; 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 = 1500			;Amount of life to start with
power = 9000		;Amount of maximum power
attack = 80		;attack power (more is stronger)
defence = 200		;defensive power (more is stronger)
fall.defence_up = 100	;Percentage to increase defense everytime player is knocked down
liedown.time = 100 ;Time which player lies down for, before getting up
airjuggle = 35		;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 = 255			;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 = 0.9			;Horizontal scaling factor.
yscale = 0.9			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 30			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4		;Walk forward
walk.back = -2.2		;Walk backward
run.fwd  = 4.6, 0		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-8.4		;Neutral jumping velocity (x, y)
jump.back = -2.55		;Jump back Speed (x, y)
jump.fwd = 2.5		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 1		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .44		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "TIME TO LIGHT THE FIRE"
victory2 = "I HOPE THE_NONE WON'T SEE THIS, I BET HE THINKS I'M COPIED OFF OF ROX HOWARD LOL"
victory3 = "As a legendary dragon, I sense you might be able to unlock true power some day..."
victory4 = "Why do I have such crappy win quotes?"
victory5 = "My power is over 9000."
victory6 = "FRENCH FRIES HERE I COME!"
victory7 = "Me and Shaq make a great tag team."
victory8 = "Why are people such retards about copying their work these days?"
victory9 = "I make Rox Howard look bad."
victory10 = "If I had the choice to die or watch My little pony, I would die."
victory11 = "You really hate losing don't you? WELL TO BAD SUCKA"
victory12 = "You people dare orient pokemon fan fiction with dating?"
victory13 = "All these crappy fan arts make me look bad, I never wanted to love White Kyurem, or reshiram retards."
victory14 = "Noobs think they can make me look bad? I can make them look like crap."
victory15 = "It should be called Love and Tobacco."

;---------------------------------------------------------------------------
; 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 = ?
; ...

;---------------------------------------------------------------------------
[statedef 24640]
movetype = I
ctrl = 1

[State 24640]
type = lifeadd
triggerall = palno = [1,11]
triggerall = name = "Black Kyurem"
trigger1 = 1
value = lifemax
kill = 0
ignorehitpause = 1

[State 24640]
type = lifeadd
triggerall = palno = 12;[11,12]
triggerall = name = "Black Kyurem"
trigger1 = life < lifemax/4
value = lifemax/4
kill = 0
ignorehitpause = 1

[state 24640]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 24640]
type = poweradd
trigger1 = name = "Black Kyurem"
value = powermax
ignorehitpause = 1

[state 24640]
type = varset
trigger1 = 1
var(55) = gametime+123456789

[State 24640]
type = NotHitBy
trigger1 = !ishelper
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 120

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; 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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 170
value = 0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(39) = 1 ;palno = 12 ;Overpowered Winpose
value = 182

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181
;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 180
value = 0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Win pose 1
; Overpowered/12p winpose
[Statedef 182]
type = S
ctrl = 0
anim = 19000
velset = 0,0

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

[State 3000, Super]
type = Helper
trigger1 = Time = 1
trigger1 = Anim = 19000
persistent = 0
id = 2320
name = "Super Spark Helper"
pos = 0,-74
postype = P1
stateno = 2300
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 19000
value = 195,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =

;----------------------------------------------------------------------------
; Win pose 2 - bus
[Statedef 183]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 0, ]
type = HitBy
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 0, ]
type = PlaySnd
trigger1 = Time = 0
value = S0,15

[State 0, ]
type = Explod
trigger1 = timemod = 10,2
anim = 9991
pos = -60,screenpos y
postype = back
vel = 6,0
removetime = 150
scale = .5,.5
sprpriority = 6


;---------------------------------------------------------------------------
; The bus
[Statedef 1831]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
;Commonly-used controllers:
velset = 13,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 85961                       ;Change animation (Def: no change)
sprpriority = 10                  ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP                     ;Attribute: Standing, Normal Attack
damage = 350, 0                   ;Damage that move inflicts, guard damage
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag =                    ;Flags on how move is to be guarded against
hitflag = MAFPD                    ;Flags of conditions that move can hit
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = -1                      ;Spark anim no (Def: set above)
sparkxy = 0,0
hitsound = S666, 0                  ;Sound to play on hit
guardsound = -1                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -1,-30             ;Velocity at which opponent is pushed
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-30           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
fall = 1
fall.recover = 0
fall.damage = 30
affectteam = F
p2stateno = 1832

