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

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


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 18		;Player width (back, ground)
ground.front = 22		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = 4, -93	;Approximate position of head
mid.pos = 4, -55		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd=3.33
walk.back=-2.67
run.fwd=6,0
run.back=-5,-3
jump.neu=0,-9.2
jump.back=-3.3
jump.fwd=3.3
runjump.back=-4.5,-10
runjump.fwd=4.5,-10	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5
[Movement]
airjump.num=0
airjump.height=0
yaccel=.5
stand.friction=.85
crouch.friction=.85	;Friction coefficient when crouching
air.gethit.groundlevel = 15          ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 10      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05

;Default language victory quotes **MUGEN 1.0**
;The default language victory quotes must be implemented in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "My only addiction is competition!"
victory2 = "I'm drug free, alcohol free and better than you!"
victory3 = "You're a poser..."
victory4 = "Accept the way of straight edge, it's not too late for salvation."
victory5 = "I don't know if you know this, but I'm sort of a big deal."
victory6 = "Bad luck?  No, it was your own lack of skill that lead to this.  Luck is for losers."
victory7 = "I'd like to wish you luck in your future endeavours, but luck is for losers."
victory8 = "Why don't you go drown your sorrows in booze, you pathetic loser!"
victory9 = "Oh I'm sorry, did I crush your spirit?  Good, it complements your face right now."
victory10 = "It’s a good time to be CM Punk right now."
victory11 = "This is true, this is real, this is straight edge and straight edge means I am better than you."
victory12 = "This going out on the internet? I’m huge on the internet!"
victory13 = "You underestimated me. Many have, but you won't make that mistake again."
victory14 = "Do you know what it’s like going through life better than everybody? It’s hard."
victory15 = "I’m CM Punk. I’m not trying to be something I’m not."
victory16 = "I am a man of great discipline. That's why I won."
victory17 = "That was boring, you're not funny, and nobody likes you."
victory18 = "You are a perfect example of why I'm straight edge. Pathetic."
victory19 = "So you're kind of a big deal, huh? I'm kind of a big deal myself."
victory20 = "I like your way of thinking, it's a pity you suck so much though."
victory21 = "I hope your parents die!"
victory22 = "YOU'RE A WHOOOOOOORE!"
victory23 = "I've been told I'm the Ryu of Pro Wrestling. I'd like to think you're just the CM Punk of Street Fighter."
victory24 = "I've got imitators?  Wow, I must really be over!"
victory25 = "A fellow Pro Wrestler, huh? You're no CM Punk, but you're pretty good."

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

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

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && matchover = 0
value = 181+random%3

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && matchover = 1
value = 184

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


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


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,150]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


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

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

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

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

;---------------------------------------------------------------------------
; Win pose 4
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 22
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,250]
flag = roundnotover


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

;------------------------------
;win2next
[Statedef 184]
type = S
physics =N
ctrl = 0
anim = 100
velset = 0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S64,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = anim = 184
trigger1 = animelem = 1
anim = 185
ID = 185
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = -9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = anim = 100
x = const(velocity.run.fwd.x)
[State 0, VelSet]
type = VelSet
trigger1 = anim = 184
x = 0

[State 3039,PlaySnd]
type = PlaySnd
triggerall = anim = 100
trigger1 = animelem = 3
trigger2 = animelem = 6
value = s9, 3
channel = 5
volume = 255

[State 0, ChangeAnim]
type = Changestate
triggerall = anim !=184
trigger1 = ((enemynear,pos x - pos x) * facing) < 10
value = 185

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 184
trigger1 = animelem = 7
value = S60,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 183];
type = Helper
trigger1 = time = 0
id = 8001
name = "s"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8001
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,250]
flag = roundnotover
flag2 = nomusic

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 8001]
type    = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 184
sprpriority = -1

[State 0]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 0]
type = posset
trigger1 = 1
x = enemy,pos x

;---------------------[]
[state a]
type = destroyself
trigger1 = root,anim = 184

;-----------------------------
;WinNext
[Statedef 185]
type = S
physics =N
ctrl = 0
anim = 184
velset = 0,0
sprpriority = 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 185
ID = 185
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = -9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S60,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,450]
flag = roundnotover
flag2 = nomusic

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

;-----------------------------
;WinNext2
[Statedef 186]
type = S
physics =N
ctrl = 0
anim = 184
velset = 0,0
sprpriority = 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 186
ID = 186
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = -9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,150]
flag = roundnotover
flag = nomusic

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

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

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 191+random%3
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

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

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7050
ID = 7050
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 8
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 7051
ID = 7051
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 11
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S64,1
volume = 255
channel = 5
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S64,0
volume = 255
channel = 6
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
triggerall = facing = 1
trigger1 = RoundState = 0
value = 193

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
triggerall = facing = -1
trigger1 = RoundState = 0
value = 194

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

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

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S64,2
volume = 255
channel = 5
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value = S64,0
volume = 255
channel = 6
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

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

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

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 193]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S62,0
volume = 255
channel = 5
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 195

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

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

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 197
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 150
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -91		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0 && p2bodydist x <= 15
value = 205
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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


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

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 205]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 3				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 205				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -91		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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


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

;-----------------------------------------
;Fwd+MP
[StateDef 201]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 201
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S50,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 212, Vel]
type=velset
trigger1= animelemtime(4)>=0 && animelemtime(6)<=0
x=6

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


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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 39
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 14

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 68
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 14

[State 201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 210
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 88
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
trigger1 = p2bodydist x <= 10
value = 211
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 211]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 211
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 84
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

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

;------------------------------------
;Backfist
[StateDef 215]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 215
poweradd = 0
sprpriority = 2

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

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

[State 212, Vel]
type=velset
trigger1= animelem = 2
x=3

[State 212, Vel]
type=velset
trigger1= animelem = 4
x=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 213
ID = 213
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 76
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 217, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 220]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 220
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 90
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 24
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

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


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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 35
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

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

;---------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 235]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 235
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 22
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 246

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,6
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 82
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 245

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 70
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------
;Kyaku
[StateDef 241]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 241
poweradd = 0
sprpriority = 2

[State 241, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 242
ctrl = 0

;-----------------------
;KyakuLift
[StateDef 242]
type = A
movetype= A
physics = N
juggle  = 1
velset = 2,-5
ctrl = 0
anim = 242
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 242, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 243

;-------------------
;Kyakuland
[StateDef 243]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 243
poweradd = 0
sprpriority = 2

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

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

[State 243, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


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

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 24
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 410
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 4
;ignorehitpause =
;persistent =


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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 84
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 18
fall = 1
fall.recovertime = 50

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 28
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -6
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[StateDef 440]
type = C
movetype= A
physics = C
juggle  = 15
velset = 0,0
ctrl = 0
anim = 440
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 440, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 88
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 42
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
fall.recovertime = 15
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -71
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 91
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 18

