DK Medium" || command = "DK Heavy"
value = 1111

[State 1000]
type = changestate
trigger1 = command = "IT Light" 
value = 1115

[State 1000]
type = changestate
trigger1 = command = "IT Medium" 
value = 1116

[State 1000]
type = changestate
trigger1 = command = "IT Heavy" 
value = 1117

[State 1000]
type = changestate
trigger1 = command = "holddown" && command = "c"
value = 1091

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

;Slipping Tactical Retreat Stuff
;------------------------------------------------------------------------
[Statedef 1107]
type = A
movetype = I
physics = N
velset = 0,0.1
ctrl = 0
anim = 1108
sprpriority = 1

[State farts]
type = changestate
trigger1 = command = "holdup"
value = 1109

[State farts]
type = changestate
trigger1 = animtime = 0
value = 1110

[State 1000]
type = changestate
trigger1 = command = "a" || command = "b" || (command = "c" && command != "holddown")
value = 1111

[State 1000]
type = changestate
trigger1 = command = "x" 
value = 1115

[State 1000]
type = changestate
trigger1 = command = "y" 
value = 1116

[State 1000]
type = changestate
trigger1 = command = "z" 
value = 1117

[State 1000]
type = changestate
trigger1 = command = "holddown" && command = "c"
value = 1091

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0


;Slipping Tactical Retreat Stuff
;------------------------------------------------------------------------
[Statedef 1108]
type = A
movetype = I
physics = N
velset = 0,0.1
ctrl = 0
anim = 1107
sprpriority = 1

[State 0, VelAdd]
type = Veladd
trigger1 = 1
y = 0.1
ignorehitpause = 1
persistent = 1 

;[State roll that beautiful bean footage]
;type = gravity
;trigger1 = Animelem = 2
;persistent = 1

[State farts]
type = changestate
trigger1 = command != "holdback"
value = 1110

[State farts]
type = changestate
trigger1 = command = "holdup"
value = 1109

[State 1000]
type = changestate
trigger1 = command = "a" || command = "b" || (command = "c" && command != "holddown")
value = 1111

[State 1000]
type = changestate
trigger1 = command = "x" 
value = 1115

[State 1000]
type = changestate
trigger1 = command = "y" 
value = 1116

[State 1000]
type = changestate
trigger1 = command = "z" 
value = 1117

[State 1000]
type = changestate
trigger1 = command = "holddown" && command = "c"
value = 1091

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

;------------------------------------------------------------------------
;Tactical Retreat (falling)
[Statedef 1110]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1110
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 1
x = 2

[State 0, blah]
type = Veladd
trigger1 = Time%1 && vel x > 0
x = -0.5 

[State 1201,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

[State 1201, veladd]
type = Veladd
trigger1 = Time
y = 0.5

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

[State 1000]
type = changestate
trigger1 = command = "holddown" && command = "c"
value = 655

;------------------------------------------------------------------------
;Tactical Retreat (falling)
[Statedef 1109]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 1
anim = 1110
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 1
x = 4
y= -5

[State 0, blah]
type = Veladd
trigger1 = Time%1 && vel x > 0
x = -0.5 

[State 1201,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

[State 1201, veladd]
type = Veladd
trigger1 = Time
y = 0.5

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

[State 1000]
type = changestate
trigger1 = command = "holddown" && command = "c"
value = 655

;NEO Dynamite Kick Light (follow-up to wall cling from Tactical Retreat)
;--------------------------------------------------------------
[Statedef 1111]
type = A
movetype = A
physics = N
juggle = 15
velset = 0,0
ctrl = 0
anim = 1097
sprpriority = 1
poweradd = 20

[State 1000]
type = changestate
trigger1 = movehit && var(58) >= 2
value = 2000
ctrl = 0

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

[State 0, VelSet]
type = VelSet
trigger1 = Animelem <= 2
x = 2

[State 6000, voice dyanmite kick]
type = playsnd
triggerall = var(58)=0
trigger1 = Animelemtime(3) = 1
value = 1097,8
channel = 0

[State 6000, woosh]
type = playsnd
trigger1 = Animelemtime(3) = 1
value = 1000,1
channel = 1
persistent = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(3)>=1 && Animelemtime(11) <=1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 1040, Velset]
type = Velset
trigger1 = Animelemtime(1) = 1
y = -4

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(1)> 1
y = 0.88

[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(3)=1
x = 21

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemtime(5)>=1 && vel x > 0
x = -0.25

[State 0, PosSet]
type = PosSet
trigger1= vel y > 0
trigger1= pos y > -vel y
y = 0
;ignorehitpause = 
;persistent = 


[State 0, VelSet]
type = VelSet
trigger1 = Animelemtime(14)=1
x = 0

[State 240, 2]
type = HitDef
triggerall = !movecontact
trigger1 = Animelem = 7 || Animelem = 8 || Animelem = 9 || Animelem = 10
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * ifelse((var(58)>=2),33,55) < 7, 7, fvar(11) * ifelse((var(58)>=2),33,55))),10
guardflag = H
pausetime = ifelse((var(58)>=2),4,12),ifelse((var(58)>=2),12,12)
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   =  S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -1,0
fall = 1
air.velocity = -2,-4
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 167
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(11)>=1 && Animelemtime(12) <=1
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N        ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent =1