[State 0, ]
type = DestroySelf
trigger1 = time >= 300
ignorehitpause = 1

;---------------------------------------------------------------------------
; Ouch!
[Statedef 1832]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
;Commonly-used controllers:
velset = 4,-7                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 0                       ;Change animation (Def: no change)
sprpriority = 10                  ;Set layering priority to 2 (in front)

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

;---------------------------------------------------------------------------
; PREINTRO
; I got the idea from Omega Tiger Woods, I'll be sure to include more intros.
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 0, ]  ;VS MM/THE_NONE
type = Explod
triggerall = numexplod(1999) = 0
trigger1 = enemy, authorname = "Most Mysterious (also, TN'79)"
trigger2 = enemy, authorname = "Most Mysterious"
trigger3 = enemy, authorname = "Most_Mysterious"
trigger4 = enemy, authorname = "Most Whatever"
trigger5 = enemy, authorname = "Sander71113.... I mean Sander III"
trigger6 = enemy, authorname = "The_None + Most Mysterious + KFM"
trigger7 = p2name = "Most_Mysterious"
trigger8 = enemy, authorname = "Quetzalcoatl_88" ; friggin' ripoffs included
trigger10 = enemy, authorname = "The_None"
anim = 8015
ID = 1999
pos = 0,0
postype = left
bindtime = -1
scale = .5, .5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, ]  ;VS BLACK KYUREM CLONES
type = Explod
triggerall = numexplod(2000) = 0
trigger1 = enemy, Name = "Black Kyurem Army"
anim = 8012
ID = 2000
pos = 0,0
postype = left
bindtime = -1
scale = .5, .5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, ]  ;VS BLAZIKEN
type = Explod
triggerall = numexplod(2001) = 0
trigger1 = enemy, Name = "Blaziken"
anim = 8010
ID = 2001
pos = 0,0
postype = left
bindtime = -1
scale = .5, .5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, ]  ;VS GARDEVOIR
type = Explod
triggerall = numexplod(2002) = 0
trigger1 = enemy, Name = "Gardevoir"
anim = 8011
ID = 2002
pos = 0,0
postype = left
bindtime = -1
scale = .5, .5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, ]  ;VS PONIES
type = Explod
triggerall = numexplod(2004) = 0
trigger1 = enemy, Name = "Applejack"
anim = 8014
ID = 2004
pos = 0,0
postype = left
bindtime = -1
scale = .5, .5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, ]  ;VS CHEAPIES
type = Explod
triggerall = numexplod(2003) = 0
trigger1 = p2name = "Ex-Inferis" || p4name = "Ex-Inferis"
trigger2 = p2name = "Radish ssj4 by THE VICIOUS" || p4name = "Radish ssj4 by THE VICIOUS"
trigger3 = p2name = "Somos" || p4name = "Somos"
trigger4 = p2name = "oni chizuru" || p4name = "oni chizuru"
trigger5 = p2name = "KuroNeko" || p4name = "KuroNeko"
trigger6 = p2name = "Isabeau" || p4name = "Isabeau"
trigger7 = p2name = "Galactic Monkey" || p4name = "Galactic Monkey"
trigger8 = p2name = "Elque" || p4name = "Elque"
trigger9 = p2name = "Obeese Cheese Boy" || p4name = "Obeese Cheese Boy"
trigger10 = p2name = "Zero Hotaru" || p4name = "Zero Hotaru"
trigger11 = p2name = "Syous" || p4name = "Syous"
trigger12 = p2name = "Death13" || p4name = "Death13"
trigger13 = p2name = "Justice" || p4name = "Justice"
trigger14 = p2name = "Ogre" || p4name = "Ogre"
trigger15 = p2name = "  Dyan Weinert Kirichenko da Silva" ||p4name = "  Dyan Weinert Kirichenko da Silva"
trigger16 = p2name = "Dooby Dummy" || p4name = "Dooby Dummy"
trigger17 = enemy, Name = "Zero_Col"
trigger18 = enemy, Name = "Mizuchi"
trigger19 = enemy, Name = "Psycho Shredder[S]"
trigger20 = enemy, Name = "Go Hibiki"
trigger21 = enemy, AuthorName = "supermystery"
trigger22 = enemy, AuthorName = "Snowwolf"
trigger23 = enemy, AuthorName = "Smoke"
trigger24 = enemy, Name = "Sonso"
trigger25 = enemy, Name = "Blue"
trigger26 = enemy, Name = "mechhisuiex"
trigger27 = enemy, Name = "Super Mario 64"
trigger28 = enemy, Name = "Broly mode soft"
trigger29 = enemy, Name = "seph"
trigger30 = enemy, Name = "Himan version beta"
trigger31 = enemy, Name = "naruto-kun"
trigger32 = enemy, Name = "sasuke-kun"
trigger33 = enemy, Name = "Super Sailor Chibi Moon"
trigger34 = enemy, Name = "Eternal SailorMoon"
trigger35 = enemy, Name = "[KoYotae]'s Zangief"
trigger36 = enemy, Name = "Athena Asamiya"
trigger37 = enemy, Name = "Evil Ken"
trigger38 = enemy, Name = "Gouken"
trigger39 = enemy, Name = "Mega_Weapon"
trigger40 = enemy, Name = "Super Dizzy"
anim = 8013
ID = 2003
pos = 0,0
postype = left
bindtime = -1
scale = .5, .5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 190, 2] ;Special intro for Mizuchi form.
type = ChangeState
triggerall = Time = 0
trigger1 = palno = 12
value = 193