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 611]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 611
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 90
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-4
air.hittime = 18

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 35
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
fall.recovertime = 15
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 84
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,4
air.hittime = 45

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 641]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 641
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 43
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,0
air.hittime = 45

;------------------------------------
;KneeUpper
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 25,3
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -61
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1,-10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

[State 1100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005
ctrl = 0

;----------------------
;SRKLift
[StateDef 1005]
type = A
movetype= A
physics = N
juggle  = 1
velset = 3.5,-9.5
ctrl = 0
anim = 1005
poweradd = 60
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 20
;ignorehitpause =
;persistent =


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


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,9]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0.2
;ignorehitpause =
;persistent =

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger1= !movecontact && !movereversed
attr = S, SA
damage = 100,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -79
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-6
air.hittime = 18
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0

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

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;---------------------
;SRKLand
[StateDef 1010]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1010
poweradd = 0
sprpriority = 2

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


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


[State 1102, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;KneeUpper2
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 10,1
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -61
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1,-10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

[State 1100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1006
ctrl = 0

;----------------------
;SRKLift2
[StateDef 1006]
type = A
movetype= A
physics = N
juggle  = 1
velset = 2.5,-7.5
ctrl = 0
anim = 1006
poweradd = 60
sprpriority = 2

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 20
;ignorehitpause =
;persistent =


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


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0.2
;ignorehitpause =
;persistent =

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger1= !movecontact && !movereversed
attr = S, SA
damage = 90,6
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -79
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-5
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1011

;---------------------
;SRKLand2
[StateDef 1011]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1011
poweradd = 0
sprpriority = 2

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


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


[State 1102, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;exKneeUpper
[StateDef 1002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = -500
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 25,3
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -61
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1,-10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
getpower = 0

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


[State 1100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1007
ctrl = 0

;----------------------
;EXSRKLift
[StateDef 1007]
type = A
movetype= A
physics = N
juggle  = 1
velset = 5.5,-9.5
ctrl = 0
anim = 1007
poweradd = 0
sprpriority = 2

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


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


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,9]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 0.2
;ignorehitpause =
;persistent =

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 35,5
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -79
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-6
air.hittime = 18
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0
getpower = 0

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 95,5
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -79
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-6
air.hittime = 18
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0
getpower = 0

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

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

;---------------------
;EXSRKLand
[StateDef 1012]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1011
poweradd = 0
sprpriority = 2

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


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


[State 1102, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;exgtsend
[StateDef 1009]
type = A
movetype= I
physics = N
juggle  = 1
velset = 3.5,-9.5
ctrl = 0
anim = 1005
poweradd = 0
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 20
;ignorehitpause =
;persistent =


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


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,9]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0.2
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1011

;--------------------------
;Suicide Dive
[StateDef 1600]
type = A
movetype= A
physics = N
juggle  = 1
velset = 7,-4.5
ctrl = 0
anim = 1600
poweradd = 60
sprpriority = 2

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

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 92,8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 14
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18
envshake.time = 14
envshake.ampl = 3

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1605

;--------------------
;Dive Land
[StateDef 1605]
type = S
movetype= I
physics = N
juggle  = 1
velset = 4,0
ctrl = 0
anim = 1605
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
triggerall = prevstateno = 2509
trigger1 = time = 0
x = 6
;ignorehitpause =
;persistent =


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


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


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


[State 1102, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------
;SW Combo
[Statedef 1400]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 1400



[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 8
trigger2 = animelem = 11
pos = 20,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S9,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S9,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 9
;ignorehitpause =
;persistent =


[State 1400, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
triggerall = p2statetype != C
Trigger1 = Time = 0
attr = S, ST
hitflag = M
hitsound = s40,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1410
p2stateno = 1420
fall = 1
fall.recover = 0

[State 1400, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
triggerall = p2statetype = C
Trigger1 = Time = 0
attr = S, ST
hitflag = M
hitsound = s40,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1110
p2stateno = 1120
fall = 1
fall.recover = 0

[State 1400, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 102
ctrl = 0

;---------------------------
;SW Combo
[Statedef 1401]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 1401

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 6
trigger2 = animelem = 9
pos = 20,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S9,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S9,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 9
;ignorehitpause =
;persistent =


[State 1400, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
triggerall = p2statetype != C
Trigger1 = Time = 0
attr = S, ST
hitflag = M
hitsound = s40,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1410
p2stateno = 1420
fall = 1
fall.recover = 0

[State 1400, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
triggerall = p2statetype = C
Trigger1 = Time = 0
attr = S, ST
hitflag = M
hitsound = s40,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1110
p2stateno = 1120
fall = 1
fall.recover = 0

[State 1400, 2]
type = ChangeState
Trigger1 = time = 26
value = 102
ctrl = 0

;----------------------------------------------------------------------
[Statedef 1410]
type = S
movetype= A
physics = N
anim = 1450
poweradd = 60
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = f2
ID = 2
pos = 60,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S8,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 1410, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 1410, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 35, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 1410, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 40, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 1410, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 40, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 1410, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 40, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 1410, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 40, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 1410, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 40, 0

[State 1410, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 29, -70

[State 1410, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 29, -72

[State 1410, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 20, -59

[State 1410, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 18, -59

[State 1410, Bind 12]
type = TargetBind
trigger1 = time = [44,47]
pos = 21, -64

[State 1410, Bind 13]
type = TargetBind
trigger1 = time > 48
pos = 21, -60

[State 1410, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1400
trigger1 = AnimElem = 3
value = -55
kill = 0

[State 1410, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1401
trigger1 = AnimElem = 3
value = -25
kill = 0

[State 0, Gravity]
type = Gravity
trigger1 = time > 44
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 44
x = -6
y = -5
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 10
freq = 80
ampl = -3
phase = 90
;ignorehitpause =
;persistent =


[State 1410, Throw]
type = TargetState
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1465

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1455

;----------------------------------------------------------------------
[Statedef 1455]
type = S
movetype= A
physics = N
anim = 1455
poweradd = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S5,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f2
ID = 2
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f61
ID = 61
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 15
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
y = 0
;ignorehitpause =
;persistent =

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 32, 0

[State 1410, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -70

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= animtime = 0
value= 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1420]
type = A
movetype = H
physics = N
velset = 0,0

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1465

[State 1420, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1460

;----------------------------------------------------------------------
[Statedef 1465]
type = A
movetype = H
physics = N
velset = 0,0

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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = -20
;ignorehitpause =
;persistent =


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


[State 1420, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1465

[State 1421, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = !alive
trigger1 = animtime = 0
value = 5150 ;HITFALL_AIRRECOVER

[State 1421, 3] ; Recover in mid air (use SelfState)
type = SelfState
trigger1 = animtime = 0
value = 5120 ;HITFALL_AIRRECOVER

;----------------------------------------------------------------------
[Statedef 1421]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 1421, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1421, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 1421, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1421, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;----------------------
;Wizard
[Statedef 1100]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 1100, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1110
p2stateno = 1120
fall = 1