[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0

;Tactical Retreat Roll
;--------------------------------------------------------------
[Statedef 1115]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1115
sprpriority = 1
poweradd = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 1101,0
volumescale = 255
channel = -1
freqmul = 1.0
ignorehitpause = 1
persistent = 0

[State 0, Turn]
type = Turn
trigger1 = prevstateno = 1090
ignorehitpause = 1
persistent = 0


[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NT,ST,HT
time = 1
ignorehitpause = 1
persistent = 1


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

[State 1040, Velset]
type = Velset
trigger1 = Time = 1
y = -4

[State 0, VelSet]
type = VelAdd
trigger1 = Time > 1
y = 0.88
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 1
x = 8


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(11)>=1 && Animelemtime(12) <=1
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N        ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent =1

[State 1000]
type = changestate
trigger1= vel y >= 0
trigger1= pos y > -vel y
value = 1120
ctrl = 0

;Tactical Retreat Roll Alt #1
;--------------------------------------------------------------
[Statedef 1116]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1115
sprpriority = 1
poweradd = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 1101,0
volumescale = 255
channel = -1
freqmul = 1.0
ignorehitpause = 1
persistent = 0

[State 0, Turn]
type = Turn
trigger1 = prevstateno = 1090
ignorehitpause = 1
persistent = 0

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

[State 1040, Velset]
type = Velset
trigger1 = Time = 1
y = -4

[State 0, VelSet]
type = VelAdd
trigger1 = Time > 1
y = 0.88
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 1
x = 8

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(11)>=1 && Animelemtime(12) <=1
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N        ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1121
ctrl = 0

;Tactical Retreat Roll Alt #2
;--------------------------------------------------------------
[Statedef 1117]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1115
sprpriority = 1
poweradd = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 1101,0
volumescale = 255
channel = -1
freqmul = 1.0
ignorehitpause = 1
persistent = 0

[State 0, Turn]
type = Turn
trigger1 = prevstateno = 1090
ignorehitpause = 1
persistent = 0

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

[State 1040, Velset]
type = Velset
trigger1 = Time = 1
y = -4

[State 0, VelSet]
type = VelAdd
trigger1 = Time > 1
y = 0.88
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 1
x = 8


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(11)>=1 && Animelemtime(12) <=1
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N        ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos y >= 0
value = 1101,1
volumescale = 255
channel = -1
freqmul = 1.0
ignorehitpause = 1
persistent = 0

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1122
ctrl = 0

;Tactical Retreat Rolling on ground
;------------------------------------------------------------------------
[Statedef 1120]
type = S
movetype = I
physics = N
ctrl = 0
sprpriority = 1
anim = 1116

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 1102,1
volumescale = 255
channel = -1
freqmul = 1.0
ignorehitpause = 1
persistent = 0

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

[State 0, Velset]
type = Velset
trigger1 = vel x <= 0
x = 0

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NT,ST,HT
time = 1
ignorehitpause = 1
persistent = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 1116]
type = changestate
trigger1 = animtime = 0
value = 1130
ctrl = 0

;Tactical Retreat Rolling into Medium Punch
;------------------------------------------------------------------------
[Statedef 1121]
type = S
movetype = I
physics = N
ctrl = 0
sprpriority = 1
anim = 1116

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 1102,1
volumescale = 255
channel = -1
freqmul = 1.0
ignorehitpause = 1
persistent = 0

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

[State 0, Velset]
type = Velset
trigger1 = vel x <= 0
x = 0

[State 1116]
type = changestate
trigger1 = time = 7
value = 210
ctrl = 0

;Tactical Retreat Rolling into Crouching Strong Kick
;------------------------------------------------------------------------
[Statedef 1122]
type = S
movetype = I
physics = N
ctrl = 0
sprpriority = 1
anim = 1116

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 1102,1
volumescale = 255
channel = -1
freqmul = 1.0
ignorehitpause = 1
persistent = 0

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

[State 0, Velset]
type = Velset
trigger1 = vel x <= 0
x = 0

[State 1116]
type = changestate
trigger1 = pos y = 0;time = 7
value = 450
ctrl = 0

;Tactical Retreat Roll Get-up
;------------------------------------------------------------------------
[Statedef 1130]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 1
anim = 1120
sprpriority = 1

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 1116]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;Pray Counter
;--------------------------------------------------------------------------
[Statedef 1200]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = ifelse(var(58)>=1,195,1200)
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1960
value = 181,7
volumescale = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan = 
;ignorehitpause = 
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1961
value = 191,9
volumescale = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan = 
;ignorehitpause = 
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1962
value = 191,3
volumescale = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan = 
;ignorehitpause = 
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(58) = 0
trigger1 = !time
value = 1200,0
volumescale = 255
channel = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 195 && animtime = 0
value = 1960+(3*random/1000)
elem = 1
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = Null
trigger1 = anim = 1960 && animtime = 0
trigger2 = anim = 1961 && animtime = 0
trigger3 = anim = 1962 && animtime = 0
value = 199
elem = 1
ignorehitpause = 1
persistent = 0