[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191+random%2
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 190
value = 0,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 470
trigger1 = Anim = 190
value = 0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 535
trigger1 = Anim = 190
value = 0,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Overpowered intro
[Statedef 193]
type = S
ctrl = 0
anim = 18000
velset = 0,0

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 18000

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 18000
value = 0,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3000, Super]
type = Helper
trigger1 = Time = 420
trigger1 = Anim = 18000
persistent = 0
id = 2320
name = "Super Spark Helper"
pos = 0,-74
postype = P1
stateno = 2300
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 420
trigger1 = Anim = 18000
value = 195,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;[State 0, PlaySnd]
;type = PlaySnd
;triggerall = Time = 535
;trigger1 = Anim = 18000
;value = 0,7
;volume = 255
;channel = -1
;lowpriority = -1
;freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
;Intro 3
;Crappy Fanart Intro
;Ripoff of Manny
[Statedef 192]
type = S
ctrl = 0
velset = 0,0

[State 191, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 1900+random%14

[State 191]
type = helper
triggerall = !ishelper
trigger1 = AnimElem = 6
trigger1 = numhelper(9999) = 0
id = 9999
persistent = 0
pos = 0,0
postype = p1
stateno = 101113
helpertype = player
keyctrl = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 260
value = s2312,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 191]
type = BGPalFX
trigger1 = AnimElem = 6
time = 2
invertall = 1
ignorehitpause = 1

[State 191]
type = EnvShake
trigger1 = AnimElem = 6
ampl = 7
freq = 85
time = 30

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;--------------------------------------------------------------------------
; Intro 2 AKA Shaq Cheapie buster
;[Statedef 198]
;type = S
;movetype = A
;ctrl = 0
;anim = 9998
;velset = 0,0

;[State 0, ]
;type = PlaySnd
;trigger1 = Time = 0
;value = S0,13
;volume = 255

;[State 191, 2] ;Assert this until you want "round 1, fight" to begin
;type = AssertSpecial
;trigger1 = 1
;flag = Intro

;[State 0, ]
;type = Explod
;trigger1 = Time = 185
;anim = 198
;ID = 198
;pos = 0,-40
;postype = p2
;scale = 1, 1
;sprpriority = -10
;shadow = 255,255,255
;removeongethit = 1
;ignorehitpause = 1