[State 1100, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1110]
type = S
movetype= A
physics = N
anim = 1100
poweradd = 60
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1110, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 1110, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 1110, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 1110, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 0

[State 1110, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 1110, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 40, 0

[State 1410, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1400
trigger1 = AnimElem = 3
value = -140
kill = 0

[State 1410, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1401
trigger1 = AnimElem = 3
value = -110
kill = 0

[State 1110, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 1121

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 15
;freq = 60
ampl = -4
;phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = f2
ID = 2
pos = 40,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 17
x = 5
y = -2
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 21
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1105

;---------------------
;WizardLand
[StateDef 1105]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1105
poweradd = 0
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 30
;ignorehitpause =
;persistent =


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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value =  f7,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1102, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1120]
type = A
movetype = H
physics = N
velset = 0,0

[State 1120, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1110

;----------------------------------------------------------------------
[Statedef 1121]
type = A
movetype = H
physics = N
velset = -1,5
poweradd = 40

[State 1121, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1121, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 1121, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1121, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;Hit ground



;--------------------
;GTS
[Statedef 1690]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1690

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


[State 1690, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
Trigger1 = Time = 0
attr = S, ST
hitflag = M
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1700
p2stateno = 1710
fall = 1
fall.recover = 0

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

[State 1690, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;GTS2
[Statedef 1691]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1691

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

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


[State 1690, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
Trigger1 = Time = 0
attr = S, ST
hitflag = M
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1700
p2stateno = 1710
fall = 1
fall.recover = 0

[State 1690, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;EXGTS
[Statedef 1692]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1692
poweradd = -500

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

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

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

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

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


[State 1690, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
Trigger1 = Time = 0
attr = S, ST
hitflag = M
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1701
p2stateno = 17100
fall = 1
fall.recover = 0

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

[State 1690, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1700]
type = S
movetype= A
physics = N
anim = 1700
poweradd = 0

[State 0, PowerAdd]
type = PowerAdd
triggerall = prevstateno = [1690,1691]
trigger1 = time = 0
value = 80
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=9
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1701
ID = 1701
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 1700, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 32, 0

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 1700, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 33, 0

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 1700, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 39, -15

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 0

[State 1700, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 19, -41

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 0

[State 1700, Bind 4]
type = TargetBind
trigger1 = AnimElem = 5
pos = -6, -103

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 0

[State 1700, Bind 5]
type = TargetBind
trigger1 = AnimElem = 6
pos = -7, -102

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 0

[State 1700, Bind 6]
type = TargetBind
trigger1 = AnimElem = 7
pos = -6, -107

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 0

[State 1700, Bind 7]
type = TargetBind
trigger1 = AnimElem = 8
pos = 5, -117

[State 1700, Bind 8]
type = TargetBind
trigger1 = AnimElem = 9
pos = 29, -98

[State 1700, Bind 9]
type = TargetBind
trigger1 = AnimElem = 10
pos = 36, -80

[State 1700, Bind 10]
type = TargetBind
trigger1 = AnimElem = 11
pos = 41, -80

[State 1700, Bind 11]
type = TargetBind
trigger1 = AnimElem = 12
pos = 59, -3

[State 1700, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1690
trigger1 = AnimElem = 11
value = -155

[State 1700, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1691
trigger1 = AnimElem = 11
value = -115


[State 1700, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1692
trigger1 = AnimElem = 11
value = -180

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 11
time = 15
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = f2
ID = 2
pos = 45,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S7,2
volume =255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 1700, Throw]
type = TargetState
trigger1 = AnimElem = 12
value = 1711



[State 1700, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1701]
type = S
movetype= A
physics = N
anim = 1702
poweradd = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=9
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1701
ID = 1701
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 1700, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 32, 0

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 1700, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 33, 0

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 1700, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 39, -15

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 0

[State 1700, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 19, -41

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 0

[State 1700, Bind 4]
type = TargetBind
trigger1 = AnimElem = 5
pos = -6, -103

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 0

[State 1700, Bind 5]
type = TargetBind
trigger1 = AnimElem = 6
pos = -7, -102

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 0

[State 1700, Bind 6]
type = TargetBind
trigger1 = AnimElem = 7
pos = -6, -107

[State 1700, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 0

[State 1700, Bind 7]
type = TargetBind
trigger1 = AnimElem = 8
pos = 5, -117

[State 1700, Bind 8]
type = TargetBind
trigger1 = AnimElem = 9
pos = 29, -98

[State 1700, Bind 9]
type = TargetBind
trigger1 = AnimElem = 10
pos = 36, -80

[State 1700, Bind 10]
type = TargetBind
trigger1 = AnimElem = 11
pos = 41, -80

[State 1700, Bind 11]
type = TargetBind
trigger1 = AnimElem = 12
pos = 59, -3

[State 0, ChangeState]
type = ChangeState
triggerall = prevstateno = 1692
trigger1 = animelem = 12
value = 1009
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1700, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1692
trigger1 = AnimElem = 11
value = -180

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 11
time = 15
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = f2
ID = 2
pos = 45,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S7,2
volume =255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =




[State 1700, Throw]
type = TargetState
trigger1 = AnimElem = 11
value = 1711



[State 1700, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1710]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

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


[State 1710, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1710

;----------------------------------------------------------------------
[Statedef 17100]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

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


[State 1710, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1711

;----------------------------------------------------------------------
[Statedef 1711]
type = A
movetype = H
physics = N
velset = -3,-6
poweradd = 40

[State 1711, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1711, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 1711, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1711, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


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

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

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

[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound = s8,0
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 0

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

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

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,50
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,10
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S7,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 37, 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 10, -69

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -4, -75

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -4, -73

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -8, -65

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -17, -39

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -19, -39

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -105

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 8
value = 821

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 15
freq = 70
ampl = 4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f2
ID = 2
pos = -20,-34
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


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


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

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2


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

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

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

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

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

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

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

;---------------------------------------
;KickThrow
[Statedef 850]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

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

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


[State 850, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound = s8,0
p2facing = 1
p1stateno = 860
p2stateno = 870
fall = 1
fall.recover = 0

[State 850, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 860]
type = S
movetype= A
physics = N
anim = 815
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=9
value = S46,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S5,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 860, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 860, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 0

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 860, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, 0

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 860, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 860, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 35, 0

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 860, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 35, 0

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 860, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 38, 0

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 860, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 41, 0

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 860, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 45, 0

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 860, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 50, 0

[State 860, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 59, 0

[State 860, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = -25
kill = 0

[State 860, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -60

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 6
anim = f2
ID = 2
pos = 40,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = f2
ID = 2
pos = 60,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 10
time = 10
;freq = 60
ampl = 3
;phase = 90
;ignorehitpause =
;persistent =