[State 0, HitBy]
type = HitBy
trigger1 = Time <= 34
value = SCA,NT,ST,HT
time = 1
ignorehitpause = 1
persistent = 1

[State 0, ReversalDef]
type = ReversalDef
trigger1 = Animelem = 3
reversal.attr = SCA, NA, SA, HA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,15
sparkno = S1500
;sparkxy = 0,0 ;offset
hitsound = S1,0
p1stateno = 1201
ignorehitpause = 1
persistent = 0

[State 1200, whoops]
type = changestate
trigger1 = animtime = 0
value = 1202
ctrl = 0

;Pray Counter Success
;--------------------------------------------------------------------------
[Statedef 1201]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1201
sprpriority = 3

[State 4500, 2];HALF TIME'S OVER. BRACE YOURSELF!
type = PlaySnd
triggerall = var(58) >= 1
trigger1 = animelemtime(1) = 0
value = 2800,4+random%2
loop = 0
pan = 1
volume = 122
channel = -1


[State 0, VarAdd]
type = VarAdd
triggerall = var(58) >= 1 && var(58) <= 234
trigger1 = 1
v =  58
value = 1
;ignorehitpause = 
;persistent = 

[State 100, snd];over here voice
type = playsnd
triggerall = var(58) = 0
trigger1 = !time
value = 107,0+random%3
channel = 0

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NT,ST,HT
time = 1
ignorehitpause = 1
persistent = 1

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


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 10
ignorehitpause = 1
persistent = 0


[State 0, VelSet]
type = VelAdd
trigger1 = Time%1 =1
x = -1

[State 0, VelSet]
type = VelSet
trigger1 = vel x <= 0
x = 0

[State 1200, whoops]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Pray Counter Fail
;--------------------------------------------------------------------------
[Statedef 1202]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = ifelse(var(58)>=1,199,1202)
sprpriority = 3

[State 1200, whoops]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Item Throw
;--------------------------------------------------------------------------
[Statedef 1300]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1300
sprpriority = -1

[State 0, PosAdd]
type = PosAdd
trigger1 =  FrontEdgeBodyDist < 30
x = -10


[State 0, Width]
type = Width
trigger1 = 1
edge = 60,0
player = 40,0

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c" 
value = 1320
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1300
trigger1 = animelemtime(3) = 1
value = 1300,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 13502
ID = 13502
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
persistent =0

[State 0, ChangeAnim]
type = Changestate
trigger1 = command = "hold_x" && animelemtime(5) = 10
value = stateno+10
ignorehitpause = 1
persistent = 1

[State 1300, end of times]
type = changestate
trigger1 = animelemtime(5) = 10
value = 1325
ctrl = 0

;Item Throw
;--------------------------------------------------------------------------
[Statedef 1301]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1300
sprpriority = -1

[State 0, Width]
type = Width
trigger1 = 1
edge = 60,0
player = 40,0

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c" 
value = 1320
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1300
trigger1 = animelemtime(3) = 1
value = 1300,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 13502
ID = 13502
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
persistent =0

[State 0, ChangeAnim]
type = Changestate
trigger1 = command = "hold_y" && animelemtime(5) = 10
value = stateno+10
ignorehitpause = 1
persistent = 1

[State 1300, end of times]
type = changestate
trigger1 = animelemtime(5) = 10
value = 1325
ctrl = 0

;Item Throw
;--------------------------------------------------------------------------
[Statedef 1302]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1300
sprpriority = -1

[State 0, Width]
type = Width
trigger1 = 1
edge = 60,0
player = 40,0

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c" 
value = 1320
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1300
trigger1 = animelemtime(3) = 1
value = 1300,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 13502
ID = 13502
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
persistent =0

[State 0, ChangeAnim]
type = Changestate
trigger1 = command = "hold_z" && animelemtime(5) = 10
value = stateno+10
ignorehitpause = 1
persistent = 1

[State 1300, end of times]
type = changestate
trigger1 = animelemtime(5) = 10
value = 1325
ctrl = 0

;Delay Item Throw
;--------------------------------------------------------------------------
[Statedef 1310]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1301
sprpriority = -1
poweradd = 20

[State 0, ChangeState]
type = ChangeState
trigger1 = command != "hold_x"
value = 1325
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c" 
value = 1320
ctrl = 0

;Delay Item Throw
;--------------------------------------------------------------------------
[Statedef 1311]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1301
sprpriority = -1
poweradd = 20

[State 0, ChangeState]
type = ChangeState
trigger1 = command != "hold_y"
value = 1325
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c" 
value = 1320
ctrl = 0

;Delay Item Throw
;--------------------------------------------------------------------------
[Statedef 1312]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1301
sprpriority = -1
poweradd = 20