;[State 200, 1]
;type = HitDef
;trigger1 = Time = 206
;attr = S, HA                     ;Attribute: Standing, Normal Attack
;damage = 200, 0                   ;Damage that move inflicts, guard damage
;animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;hitflag = MAFD                    ;Flags of conditions that move can hit
;guardflag =
;pausetime = 0, 0                 ;Time attacker pauses, time opponent shakes
;sparkno = -1                      ;Spark anim no (Def: set above)
;hitsound = S0,14                  ;Sound to play on hit
;guardsound = S0,14                ;Sound to play on guard
;ground.type = High               ;Type: High, Low, Trip (def: Normal)
;ground.slidetime = 0             ;Time that the opponent slides back
;ground.hittime  = 12             ;Time opponent is in hit state
;ground.velocity = 0             ;Velocity at which opponent is pushed
;airguard.velocity = 0,-.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 = 0,-3           ;X-velocity at which opponent is pushed,
                                 ;Y-velocity at which opponent is pushed
;air.hittime = 12                 ;Time before opponent regains control in air
;fall = 1
;fall.recover = 0
;givepower = -1000000,-1000000
;kill = 0

;[State 0, ]
;type = EnvColor
;trigger1 = Time = 206
;value = 255,0,0
;time = 1

;[State 0, Helper]
;type = Helper
;trigger1 = time = 206
;name = "fade from red"
;ID = 665
;stateno = 665
;ownpal = 1
;supermovetime = 65535
;pausemovetime = 65535
;ignorehitpause = 1

;[State 191, 3] ;Change to stand state when done
;type = ChangeState
;trigger1 = Time = 207
;value = 0

;-------------------------------------------------------------------------------
;Cheapie buster/pony buster
[Statedef 198]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
;Commonly-used controllers:
velset = 13,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 85961                       ;Change animation (Def: no change)
sprpriority = 10                  ;Set layering priority to 2 (in front)

[State 0, ]
type = HitDef
trigger1 = time = 0
attr = S, HP                     ;Attribute: Standing, Normal Attack
damage = 350, 0                   ;Damage that move inflicts, guard damage
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag =                    ;Flags on how move is to be guarded against
hitflag = MAFPD                    ;Flags of conditions that move can hit
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 2                     ;Spark anim no (Def: set above)
sparkxy = 0,0
hitsound = S666, 0                  ;Sound to play on hit
guardsound = -1                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -1,-30             ;Velocity at which opponent is pushed
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-30           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
fall = 1
fall.recover = 0
fall.damage = 30
affectteam = F
p2stateno = 1832

[State 0, ]
type = DestroySelf
trigger1 = time >= 3
ignorehitpause = 1
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 195
value = 0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; 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  = 1				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 23, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 1, 8			;Time attacker pauses, time opponent shakes
sparkno = 2				;Spark anim no (Def: set above)
sparkxy = -10, -76		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = 5, 0			;Sound to play on hit
guardsound = 6, 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  = 12		;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 = 12			;Time before opponent regains control in air

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 200

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 23
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; 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  = 5
poweradd= 15
ctrl = 0
anim = 200

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 23
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 200

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 200

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 200

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 23
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 200

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = Trip
air.velocity = -1.4,-3
air.hittime = 12

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 600
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Scythe Smash (hyper)
; CNS difficulty: medium
; Notes: Notice that the HitDefs in supers have "getpower = 0". This makes
;        sure KFM doesn't recharge his super guage as he hits.
;        Also, the attributes for the HitDefs is "HA" for "hyper attack",
;        ie. "attr = S, HA".
;        Notice how the first HitDef is reused twice by allowing it to
;        trigger on two animation elements.
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 1,
persistent = 0
id = 2320
name = "Super Spark Helper"
pos = 0,-10
postype = P1
stateno = 2300
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 0, superbg]
type = explod
trigger1 = time = 0
anim = 7896
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3401, superchargepause]
type = superpause
trigger1 = !time
time = 53
anim = -1
sound = -1
poweradd = -1000
p2defmul = 1
darken = 0

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 11

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 19
trigger5 = AnimElem = 21
trigger4 = AnimElem = 31
x = 10