[State 860, Throw]
type = TargetState
trigger1 = AnimElem = 11
value = 871

[State 860, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 870]
type = A
movetype = H
physics = N
velset = 0,0

[State 870, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

;----------------------------------------------------------------------
[Statedef 871]
type = A
movetype = H
physics = N
velset = -4,-4
poweradd = 40

[State 871, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 871, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 871, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 871, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;----------------------------------
;DoubleSlap
[StateDef 1200]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S46,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1201
ID = 1201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 1202
ID = 1202
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [3,7]
pos = -10,0
pos2 = 20,0
spacing = 2
;ignorehitpause =
;persistent =

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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 10
;ignorehitpause =
;persistent =


[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 20,2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 1
sparkxy = -10, -84
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 4
ground.hittime  = 18
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 2

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 20,2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -84
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 4
ground.hittime  = 18
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 1200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;EXDoubleSlap
[StateDef 1204]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1204
poweradd = -500
sprpriority = 2

[State 0, SprPriority]
type = SprPriority
trigger1 = time = [2,10]
value = 0
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,10]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=5
value = S46,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 1201
ID = 1201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 1202
ID = 1202
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [3,7]
pos = -10,0
pos2 = 20,0
spacing = 2
;ignorehitpause =
;persistent =

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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 5
x = 15
;ignorehitpause =
;persistent =


[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 20,2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 1
sparkxy = -10, -84
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 4
ground.hittime  = 18
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 2

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 20,2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -84
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 4
ground.hittime  = 18
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 1200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;DoubleSlap2
[StateDef 1205]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1205
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S46,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1201
ID = 1201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 1202
ID = 1202
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [3,5]
pos = -10,0
pos2 = 20,0
spacing = 2
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 9
;ignorehitpause =
;persistent =

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 10
;ignorehitpause =
;persistent =


[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 15,1
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 1
sparkxy = -10, -84
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 4
ground.hittime  = 16
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 16
envshake.time = 10
envshake.ampl = 2

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 15,1
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -84
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 4
ground.hittime  = 16
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 16
envshake.time = 10
envshake.ampl = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;Backfist
[StateDef 1210]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1210
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [4,10]
pos = 5,0
;pos2 = 20,0
spacing = 2
;ignorehitpause =
;persistent =

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



[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 1211
ID = 1211
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1212
ID = 1212
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

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

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


[State 1210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 65,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -10, -80
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 20
envshake.time = 10
envshake.ampl = 3

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 7
;ignorehitpause =
;persistent =


[State 1210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;Backfist2
[StateDef 1215]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1215
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [4,7]
pos = 5,0
;pos2 = 20,0
spacing = 2
;ignorehitpause =
;persistent =

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



[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 1211
ID = 1211
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1212
ID = 1212
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 4
;ignorehitpause =
;persistent =

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


[State 1210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 55,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 2
sparkxy = -10, -80
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 7
;ignorehitpause =
;persistent =


[State 1210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;RHKick
[StateDef 1220]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1220
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [2,5]
pos = 10,0
spacing = 2
;ignorehitpause =
;persistent =

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


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 6
;ignorehitpause =
;persistent =

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


[State 1210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 85,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 14
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -4,-4
fall = 1
fall.recover = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 18
envshake.time = 15
envshake.ampl = 4

[State 1210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;Sweep
[StateDef 1230]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1230
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [2,5]
pos = 10,0
spacing = 2
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 5,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 6
;ignorehitpause =
;persistent =

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


[State 1210, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 65,4
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 14
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -2,-4
fall = 1
fall.recover = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-4
air.hittime = 18
envshake.time = 15
envshake.ampl = 4

[State 1210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;SuperGTS
[Statedef 3900]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1900

[State 0, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(4)<=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


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

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 25
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = 2,-80
move =
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


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

[State 1900, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
Trigger1 = Time = 0
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound = s8,0
p2facing = 1
p1stateno = 1910
p2stateno = 1920
fall = 1
fall.recover = 0

[State 1900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1910]
type = S
movetype= A
physics = N
anim = 2000
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=12
value = S46,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=29
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = 0
time = 200
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 9
anim = f2
ID = 2
pos = 35,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = f2
ID = 2
pos = 45,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = f2
ID = 2
pos = 65,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 13
time = 10
freq = 70
ampl = -3
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
value = S5,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S5,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 18
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S8,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 29
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 23
anim = 1701
ID = 1701
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 1910, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 1910, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 35, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 1910, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 1910, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 1910, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 30, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 1910, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 35, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 1910, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 35, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 1910, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 35, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 1910, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 30, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 1910, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 30, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 1910, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 30, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = 1

[State 1910, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 35, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = 1

[State 1910, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 40, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =14
value = 1

[State 1910, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 43, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =15
value = 1

[State 1910, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = 46, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =16
value = 1

[State 1910, Bind 16]
type = TargetBind
trigger1 = AnimElem = 16
pos = 49, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =17
value = 1

[State 1910, Bind 17]
type = TargetBind
trigger1 = AnimElem = 17
pos = 52, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =18
value = 1

[State 1910, Bind 18]
type = TargetBind
trigger1 = AnimElem = 18
pos = 52, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =19
value = 1

[State 1910, Bind 19]
type = TargetBind
trigger1 = AnimElem = 19
pos = 45, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =20
value = 1

[State 1910, Bind 20]
type = TargetBind
trigger1 = AnimElem = 20
pos = 40, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =21
value = 1

[State 1910, Bind 21]
type = TargetBind
trigger1 = AnimElem = 21
pos = 38, 0

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =22
value = 1

[State 1910, Bind 22]
type = TargetBind
trigger1 = AnimElem = 22
pos = 39, -18

[State 1910, SprPriority]
type = SprPriority
trigger1 = AnimElem =23
value = 0

[State 1910, Bind 23]
type = TargetBind
trigger1 = AnimElem = 23
pos = 15, -49

[State 1910, Bind 24]
type = TargetBind
trigger1 = AnimElem = 24
pos = -5, -106

[State 1910, Bind 25]
type = TargetBind
trigger1 = AnimElem = 25
pos = -5, -102

[State 1910, Bind 26]
type = TargetBind
trigger1 = AnimElem = 26
pos = -4, -111

[State 1910, Bind 27]
type = TargetBind
trigger1 = AnimElem = 27
pos = 7, -119

[State 1910, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 13
value = -33
kill = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = -1
;ignorehitpause =
;persistent =

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 13
value = 1
;ignorehitpause =
;persistent =


[State 1910, Throw]
type = TargetState
trigger1 = AnimElem = 27
value = 1921

[State 1910, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1925
ctrl = 0

;----------------------
;SRKLift2
[StateDef 1925]
type = A
movetype= A
physics = N
juggle  = 1
velset = 3.5,-9.5
ctrl = 0
anim = 1005
poweradd = 0
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 20
;ignorehitpause =
;persistent =


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


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,9]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0.2
;ignorehitpause =
;persistent =