[State 0, ChangeState]
type = ChangeState
trigger1 = command != "hold_z"
value = 1325
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c" 
value = 1320
ctrl = 0

;Cancel Item Throw
;--------------------------------------------------------------------------
[Statedef 1320]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1302
sprpriority = -1
poweradd = 20

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(2)=0
value = 1
ignorehitpause = 1
persistent = 1

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

;Item Throw
;--------------------------------------------------------------------------
[Statedef 1325]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1300
sprpriority = -1
poweradd = 20

[State 0, PosAdd]
type = PosAdd
trigger1 =  FrontEdgeBodyDist < 30
x = -20

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1300
trigger1 = animelemtime(3) = 1
value = 1300,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 60,0
player = 40,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 2310,1+floor(2*random/1000)
volumescale = 255
channel = 0
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0


[State 220]
type = changeanim
trigger1 = prevstateno = [200,450]
trigger2 = prevstateno = 1300 || prevstateno = 1301 || prevstateno = 1302
trigger3 = prevstateno = 1310 || prevstateno = 1311 || prevstateno = 1312
trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 221))
trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 241) || (stateno = 242) || (stateno = 250) || (stateno = 256) || (stateno = 257))
trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420))
trigger7 = ((stateno = 430) || (stateno = 440))
value = 1300
elem = 6
persistent = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal ;player
name = "Capsule"
ID = 13500
stateno = ifelse((random>=991),15000,13500)
pos = 102,-86
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 13502
ID = 13502
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
persistent =0


[State 1300, end of times]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------------------------
;Gaudy Punch I mean multikick
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 1400
;poweradd = 138*(!var(56))
ctrl = 0
sprpriority = 2
facep2 = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = !Time
trigger1 = PrevStateNo != [1500,1510]
value = 50
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno != 1505
trigger1 = !time
value = 2200,0
volumescale = 255
channel = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = !time
trigger1 = prevstateno = 240
value =1405
ctrl = 0



[State 1300]
type = Changestate
trigger1 = animtime = 0
value = 1405
;------------------------------------------------------------------------
;MultiKick Loop
[Statedef 1405]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 1401
ctrl = 0
sprpriority = 2

[State 1305, End]
type= null
trigger1 = command = "x"
value = 1505

[State 3000, 1]
type = PlaySnd
triggerall = anim = 1401
trigger1 = AnimElem = 2 || Animelem = 6
value = 0,4
channel = 3

;[State -3, Corner Push]; Reset
;type= varset
;trigger1= 1
;-fvar(5)= ifelse((facing=1),0.99542236328125,-0.99542236328125)

[State 1210, 2]
type = HitDef
triggerall = hitcount <= 1
triggerall = p2stateno != 5040
trigger1 = Animelem = 3
attr = S, NA
fall = 0
;air.fall = 1
fall.recover = 1
fall.recovertime = 120
animtype  = Hard
damage    = floor(2*(1+((power/1000)*0.15))),0
priority  = 5
hitflag = MA
guardflag = MA
sparkno = s7020
guard.sparkno = s7000
hitsound = s5, 4
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 2,1
sparkxy = 0,-65
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
nochainid = 3000
ground.velocity = -2.5
ground.cornerpush.veloff = -2.5
guard.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -2.5
down.cornerpush.veloff = -2.5
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5
air.juggle = 15
getpower = 13,13
givepower = 13,13
nochainid = 3000
id = 200
p2facing = 1

[State 1210, 2]
type = HitDef
triggerall = hitcount >= 1
triggerall = p2stateno != 5040
trigger1 = Animelem = 3
attr = S, NA
fall = 0
;air.fall = 1
fall.recover = 1
fall.recovertime = 120
animtype  = Hard
damage    = floor(2*(1+((power/1000)*0.15))),0
priority  = 5
hitflag = M
guardflag = M
sparkno = s7020
guard.sparkno = s7000
hitsound = s5, 4
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 2,1
sparkxy = 0,-65
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
nochainid = 3000
ground.velocity = -2.5
ground.cornerpush.veloff = -2.5
guard.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -2.5
down.cornerpush.veloff = -2.5
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5
air.juggle = 15
getpower = 13,13
givepower = 13,13
nochainid = 3000
id = 200
p2facing = 1

[State 1210, 2]
type = HitDef
triggerall = hitcount <= 1
triggerall = p2stateno != 5040
trigger1 = Animelem = 7
attr = S, SA
fall = 0
;air.fall = 1
fall.recover = 1
fall.recovertime = 120
animtype  = Hard
damage    = 11
priority  = 5
hitflag = MA
guardflag = MA
sparkno = s7020
guard.sparkno = s7000
hitsound = s5, 4
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 2,1
sparkxy = 0,-65
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
nochainid = 3000
ground.velocity = -2.5
ground.cornerpush.veloff = -2.5
guard.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -2.5
down.cornerpush.veloff = -2.5
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5
air.juggle = 15
getpower = 13,13
givepower = 13,13
nochainid = 3000
id = 200
p2facing = 1