[State 3000, 4]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
x = 6

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
attr = S, HA
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 3000, 6]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
animtype  = Hard
damage    = 75,4
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5, -4
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
helpertype = normal
name = "Prunes Juice"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 240]
type=helper
trigger1= hitpausetime=11 && random<250
trigger1= movehit=1 && numtarget && !numhelper(6998) && !ishelper && var(20)<=0
helpertype=normal
stateno=6998
ID=6998
name="Dan"
postype=back
pausemovetime=65535
supermovetime=65535
ignorehitpause=1

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 3000
value = 0,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; PRUNE JUICE
[StateDef 500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 500
poweradd = 30
sprpriority = 2

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Prunes Juice"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[StateDef 504]
type = S
movetype= A
physics = N
juggle  = 1
velset = 2,0
ctrl = 0
anim = 504

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 2,6

[State 0, AngleSet]
type = AngleSet
trigger1 = movecontact = 0
value = 90

[State 0, AngleSet]
type = AngleAdd
trigger1 = movecontact
value = 10*var(3)

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
y = .3

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = Var(3)*-1
y = -8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 1
value = S666,27
freqmul = 0.5 + (Parent,var(11)*0.1)

[State 300, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S9001
sparkxy = -10, -76
hitsound = S1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12



[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 999
trigger2 = Pos Y > 0

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

[StateDef 505]
type = S
movetype= A
physics = N
juggle  = 1
velset = 2,0
ctrl = 0
anim = 505

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 0
x = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = .5

[State 0, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 5
range = 2,6

[State 0, AngleSet]
type = AngleSet
trigger1 = movecontact = 0
value = 0

[State 0, AngleSet]
type = AngleAdd
trigger1 = movecontact
value = 10*var(3)

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
y = 3

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = Var(3)*-1
y = -8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 1
value = S666,28
freqmul = 0.5 + (Parent,var(11)*0.1)

[State 300, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S9002
sparkxy = -10, -76
hitsound = S1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = 1122

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 999
trigger2 = Pos Y > 0

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

[StateDef 506]
type = S
movetype= A
physics = N
juggle  = 1
velset = 2,0
ctrl = 0
anim = 506

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 0
x = .6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 2,6

[State 0, AngleSet]
type = AngleSet
trigger1 = movecontact = 0
value = 0

[State 0, AngleSet]
type = AngleAdd
trigger1 = movecontact
value = 10*var(3)

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
y = .6

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = Var(3)*-1
y = -8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 1
value = S666,29
freqmul = 0.5 + (Parent,var(11)*0.1)

[State 300, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 14
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S9003
sparkxy = -10, -76
hitsound = S1, 0
guardsound = 6, 0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 300
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = Trip
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 999
trigger2 = Pos Y > 0

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

[StateDef 507]
type = S
movetype= A
physics = N
juggle  = 1
velset = 2,0
ctrl = 0
anim = 507

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 0
x = .4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 2,6

[State 0, AngleSet]
type = AngleSet
trigger1 = movecontact = 0
value = 0

[State 0, AngleSet]
type = AngleAdd
trigger1 = movecontact
value = 10*var(3)

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
y = .6

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = Var(3)*-1
y = -8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 1
value = S5,17
freqmul = 0.5 + (Parent,var(11)*0.1)

[State 300, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S9003
sparkxy = -10, -76
hitsound = S1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 999
trigger2 = Pos Y > 0

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

[StateDef 508]
type = S
movetype= A
physics = N
juggle  = 1
velset = 2,0
ctrl = 0
anim = 508

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 0
x = .2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 2,6

[State 0, AngleSet]
type = AngleSet
trigger1 = movecontact = 0
value = 0

[State 0, AngleSet]
type = AngleAdd
trigger1 = movecontact
value = 10*var(3)

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
y = .6

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = Var(3)*-1
y = -8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 1
value = S1111,6
freqmul = 0.5 + (Parent,var(11)*0.1)

[State 300, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 18
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S9003
sparkxy = -10, -76
hitsound = S1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 999
trigger2 = Pos Y > 0

;---------------------------------------------------------------------------
; SUPER JUNK STORM
[StateDef 501]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 501
sprpriority = 2

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 1,
persistent = 0
id = 2320
name = "Super Spark Helper"
pos = 0,-10
postype = P1
stateno = 2300
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 0, superbg]
type = explod
trigger1 = time = 0
anim = 7896
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3401, superchargepause]
type = superpause
trigger1 = !time
time = 53
anim = -1
sound = -1
poweradd = -1000
p2defmul = 1
darken = 0