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger1= !movecontact && !movereversed
attr = S, SA
damage = 140,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
sparkno = 2
sparkxy = -10, -79
hitsound = s7, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-6
air.hittime = 18
snap = 44,-104
p2stateno = 1930
envshake.time = 40
envshake.ampl = 6
envshake.freq = 85
envshake.phase = 90
fall = 1
fall.recover = 0
getpower = 0

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;----------------------------------------------------------------------
[Statedef 1920]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

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


[State 1920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

;----------------------------------------------------------------------
[Statedef 1930]
type = A
movetype = H
physics = N
velset = 0,0

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


[State 1920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011

[State 1000, Land]
type= changestate
trigger1= animelem = 2
value= 1935

;----------------------------------------------------------------------
[Statedef 1921]
type = A
movetype = H
physics = N
velset = -2,-4
poweradd = 40

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


[State 1921, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1921, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 1921, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1921, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;----------------------------------------------------------------------
[Statedef 1935]
type = A
movetype = H
physics = N
velset = -6,-6
poweradd = 40

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


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = -40
y = -10
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
y = 60
;ignorehitpause =
;persistent =

[State 1921, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1921, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 1921, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1921, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;------------------------------------
;Punker Combination
[StateDef 3300]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2300
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=4
value = S50,10
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=13
value = S46,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=22
value = S46,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=30
value = S46,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(34)>=0
movetype= I

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 105
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = 2,-80
move =
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 2300, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = animelem = 8
attr = S, NA
damage = 35,3
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = 2
sparkxy = -10, -81
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
getpower = 0
envshake.time = 11
envshake.ampl = 2

[State 2300, 1]
type = HitDef
trigger1 = AnimElem = 15
attr = S, NA
damage = 50,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 14
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
getpower = 0
envshake.time = 12
envshake.ampl = 3

[State 2300, 1]
type = HitDef
trigger1 = AnimElem = 23
attr = S, NA
damage = 60,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 20
sparkno = 3
sparkxy = -10, -91
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 25
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 25
getpower = 0
envshake.time = 25
envshake.ampl = 4

[State 2300, 1]
type = HitDef
trigger1 = AnimElem = 33
attr = S, NA
damage = 80,3
animtype = heavy
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 15, 15
sparkno = 3
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 25
ground.velocity = -7,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7,-3
air.hittime = 25
p2stateno = 2315
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 12
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 30
x = 4
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 8
trigger3 = animelem = 15
trigger4 = animelem = 23
trigger5 = animelem = 31
x = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 22
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
trigger2 = animelem = 31
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = p2bodydist x <= 30 && p2statetype != A
triggerall = p2stateno != [150,155]
trigger1 = animelem = 28
value = 2695
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 13
x = 5
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [3,8]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 2300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2315]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 0, VelSet]
type = VelSet
trigger1 = time = 12
x = -8
y = -4
;ignorehitpause =
;persistent =


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2315
;elem = 1
;ignorehitpause =
;persistent =

[State 1921, 1] ;Gravity
type = VelAdd
Trigger1 = time > 12
y = .4

[State 1921, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 1921, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1921, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;------------------------------------
;Anaconda Vise 3
[Statedef 2695]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1691

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

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

[State 1690, 1]
type = HitDef
triggerall = p2stateno != [150,155]
triggerall = p2stateno != 40 && p2stateno != 52
Trigger1 = Time = 0
attr = S, HT
hitflag = M
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2609
p2stateno = 2619
fall = 1
fall.recover = 0


[State 2499, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2609]
type = S
movetype= A
physics = N
anim = 2500
poweradd = 0

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = 0
time = 170
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2509, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 2509, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 2509, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 2509, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30, 0

[State 2509, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 0

[State 2509, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -7, -11

[State 2509, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -5, -13

[State 2509, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -28, -21

[State 2509, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -14, 8

[State 2509, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 5, 3

[State 2509, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 30, -7

[State 2509, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 30, -7

[State 2509, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 30, -7

[State 2509, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 13
pos = 30, -7

[State 2509, Bind 13]
type = TargetBind
trigger1 = AnimElem = 14
pos = 28, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 15
pos = 30, -7

[State 2509, Bind 14]
type = TargetBind
trigger1 = AnimElem = 16
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 17
pos = 30, -7

[State 2509, Bind 15]
type = TargetBind
trigger1 = AnimElem = 18
pos = 28, -7

[State 2509, Bind 16]
type = TargetBind
trigger1 = AnimElem = 19
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 20
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 21
pos = 30, -7

[State 2509, Bind 17]
type = TargetBind
trigger1 = AnimElem = 22
pos = 28, -7

[State 2509, Bind 18]
type = TargetBind
trigger1 = AnimElem = 23
pos = 30, -7
[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 24
pos = 30, -7

[State 2509, Bind 19]
type = TargetBind
trigger1 = AnimElem = 25
pos = 0, 0

[State 2509, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -45
kill = 0

[State 2509, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 14
trigger2 = animelem = 18
trigger3 = animelem = 22
value = -15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 14
trigger3 = animelem = 18
trigger4 = animelem = 22
time = 15
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
trigger2 = animelem = 18
trigger3 = animelem = 22
value = S7,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 14
trigger2 = animelem = 18
trigger3 = animelem = 22
anim = f2
ID = 2
pos = 25,-7
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f2
ID = 2
pos = 30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f61
ID = 61
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2501
ID = 2501
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 2502
ID = 2502
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2509, Throw]
type = TargetState
trigger1 = AnimElem = 25
value = 2520

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


[State 2509, State End]
type = ChangeState
trigger1 = Animtime = 0
value = 1605
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2619]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 2519, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2510

;------------------------------------
;Clobberin' Time
[StateDef 3100]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2100
poweradd = 0
sprpriority = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 102
sound = s20,0
pos = 3,-80
move =
darken = 1
p2defmul = 1
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 6
trigger2 = animelem = 9
pos = 20,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S9,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S9,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 11
;ignorehitpause =
;persistent =

[State 1400, 1]
type = HitDef
Trigger1 = animelem = 4
attr = S, HT
hitflag = MAF
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2410
p2stateno = 2420
fall = 1
fall.recover = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = moveguarded
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =


[State 2100, end]
type = ChangeState
trigger1 = time = 40
trigger2 = moveguarded
value = 102
ctrl = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 60
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
[State 0, TargetState]
type = TargetState
trigger1 =movehit && p2stateno!=2101
value =2101
ID = 2101
;ignorehitpause =
;persistent =

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

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

[State 2100, end]
type = ChangeState
trigger1 = movehit ;&& p2stateno=
value = 3110
ctrl = 0
;------------------------------------
;Clobberin' Time
[StateDef 2101]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0
;ignorehitpause =
;persistent =


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 5002
;elem = 1
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =time>20
value = 0
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1