[State 1210, 2]
type = HitDef
triggerall = hitcount >= 1
triggerall = p2stateno != 5040
trigger1 = Animelem = 7
attr = S, SA
fall = 0
;air.fall = 1
fall.recover = 1
fall.recovertime = 120
animtype  = Hard
damage    = 11
priority  = 5
hitflag = M
guardflag = M
sparkno = s7020
guard.sparkno = s7000
hitsound = s5, 4
guardsound = S6,0
pausetime = 0,0
sparkxy = 0,-65
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
nochainid = 3000
ground.velocity = -2.5
ground.cornerpush.veloff = -2.5
guard.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -2.5
down.cornerpush.veloff = -2.5
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5
air.juggle = 15
getpower = 13,13
givepower = 13,13
nochainid = 3000
id = 200
p2facing = 1

[state varset]
type = varset
trigger1 = !time
var(6) = var(5)

[state varset]
type = varset
trigger1 = command = "b"
var(6) = 1

[State 1010, Loop]
type=changeanim
triggerall= var(46)>0
trigger1= !animtime
trigger2= anim=1401
trigger2= var(11)!=0 && animelemtime(8)>=0
value= 1401
elem= 1

[State 1305, End]
type= changestate
triggerall = var(46) <= 0
trigger1 = animelemtime(4) = 0 || animelemtime(6) = 0
trigger2 = animelemtime(2) = 0 && prevstateno = 1305
value = 1410
;----------------------------------------------------------------------------
;Multikick End
[Statedef 1410]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 1402
ctrl = 0
sprpriority = 2


[State 1300]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------------------------
;Gaudy Punch I mean multikick
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 200
;poweradd = 138*(!var(56))
ctrl = 0
sprpriority = 2
facep2 = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = !Time
trigger1 = PrevStateNo != [1400,1410]
value = 50
persistent = 0

[State 1210, 2]
type = HitDef
trigger1 = Animelem = 1
attr = S, NA
fall = 0
;air.fall = 1
fall.recover = 1
fall.recovertime = 120
animtype  = Hard
damage    = floor(1*(1+((power/1000)*0.15))),0
priority  = 5
hitflag = MA
guardflag = MA
sparkno = s7010
guard.sparkno = s7000
hitsound = s5, 0
guardsound = S6,0
pausetime = 0,0
sparkxy = 0,-65
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
nochainid = 3000
ground.velocity = -1.5
ground.cornerpush.veloff = -2.5
guard.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -2.5
down.cornerpush.veloff = -2.5
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5
air.juggle = 15
getpower = 13,13
givepower = 13,13
nochainid = 3000
id = 200


[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno != 1405
trigger1 = !time
value = 2200,0
volumescale = 255
channel = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = !time
trigger1 = prevstateno = 200
trigger2 = prevstateno = 1405
value =1505
ctrl = 0


[state varset]
type = varset
trigger1 = command = "x"
var(9) = 1

[State 1300]
type = Changestate
trigger1 = animtime = 0
value = 1505
;------------------------------------------------------------------------
;MultiPunch Loop
[Statedef 1505]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 201
ctrl = 0
sprpriority = 2

[State 1305, End]
type= null
trigger1 = command = "b"
value = 1405

[State 200, 1]
type = PlaySnd
trigger1 = animelemtime(1) = 1
value = 0, 0
channel = 3

[State 200, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 1
value = 0, 0
channel = 2

;[State -3, Corner Push]; Reset
;type= varset
;trigger1= 1
;-fvar(5)= ifelse((facing=1),0.99542236328125,-0.99542236328125)

[State 1210, 2]
type = HitDef
trigger1 = Animelem = 1
attr = S, NA
fall = 0
;air.fall = 1
fall.recover = 1
fall.recovertime = 120
animtype  = Hard
damage    = floor(1*(1+((power/1000)*0.15))),0
priority  = 5
hitflag = MA
guardflag = MA
sparkno = s7010
guard.sparkno = s7000
hitsound = s5, 0
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 2,1
sparkxy = 0,-65
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
nochainid = 3000
ground.velocity = -1.5
ground.cornerpush.veloff = -2.5
guard.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -2.5
down.cornerpush.veloff = -2.5
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5
air.juggle = 15
getpower = 13,13
givepower = 13,13
nochainid = 3000
id = 200
p2facing = 1

[State 1210, 2]
type = HitDef
trigger1 = Animelem = 3
attr = S, NA
fall = 0
;air.fall = 1
fall.recover = 1
fall.recovertime = 120
animtype  = Hard
damage    = floor(1*(1+((power/1000)*0.15))),0
priority  = 5
hitflag = MA
guardflag = MA
sparkno = s7010
guard.sparkno = s7000
hitsound = s5, 0
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 2,1
sparkxy = 0,-65
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
nochainid = 3000
ground.velocity = -1.5
ground.cornerpush.veloff = -2.5
guard.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -2.5
down.cornerpush.veloff = -2.5
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5
air.juggle = 15
getpower = 13,13
givepower = 13,13
nochainid = 3000
id = 200
p2facing = 1