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "Junk"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Junk"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Junk"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
name = "Junk"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "Junk"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Junk"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "Junk"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "Junk"
ID = 504
stateno = 504+random%5
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Custom P2State
[Statedef 1122]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
sysvar(0) = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 24
statetype = C
physics = C

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 46
statetype = L
physics = C

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5950)
value = 5950

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5330)
value = 5330

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5130)
trigger1 = selfanimexist(5131)
value = 5130

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5130
trigger1 = animtime = 0
trigger1 = selfanimexist(5131)
value = 5131

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = !selfanimexist(5950)
trigger1 = !selfanimexist(5330)
trigger1 = !selfanimexist(5130)
trigger1 = !selfanimexist(5131)
value = 1122

[State 0, SelfState]
type = SelfState
trigger1 = time >= 70
value = 5110
;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when KFM lets go of him.
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 58, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 47, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 41, -60

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 25, -75

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 15, -90

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = -5, -96

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -14, -90

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = -50, -50

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 11
value = 821

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = -10

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

;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

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

;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40

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

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

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

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

;---------------------------------------------------------------------------
; Uh-oh this is not good...
[Statedef 9000]
type = A
ctrl = 0
anim = 41
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 9000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 665,0
;volume = 300
channel = -1
freqmul = 1.2

[State 9000, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 100
anim = 100
pos = 20,-80
darken = 1
poweradd = -100000
unhittable = 1

[State 9000, VelSet]
type = VelSet
trigger1 = time = 5
y = -10

[State 9000, ChangeState]
type = ChangeState
trigger1 = screenpos Y<-50
value = 9002
ctrl = 0

[State 9000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 9000, 1]
type = NotHitBy
trigger1 = P2name = "Uroboros"
trigger2 = P2name = "Death Star"
trigger3 = P2name = "MUAHAHAHAHAHAHAHAHA"
trigger4 = P2name = "Y20k buggeroid"
trigger5 = P2name = "AxAyAzSSX"
trigger6 = P2name = "Dark Arcueid mk2"
trigger7 = P2name = "Donald"
trigger8 = P2name = "Dr.Manhattan"
trigger9 = P2name = "DEATH"
trigger10 = P2name = "Dink Smallwood"
trigger11 = P2name = "Dooby Dummy"
trigger12 = P2name = "What the fuck"
trigger13 = P2name = "Developer Fags You Imbecile"
trigger14 = P2name = "necoarc_abyss"
trigger15 = P2name = "ONI-MIKO-REIMU"
trigger16 = P2name = "Rare Akuma"
trigger17 = P2name = "Super Mario 64"
trigger18 = P2name = "Symbiote Onslaught- Forms 1 & 2"
trigger19 = P2name = "Omega Zero"
trigger20 = P2name = "Shadow Omega Zero"
trigger21 = P2name = "Chuck_Norris"
trigger22 = P2name = "genjitsu"
trigger23 = P2name = "yuiitusin"
trigger24 = P2name = "God Jazu"
trigger25 = P2name = "Apocalyptic Orochi"
trigger26 = P2name = "DarkOswald"
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1000

[State 9000, HitOverride]
type = HitOverride
trigger1 = P2name = "Uroboros"
trigger2 = P2name = "Death Star"
trigger3 = P2name = "MUAHAHAHAHAHAHAHAHA"
trigger4 = P2name = "Y20k buggeroid"
trigger5 = P2name = "AxAyAzSSX"
trigger6 = P2name = "Dark Arcueid mk2"
trigger7 = P2name = "Donald"
trigger8 = P2name = "Dr.Manhattan"
trigger9 = P2name = "DEATH"
trigger10 = P2name = "Dink Smallwood"
trigger11 = P2name = "Dooby Dummy"
trigger12 = P2name = "What the fuck"
trigger13 = P2name = "Developer Fags You Imbecile"
trigger14 = P2name = "necoarc_abyss"
trigger15 = P2name = "ONI-MIKO-REIMU"
trigger16 = P2name = "Rare Akuma"
trigger17 = P2name = "Super Mario 64"
trigger18 = P2name = "Symbiote Onslaught- Forms 1 & 2"
trigger19 = P2name = "Omega Zero"
trigger20 = P2name = "Shadow Omega Zero"
trigger21 = P2name = "Chuck_Norris"
trigger22 = P2name = "genjitsu"
trigger23 = P2name = "yuiitusin"
trigger24 = P2name = "God Jazu"
trigger25 = P2name = "Apocalyptic Orochi"
trigger26 = P2name = "DarkOswald"
time = 1000
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = -1
time = 1000
forceair = 0
;---------------------------------------------------------------------------
; TRUCK OF DOOM!!!
[Statedef 9001]
type = S
ctrl = 0
anim = 85961
velset = 0,0
movetype = A
physics = S
sprpriority = -2