;---------------------
;Clobberin' Hits
[StateDef 3110]
type = S
movetype= A
physics = N
juggle  = 1
velset = 1,0
ctrl = 0
anim = 2110
poweradd = 0
sprpriority = 2

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1
value = S64,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = 0
time = 210
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 44
x = 18
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 7
trigger4 = animelem = 10
trigger5 = animelem = 14
trigger6 = animelem = 30
trigger7 = animelem = 34
trigger8 = animelem = 38
trigger9 = animelem = 41
trigger10 = animelem = 52
value = S0,0+random%2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 24
trigger2 = animelem = 46
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2110, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = animelem = 5
trigger3 = animelem = 8
trigger4 = animelem = 12
trigger5 = animelem = 31
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = 0+random%2
sparkxy = -10, -81
hitsound = s5, 0+random%2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
getpower = 0
envshake.time = 10
envshake.ampl = 2

[State 2110, 1]
type = HitDef
trigger1 = AnimElem = 16
trigger2 = animelem = 35
attr = S, HA
damage = 45
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = 0+random%2
sparkxy = -10, -48
hitsound = s5, 0+random%2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
getpower = 0
envshake.time = 10
envshake.ampl = 2

[State 2110, 1]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = 35
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = 0+random%2
sparkxy = -10, -10
hitsound = s5, 0+random%2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
getpower = 0
envshake.time = 10
envshake.ampl = 2

[State 2110, 1]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA
damage = 35
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = 0+random%2
sparkxy = -10, -65
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-1
air.hittime = 20
getpower = 0
envshake.time = 10
envshake.ampl = 2

[State 2110, 1]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage = 25
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = 0+random%2
sparkxy = -10, -90
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 2110, 1]
type = HitDef
trigger1 = AnimElem = 39
trigger2 = animelem = 42
attr = S, HA
damage = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = 2
sparkxy = -10, -65
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 2110, 1]
type = HitDef
trigger1 = AnimElem = 48
attr = S, HA
damage = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = 2
sparkxy = -10, -70
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 1,-1
air.hittime = 20
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 2110, 1]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
damage = 35
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 10
sparkno = 2
sparkxy = -10, -60
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 2110, 1]
type = HitDef
trigger1 = AnimElem = 53
attr = S, HA
damage = 65
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 15
sparkno = 3
sparkxy = -10, -87
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 20
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 1400, 1]
type = HitDef
Trigger1 = animelem = 59
attr = S, HT
hitflag = MA
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2410
p2stateno = 2420
fall = 1
fall.recover = 0

[State 2110, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2410]
type = S
movetype= A
physics = N
anim = 1450
poweradd = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S64,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = f2
ID = 2
pos = 60,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S8,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 1410, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 1410, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 35, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 1410, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 40, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 1410, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 40, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 1410, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 40, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 1410, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 40, 0

[State 1410, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 1410, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 40, 0

[State 1410, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 29, -70

[State 1410, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 29, -72

[State 1410, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 20, -59

[State 1410, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 18, -59

[State 1410, Bind 12]
type = TargetBind
trigger1 = time = [44,47]
pos = 21, -64

[State 1410, Bind 13]
type = TargetBind
trigger1 = time > 48
pos = 21, -60

[State 1410, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -45
kill = 0

[State 0, Gravity]
type = Gravity
trigger1 = time > 44
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 44
x = -4
y = -4
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 15
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 44
value = S9,1
volume = 266
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1410, Throw]
type = TargetState
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2465

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2455

;----------------------------------------------------------------------
[Statedef 2455]
type = S
movetype= A
physics = N
anim = 1455
poweradd = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S5,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f2
ID = 2
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f61
ID = 61
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 25
freq = 80
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
y = 0
;ignorehitpause =
;persistent =

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 32, 0

[State 1410, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -100
kill = 0

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


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

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

[State 0, Pause]
type = Pause
trigger1 = time = [1,10]
time = 2
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)


[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = [0,6]
time = 1
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 7
time = 60
add = -256,-256,-256
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= animtime = 0
value= 3800
ctrl = 0

;-----------------------------
;ElbowDrop
[StateDef 3800]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = 2

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 0
time = 3
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = facing = 1
trigger1 = time = 0
helpertype = normal ;player
name = "Ring"
ID = 3810
stateno = 3810
pos = 70,17
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove

[State 0, Helper]
type = Helper
triggerall = facing = -1
trigger1 = time = 0
helpertype = normal ;player
name = "Ring"
ID = 3810
stateno = 3811
pos = 70,17
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove

[State 0, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = time = 2
x = -110
y = -100
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = time = 2
x = 110
y = -100
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 3800, VelSet]
type = VelSet
trigger1 = animelemtime(7) >= 0
x = floor((p2dist X)/15)
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
y = -6
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 = time > 105
y = .6
;ignorehitpause =
;persistent =

[State 0, Pause]
type = Pause
trigger1 = time = [105,119]
time = 3
movetime = 0

[State 0, Pause]
type = Pause
trigger1 = time = [119,124]
time = 1
movetime = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 120
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 3805

;-----------------------
;Ring
[StateDef 3810]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3810
poweradd = 0
sprpriority = 4

[State 3810, end]
type = Destroyself
trigger1 = AnimTime = 0

;-----------------------
;Ring 2
[StateDef 3811]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3811
poweradd = 0
sprpriority = 4

[State 3810, end]
type = Destroyself
trigger1 = AnimTime = 0

;-----------------------------
;Elbow Drop Land
[StateDef 3805]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3805
poweradd = 0
sprpriority = 2

[State 0, Pause]
type = Pause
trigger1 = time = [1,10]
time = 2
movetime = 0
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)



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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 45
freq = 90
ampl = 7
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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



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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f3
ID = 3
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 3805, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;----------------------------------------------------------------------
[Statedef 2420]
type = A
movetype = H
physics = N
velset = 0,0

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2465

[State 1420, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1460

;----------------------------------------------------------------------
[Statedef 2465]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = animelem = 4
value = -260
kill = 1
absolute = 0
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = animelem = 3
x = 110
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = animelem = 3
x = -110
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 40
;ignorehitpause =
;persistent =


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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = -20
;ignorehitpause =
;persistent =


[State 1420, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2465

[State 1421, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = !alive
trigger1 = animtime = 0
value = 5150 ;HITFALL_AIRRECOVER

[State 1421, 3] ; Recover in mid air (use SelfState)
type = SelfState
trigger1 = animtime = 0
value = 5120 ;HITFALL_AIRRECOVER

;----------------------------------------------------------------------
[Statedef 2421]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 1421, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1421, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 1421, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1421, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;------------------------------------
;Anaconda Vise 2
[Statedef 2495]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 2495

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

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

[State 0, ReversalDef]
type = ReversalDef
trigger1 = animelem = 2
reversal.attr = C,NA,SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10,30
sparkno = 3
hitsound = S6,0
p1stateno = 2496
;ignorehitpause =
;persistent =