[State 1210, 2]
type = HitDef
trigger1 = Animelem = 7
attr = S, SA
fall = 0
;air.fall = 1
fall.recover = 1
fall.recovertime = 120
animtype  = Hard
damage    = floor(1*(1+((power/1000)*0.15)))
priority  = 5
hitflag = MA
guardflag = MA
sparkno = s7010
guard.sparkno = s7000
hitsound = s5, 0
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 2,1
sparkxy = 0,-65
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
nochainid = 3000
ground.velocity = -1.5
ground.cornerpush.veloff = -2.5
guard.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -2.5
down.cornerpush.veloff = -2.5
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5
air.juggle = 15
getpower = 13,13
givepower = 13,13
nochainid = 3000
id = 200
p2facing = 1

[state varset]
type = varset
trigger1 = !time
var(8) = var(9)

[state varset]
type = varset
trigger1 = command = "x"
var(8) = 1

[State 1510, Loop]
type=changeanim
triggerall= var(48)>0
trigger1= !animtime
trigger2= anim=201
trigger2= var(13)!=0 && animelemtime(8)>=0
value= 201
elem= 1

[State 1305, End]
type= changestate
trigger1 = command = "b"
value = 1405

[State 1305, End]
type= changestate
triggerall = var(48) <= 0
trigger1 = animelemtime(4) = 0 || animelemtime(6) = 0
trigger2 = animelemtime(2) = 0 && prevstateno = 1305
value = 1510
;----------------------------------------------------------------------------
;Multipunch End
[Statedef 1510]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 200
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 200
elem = 5
ignorehitpause = 1
;persistent = 


[State 1300]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;===========================================================================
; <<<<< SLASHING CHOP >>>>>
; Charge state 1 = 1300
; Charge state 2 (when hit) = 1301
; Actual attack = 1302
; Helper for repel = 1305
; Destroyed helper = 1306
; Reflect with random projectile = 1308
; Reflected projectile = 1315
; Reflected projectile explods = 1316
; Custom state when hit by slashing chop max charge = 1320
;===========================================================================

;Focus Strike - charge state 1
;This state covers the charging aspect of the Focus Strike attack at the start.
[Statedef 1600]
type = S
movetype = I
physics = S
juggle = 10
anim = 1600
ctrl = 0
poweradd = 0
velset = 0,0


; These next two sctrls cover initial charge value and building it up
[State 900, starting value]
type = VarSet
trigger1 = time = 1 && var(20)
fvar(9) = 0
 
[State 900, adding to value]
type = VarAdd
trigger1 = time >= 1
fv = 9
value = 1
persistent = 1

[State 0, PalFX]
type = PalFX
trigger1 = time%4 = 1
time = 2
add = 128,128,0
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause = 
;persistent = 


[State 8000, flash]
type = Null;PalFX
trigger1 = time =10 
add = 40, 30, -40
sinadd = 50,50,50,16
time = 40
 
; These change states control dash cancels and moving into the attack portion
[State 900, dash cancel back]
type = ChangeState
trigger1 = time >= 8 && command = "BB"
trigger2 = var(59)>=1&&numenemy&&(enemynear,inguarddist)&&(enemynear,vel x>1)
value = 105
 
[State 900, dash cancel forward]
type = ChangeState
trigger1 = time >= 8 && command = "FF"
value = 100
 
[State 900, stopping early]
type = ChangeState
trigger1 = time >= 8 && command != "hold_c" && command !="hold_z"
trigger2 = var(59)>=1&&numenemy&&(enemynear,inguarddist)&&Movetype=A
value = 1602
 
[State 900, fully charged]
type = ChangeState
trigger1 = fvar(9)>=60
value = 1602
 
;---------------------------------------------
;Focus Strike - charge state 2
;This state covers the charging aspect of the Focus Strike attack if hit
[Statedef 1601]
type = S
movetype = I
physics = S
juggle = 10
ctrl = 0
poweradd = 0
velset = 0,0

 
; This part covers the after effects of getting hit from earlier.
[state 901, no more saving hit]
type = varset
trigger1 = time = 1
var(20) = 0

[State 8000, hitsnd]
type = Playsnd
trigger1 = time = 0
value = 1600,0

[State 0, PalFX]
type = PalFX
trigger1 = time%4 = 1
time = 2
add = 128,0,0
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause = 
;persistent = 

[State 8000, flash]
type = Null;PalFX
trigger1 = time%10=0
add = 150, 30, 30
sinadd = 50,50,50,16
time = 10
 
[State 901, life removal]
type = LifeAdd
trigger1 = time = 1 && !var(20)
value = -(gethitvar(damage))
kill = 1

[State 901, Killed]
type = ChangeState
trigger1 = life <= 0
value = 5950
 
; This ctrl changes the animframe back to the last active one
[State 901, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 1600
elem = var(23)
 
; This varset is the continuation of charging
[State 901, adding to charge]
type = VarAdd
trigger1 = time >= 1
fv = 9
value = 1
persistent = 1
 
; These change states control dash cancels and moving into the attack portion
[State 900, dash cancel back]
type = ChangeState
trigger1 = time >= 8 && command = "BB"
trigger2 = var(59)>=1&&numenemy&&(enemynear,inguarddist)&&(enemynear,vel x>1)
value = 105

[State 900, dash cancel forward]
type = ChangeState
trigger1 = time >= 8 && command = "FF"
value = 100

[State 900, stopping early]
type = ChangeState
trigger1 = time >= 8 && command != "hold_c" && command !="hold_z"
trigger2 = var(59)>=1&&numenemy&&(enemynear,inguarddist)&&Movetype=A
value = 1602
 
[State 901, fully charged]
type = ChangeState
trigger1 = fvar(9)>=60
value = 1602
 
;----------------------------------------
;Focus Attack - actual attack
[Statedef 1602]
type = S
movetype = A
physics = S
juggle = 10
anim = 1601
ctrl = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 1600,2
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 1300, repel helper]
type = helper
trigger1 = AnimElemtime(4) = 0
helpertype = normal
stateno = 1605
ID = 1605
name = "repel"
postype = p1
pos = 50, -40

 
;PalFX sctrls; the first removes any earlier stuff, and the second the white flash that appears if you have maxed out focus
[state 901, cancel earlier fx flash]
type = PalFx
trigger1 = time = 0
add = 0,0,0
time = 0
 
[state 901, bright flash if maxed out]
type = PalFx
triggerall = FVar(9) = 60
trigger1 = time = 1
add = 128,128,128
sinadd = -128,-128,-128,32
time = 8

[State 4000, Invincible]
type = NotHitBy
trigger1 = animelemtime(2) >= 0 && animelemtime(8) < 0
value = ,NP, SP

[State 1300, repel helper]
type = null
trigger1 = animelemtime(2) = 0
helpertype = normal
stateno = 1605
ID = 1605
name = "repel"
postype = p1
pos = 50, -40

[state 1215, Smoke FX]
type = explod
trigger1 = animelemtime(2)=1
anim = 1206+(var(2)=0)
id = 1206
pos = 30,0
postype = P1
sprpriority = -3
ownpal = 1
removetime = -2
persistent = 0
ignorehitpause = 1
 
; The hitdef used depends on the how long you've been charging. In case you are wondering why there are 2 versions of each lvl's
; hitdef, the second one has been refined to compensate for hitting air opponents.
; LV 1
[State 902, 0-30]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
trigger1 = AnimElem = 2 && (FVar(9) < 60)
attr = S, NA
damage = 32,0
animtype = Hard
guardflag = M
hitflag = M
priority = 4, Hit
pausetime = 3, 9
sparkno = s7020
guard.sparkno = s7000
sparkxy = -20,-65
hitsound   = s1600, 1
guardsound = S6,0
ground.type = Low
ground.slidetime = 20  ;14
ground.hittime  = 20   ;14
ground.velocity = -8.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 35,35
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15
fall = (p2movetype=H)
 
[State 902, 0-30]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
triggerall = p2statetype = A
trigger1 = AnimElem = 2 && (FVar(9) < 60)
attr = S, NA
damage= 32,0
animtype = Hard
guardflag = A
hitflag = A
priority = 4, Hit
pausetime = 3, 9
sparkno = s7020
guard.sparkno = s7000
sparkxy = -20,-65
hitsound   = s1600, 1
guardsound = S6,0
ground.type = Low
ground.slidetime = 20  ;14
ground.hittime  = 20   ;14
ground.velocity = -6.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 35,35
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15
fall = (p2movetype=H)
 
; LV 2 MAX
[State 902, max-charge]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
trigger1 = AnimElem = 2 && FVar(9) = 60
attr = S, NA
damage = 59,0
animtype = Hard
;guardflag = MA ;<-- Commented out as you will not be blocking this. This will hurt, and you will fall!
hitflag = MAF
priority = 4, Hit
pausetime = 3, 14
sparkno = s7030
guard.sparkno = s7000
sparkxy = -20,-65
hitsound   = s1600, 1
guardsound = S6,0
ground.type = Low
ground.slidetime = 20  ;14
ground.hittime  = 20   ;14
ground.velocity = -4.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 35,35
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15
;p2stateno = 1620 ; <- Opponent sent to flying state
id = 1620

[State 0, TargetState]  ;New state
type = TargetState
trigger1 = Numtarget(1620)
trigger1 = movehit = 1
value = 1620
ID = 1620
ignorehitpause = 1
persistent = 0
 
[State 902, max-charge]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
triggerall = p2statetype = A
trigger1 = AnimElem = 2 && FVar(9) = 60
attr = S, NA
damage = 59,0
animtype = Hard
hitflag = A
priority = 6, Hit
pausetime = 14, 14
sparkno = s7030
guard.sparkno = s7000
sparkxy = -20,-65
hitsound   = s5, 6
guardsound = S6,0
ground.type = Low
ground.slidetime = 20  ;14
ground.hittime  = 20   ;14
ground.velocity = -4.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 35,35
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15