[State 2499, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;Anaconda Vise 2
[Statedef 2496]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 2550

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2499, 1]
type = HitDef
Trigger1 = Time = 0
attr = C, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2550
p2stateno = 2560
fall = 1
fall.recover = 0
hitsound = s8,0

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 30
;ignorehitpause =
;persistent =


[State 2499, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;Low Connect1
[Statedef 2550]
type = S
movetype= A
physics = N
anim = 2555
poweradd = 80
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2509, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 0

[State 2509, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 2509, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 0

[State 2509, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30, 0

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, -7

[State 2509, Bind 13]
type = TargetBind
trigger1 = AnimElem = 5
pos = 28, -7

[State 2509, Bind 14]
type = TargetBind
trigger1 = AnimElem = 6
pos = 30, -7

[State 2509, Bind 14]
type = TargetBind
trigger1 = AnimElem = 7
pos = 30, -7

[State 2509, Bind 14]
type = TargetBind
trigger1 = AnimElem = 8
pos = 30, -7

[State 2509, Bind 15]
type = TargetBind
trigger1 = AnimElem = 9
pos = 28, -7

[State 2509, Bind 14]
type = TargetBind
trigger1 = AnimElem = 10
pos = 30, -7

[State 2509, Bind 14]
type = TargetBind
trigger1 = AnimElem = 11
pos = 30, -7

[State 2509, Bind 16]
type = TargetBind
trigger1 = AnimElem = 12
pos = 30, -7

[State 2509, Bind 17]
type = TargetBind
trigger1 = AnimElem = 13
pos = 28, -7

[State 2509, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 30, -7

[State 2509, Bind 14]
type = TargetBind
trigger1 = AnimElem = 15
pos = 30, -7

[State 2509, Bind 19]
type = TargetBind
trigger1 = AnimElem = 16
pos = 0, 0

[State 2509, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -35
kill = 0

[State 2509, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
value = -35


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
time = 15
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
value = S7,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
anim = f2
ID = 2
pos = 25,-7
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f61
ID = 61
pos = 5,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2503
ID = 2503
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2509, Throw]
type = TargetState
trigger1 = AnimElem = 16
value = 2520

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 30
;ignorehitpause =
;persistent =

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


[State 2509, State End]
type = ChangeState
trigger1 = Animtime = 0
value = 1605
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2560]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 2519, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2560

;------------------------------------
;Anaconda Vise
[Statedef 2498]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 2498

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

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

[State 0, ReversalDef]
type = ReversalDef
trigger1 = animelem = 2
reversal.attr = S,NA,SA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10,20
sparkno = 3
hitsound = S6,0
p1stateno = 2499
;ignorehitpause =
;persistent =


[State 2499, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;Anaconda Vise
[Statedef 2499]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 2499

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

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

[State 2499, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2509
p2stateno = 2519
fall = 1
fall.recover = 0
hitsound = s8,0

[State 2499, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2509]
type = S
movetype= A
physics = N
anim = 2500
poweradd = 80

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2509, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 2509, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 2509, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 2509, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30, 0

[State 2509, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 0

[State 2509, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -7, -11

[State 2509, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -5, -13

[State 2509, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -28, -21

[State 2509, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -14, 8

[State 2509, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 5, 3

[State 2509, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 30, -7

[State 2509, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 30, -7

[State 2509, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 30, -7

[State 2509, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 13
pos = 30, -7

[State 2509, Bind 13]
type = TargetBind
trigger1 = AnimElem = 14
pos = 28, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 15
pos = 30, -7

[State 2509, Bind 14]
type = TargetBind
trigger1 = AnimElem = 16
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 17
pos = 30, -7

[State 2509, Bind 15]
type = TargetBind
trigger1 = AnimElem = 18
pos = 28, -7

[State 2509, Bind 16]
type = TargetBind
trigger1 = AnimElem = 19
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 20
pos = 30, -7

[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 21
pos = 30, -7

[State 2509, Bind 17]
type = TargetBind
trigger1 = AnimElem = 22
pos = 28, -7

[State 2509, Bind 18]
type = TargetBind
trigger1 = AnimElem = 23
pos = 30, -7
[State 2509, Bind 12]
type = TargetBind
trigger1 = AnimElem = 24
pos = 30, -7

[State 2509, Bind 19]
type = TargetBind
trigger1 = AnimElem = 25
pos = 0, 0

[State 2509, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -65
kill = 0

[State 2509, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 14
trigger2 = animelem = 18
trigger3 = animelem = 22
value = -25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 14
trigger3 = animelem = 18
trigger4 = animelem = 22
time = 15
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
trigger2 = animelem = 18
trigger3 = animelem = 22
value = S7,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 14
trigger2 = animelem = 18
trigger3 = animelem = 22
anim = f2
ID = 2
pos = 25,-7
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f2
ID = 2
pos = 30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f61
ID = 61
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2501
ID = 2501
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 2502
ID = 2502
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2509, Throw]
type = TargetState
trigger1 = AnimElem = 25
value = 2520

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


[State 2509, State End]
type = ChangeState
trigger1 = Animtime = 0
value = 1605
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2519]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 2519, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2510

;----------------------------------------------------------------------
[Statedef 2520]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 7
;ignorehitpause =
;persistent =

[State 2520, 4] ;Hit ground
type = SelfState
trigger1 = alive != 1
value = 5110 ;Hit ground

[State 2520, 4] ;Hit ground
type = SelfState
trigger1 = animtime = 0
value = 5120 ;Hit ground

;-----------------------------
;Evasive Roll
[StateDef 990]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4000
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 16
length =10
palcolor = 256
;palinvertall = 0
;palbright = 255,255,255
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 0,0,0
;palmul = 255,255,255
timegap = 1
framegap = 4
;trans = add1 ;"none","add1","sub"
;ignorehitpause =
;persistent =


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


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 7
x = 10
;ignorehitpause =
;persistent =

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

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

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [9,28]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time > 28
value = 1
;ignorehitpause =
;persistent =


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

;-----------------------------
;Evasive Roll 2
[StateDef 991]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4001
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 16
length =10
palcolor = 256
;palinvertall = 0
;palbright = 255,255,255
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 0,0,0
;palmul = 255,255,255
timegap = 1
framegap = 4
;trans = add1 ;"none","add1","sub"
;ignorehitpause =
;persistent =


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


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 7
x = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -7
;ignorehitpause =
;persistent =

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

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [9,28]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time > 28
value = 1
;ignorehitpause =
;persistent =

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


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

;------------------------------------
;AirDash
[Statedef 110]
type = A
physics = N
anim = 110
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 11

[State 100, 1]
type = VelSet
trigger1 = 1
x = 7
y = 0.4

[State 100, 2]
type = ChangeState
trigger1 = time = 15
value = 111

;------------------------------------
;AirDash
[Statedef 111]
type = A
physics = A
anim = 111
ctrl = 1

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52


;---------------------------------------------------------------------------
; LauncherFollow
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 21


[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
triggerall = AILevel = 0
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 2]
type = VarSet
triggerall = AILevel >0
trigger1 = p2bodydist x >=10
sysvar(1) = 1




[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50000
ctrl = 1



;---------------------------------------------------------------------------
;LauncherFollowUp
[Statedef 50000]
type    = A
physics = A

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, Guard]
type= changestate
trigger1= inguarddist
trigger1= ctrl && command="holdback"
value= 120

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 2
value = 1
;ignorehitpause =
;persistent =


[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Run forward
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
trigger2 = animelem = 5
pos = 20,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, Jump]
type= changestate
trigger1= command="holdfwd" && command="holdup"
value= 40


[State 0, CtrlSet]
type = CtrlSet
triggerall =  AILevel >0
trigger1 = time > 60 || p2bodydist x < 40||p2movetype=A
value = 1
[State 100, 4]
type = ChangeState
triggerall = AILevel>0
trigger1 = time > 60 || p2bodydist x < 40
value = 101


[State 100, 4]
type = ChangeState
triggerall = AILevel=0
trigger1 = command != "holdfwd"
value = 101

;---------------------------
;Runstop
[StateDef 101]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 101
poweradd = 0
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,5]
pos = 20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------
;Runstop
[StateDef 102]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 101
poweradd = 0
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,5]
pos = 20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 7
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; Hop backwards (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = 0, 0
spacing = 1



[State 106, 5]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d fvar1= %f  pos x = %f "
params = var(31), fvar(2) , p2bodydist x

[State -2, VarSet]
type = VarSet
trigger1 =numhelper(1315)<1
v = 31    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State -2, Damage Dampener]; Scaling in action
type= attackmulset
triggerall=stateno = [3000,3999]
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.95, 0.90**enemynear, gethitvar(hitcount)))
ignorehitpause= 1


[State -2, Damage Dampener]; Scaling in action
type= attackmulset
triggerall=stateno != [3000,3999]
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.93, 0.85**enemynear, gethitvar(hitcount)))
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1

;-----------------------------------
;AI jump check
 [State 0, VarSet]
type = VarSet
trigger3 = statetype = A
triggerall = p2statetype!=L
trigger1 = (p2bodydist x = [0,40])||(p2bodydist x >180)
trigger2= enemynear,hitdefattr = SA,NA,SA,HA
v=30
value = 0
[State 0, VarSet]
type = Varadd
trigger1 = var(45)>0
v = 45   ;fv = 10
value = -1
[State 0, VarSet]
type = VarSet
triggerall = statetype != A
triggerall = (p2bodydist x =[60,110])
trigger1 = ctrl && p2movetype=A && p2statetype=C && AILevel >3
trigger2 =p2statetype = C  && ctrl
trigger3 =(p2bodydist x <180) && ctrl
trigger4= enemy,hitdefattr=SC,AT && AILevel >1
v = 30   ;fv = 10
value = 1
;--------------------------------------------

[State -2, StopSnd]
type = StopSnd
trigger1 = roundstate = 2
channel = 5
;ignorehitpause =
;persistent =

[State -2, StopSnd]
type = StopSnd
trigger1 = roundstate = 2
channel = 6
;ignorehitpause =
;persistent =


[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1
[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Dan"
trigger2 = Enemy, Name = "Joe"
trigger3 = Enemy, Name = "Joe Higashi"
trigger4 = Enemy, Name = "Eric"
trigger5 = Enemy, Name = "MVC3 Sentinel"
trigger6 = Enemy, Name = "Blanka"
trigger7 = Enemy, Name = "Adamas"
trigger8 = Enemy, Name = "EX Adamas"
value = 17

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name = "Billy"
trigger2 = Enemy, Name = "Billy Kane"
value = 20

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name = "Chin"
trigger2 = Enemy, Name = "Hoahmaru"
trigger3 = Enemy, Name = "Iron Man"
value = 18

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name = "Bison"
trigger2 = Enemy, Name = "Gill"
trigger3 = Enemy, Name = "M. Bison"
trigger4 = Enemy, Name = "Vega"
trigger5 = Enemy, Name = "Rugal"
trigger6 = Enemy, Name = "Geese"
trigger7 = Enemy, Name = "Doctor Doom"
trigger8 = Enemy, Name = "Magneto"
trigger9 = Enemy, Name = "Moses Maddigan"
trigger10 = Enemy, Name = "Kane Kelly"
trigger11 = Enemy, Name = "Goenitz"
trigger12 = Enemy, Name = "Krizalid"
trigger13 = Enemy, Name = "Igniz"
trigger14 = Enemy, Name = "Mukai"
trigger15 = Enemy, Name = "Magaki"
trigger16 = Enemy, Name = "Orochi"
trigger17 = Enemy, Name = "Akuma"
trigger18 = Enemy, Name = "Gouki"
value = 19

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name = "Sakura"
trigger2 = Enemy, Name = "Batman"
trigger3 = Enemy, Name = "Bao"
trigger4 = Enemy, Name = "Momoko"
trigger5 = Enemy, Name = "Athena"
trigger6 = Enemy, Name = "May Lee"
trigger7 = Enemy, Name = "Kensou"
trigger8 = Enemy, Name = "Karin"
trigger9 = Enemy, Name = "Yuri"
value = 21

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name = "Morrigan"
trigger2 = Enemy, Name = "Mai"
trigger3 = Enemy, Name = "Felicia"
trigger4 = Enemy, Name = "Angel"
trigger5 = Enemy, Name = "Cammy"
trigger6 = Enemy, Name = "Shermie"
trigger7 = Enemy, Name = "Malin"
trigger8 = Enemy, Name = "Vice"
trigger9 = Enemy, Name = "Mature"
value = 22

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name = "Ryu"
value = 23

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name = "CM Punk"
value = 24

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name = "Zangief"
trigger2 = Enemy, Name = "Raiden"
trigger3 = Enemy, Name = "R. Mika"
trigger4 = Enemy, Name = "Mika"
trigger5 = Enemy, Name = "Rainbow Mika"
trigger6 = Enemy, Name = "Ramon"
trigger7 = Enemy, Name = "Griffon"
trigger8 = Enemy, Name = "Tizoc"
trigger9 = Enemy, Name = "Griffon Mask"
trigger10 = Enemy, Name = "Ortega"
trigger11 = Enemy, Name = "Haggar"
trigger12 = Enemy, Name = "Alex"
trigger13 = Enemy, Name = "Hugo"
trigger14 = Enemy, Name = "Ruckus"
trigger15 = Enemy, Name = "Big Bear"
trigger16 = Enemy, Name = "Clark"
trigger17 = Enemy, Name = "Clark Steel"
trigger18 = Enemy, Name = "Clark Still"
value = 25
[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = 1
value = 1+random%16


;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = s40, 0