[State 0, Helper]
type = Helper
trigger1 = animelemtime(10) = 1
helpertype = normal ;player
name = "Bat removal"
ID = 1650
stateno = 1650
pos = -57,-43
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, Explod]
type = Null
trigger1 = animelem = 10
anim = 1650
ID = 1650
pos = -57,-43
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0


[State 902, fvar reset]
type = VarSet
trigger1 = !AnimTime
fvar(9) = 0
 
;Dash Cancels upon movecontact
[State 902, dash cancel]
type = ChangeState
trigger1 = Movecontact && command = "FF"
value = 100
 
[State 902, dash cancel]
type = ChangeState
trigger1 = Movecontact && command = "BB"
value = 105
 
[State 902, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
[Statedef 1620]
type = A
movetype = H
physics = N
anim = ifelse(selfanimexist(5052),5052,5030)
ctrl = 0
velset = -7, -5
facep2 = 1
 
[State 9011, VelAdd]
type = VelAdd
trigger1 = (Pos Y < 0)
y = 0.35
 
[State 9011, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
 
[State 9011, ChangeState]
type = SelfState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5100
;------------------------------------
;Rolling Mine
[Statedef 1700]
type = S
movetype = A
physics = N
anim = 1700
ctrl = 0
facep2 = 1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1700,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(6) = 1
value = 1700,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0


[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 5.5
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(12) = 0
x = 0
ignorehitpause = 1
persistent = 0

[State 0, Helper]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "Mine"
ID = 1750
stateno = 1750
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1700, euuuugh]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------
;Rolling Mine
[Statedef 1710]
type = S
movetype = A
physics = N
anim = 1700
ctrl = 0
facep2 = 1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1700,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(6) = 1
value = 1700,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 0, Helper]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "Mine"
ID = 1750
stateno = 1750
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 7.5
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(12) = 0
x = 0
ignorehitpause = 1
persistent = 0

[State 1700, euuuugh]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------
;Rolling Mine
[Statedef 1720]
type = S
movetype = A
physics = N
anim = 1700
ctrl = 0
facep2 = 1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1700,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(6) = 1
value = 1700,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
ignorehitpause = 1
persistent = 0

[State 0, Helper]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "Mine"
ID = 1750
stateno = 1750
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 9.5
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(12) = 0
x = 0
ignorehitpause = 1
persistent = 0

[State 1700, euuuugh]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;NEO Air Dynamite Kick (light)
;--------------------------------------------------------------
[Statedef 2000]
type = A
movetype = A
physics = N
juggle = 15
velset = 0,0
ctrl = 0
anim = 2000
sprpriority = 1
poweradd = 20

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

[State 1201,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 6000, voice dyanmite kick]
type = playsnd
trigger1 = Animelemtime(2) = 1
value = 221,0+random%2
channel = 0

[State 6000, woosh]
type = playsnd
trigger1 = Animelemtime(3) = 1
value = 1000,1
channel = 3
persistent = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelemtime(4)>=1 && Animelemtime(9) <=6
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 0

[State 0, PosSet]
type = PosSet
trigger1= vel y > 0
trigger1= pos y > -vel y
y = 0
;ignorehitpause = 
;persistent = 

[State 240, 2]
type = HitDef
trigger1 = animelemtime(4) = 1
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)),10
guardflag = H
pausetime = 0,60
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   =  S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -1,0
fall = 1
air.velocity = -2,-4
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 30
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = !time
x = 6

[State 240, 2]
type = HitDef
trigger1 = animelemtime(9) = 1
attr = S, NA
animtype  = Medium
damage    = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)),10
guardflag = H
pausetime = 4,12
sparkno = S7030
guard.sparkno = s7000
sparkxy = -10,-60
hitsound   =  S1000, 0
guardsound = S850,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 26
ground.velocity = -1,0
fall = 1
air.velocity = -4,-5
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
getpower = 30
givepower = 42
hitonce = 1
nochainid = 3000
fall.recover = 0

[State 1400, ChangeState]
type = ChangeState
triggerall = !movecontact
trigger1 = FrontEdgeBodyDist < 15
value = 1090

[State 1000]
type = changestate
trigger1= animelem >= 11
value = 1098
ctrl = 0

[State 0, VarAdd]
type = VarAdd
triggerall = enemynear, alive = 1
triggerall = var(58) <= 233
trigger1 = time%2 = 1
v =  58
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VarAdd]
type = VarAdd
triggerall = enemynear, alive = 1
trigger1 = var(58) = 234
v =  58
value = 0

[State 4500, 2];HALF TIME'S OVER. BRACE YOURSELF!
type = PlaySnd
trigger1 = animelemtime(1) = 0
trigger1 = var(58) <= 234
value = 2800,4+random%2
loop = 0
pan = 1
volume = 122
channel = -1

[State 1000]
type = changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1050
ctrl = 0