[State 9001, VelSet]
type = VelSet
trigger1 = 1
x = 10

[State 9001, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 9003
time = -1

[State 9001, HitDef]
type = HitDef
trigger1 = 1
attr = S,HA
hitflag = MA
guardflag = MA
animtype = light
air.animtype = light
priority = 7,Hit
damage = 0,0
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slide = 0
ground.hit = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
sprpriority = -2
p1getp2facing = 0
fall = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
envshake.freq = 30
envshake.ampl = -12
envshake.phase = 4

[State 9001, ChangeState]
type = ChangeState
trigger1 = movehit
value = 9003
ctrl = 0

[State 9001, DestroySelf]
type = DestroySelf
trigger1 = (pos X*facing)>=360

[State 9001, 1]
type = NotHitBy
trigger1 = P2name = "Uroboros"
trigger2 = P2name = "Death Star"
trigger3 = P2name = "MUAHAHAHAHAHAHAHAHA"
trigger4 = P2name = "Y20k buggeroid"
trigger5 = P2name = "AxAyAzSSX"
trigger6 = P2name = "Dark Arcueid mk2"
trigger7 = P2name = "Donald"
trigger8 = P2name = "Dr.Manhattan"
trigger9 = P2name = "DEATH"
trigger10 = P2name = "Dink Smallwood"
trigger11 = P2name = "Dooby Dummy"
trigger12 = P2name = "What the fuck"
trigger13 = P2name = "Developer Fags You Imbecile"
trigger14 = P2name = "necoarc_abyss"
trigger15 = P2name = "ONI-MIKO-REIMU"
trigger16 = P2name = "Rare Akuma"
trigger17 = P2name = "Super Mario 64"
trigger18 = P2name = "Symbiote Onslaught- Forms 1 & 2"
trigger19 = P2name = "Omega Zero"
trigger20 = P2name = "Shadow Omega Zero"
trigger21 = P2name = "Chuck_Norris"
trigger22 = P2name = "genjitsu"
trigger23 = P2name = "yuiitusin"
trigger24 = P2name = "God Jazu"
trigger25 = P2name = "Apocalyptic Orochi"
trigger26 = P2name = "DarkOswald"
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1000

[State 9001, HitOverride]
type = HitOverride
trigger1 = P2name = "Uroboros"
trigger2 = P2name = "Death Star"
trigger3 = P2name = "MUAHAHAHAHAHAHAHAHA"
trigger4 = P2name = "Y20k buggeroid"
trigger5 = P2name = "AxAyAzSSX"
trigger6 = P2name = "Dark Arcueid mk2"
trigger7 = P2name = "Donald"
trigger8 = P2name = "Dr.Manhattan"
trigger9 = P2name = "DEATH"
trigger10 = P2name = "Dink Smallwood"
trigger11 = P2name = "Dooby Dummy"
trigger12 = P2name = "What the fuck"
trigger13 = P2name = "Developer Fags You Imbecile"
trigger14 = P2name = "necoarc_abyss"
trigger15 = P2name = "ONI-MIKO-REIMU"
trigger16 = P2name = "Rare Akuma"
trigger17 = P2name = "Super Mario 64"
trigger18 = P2name = "Symbiote Onslaught- Forms 1 & 2"
trigger19 = P2name = "Omega Zero"
trigger20 = P2name = "Shadow Omega Zero"
trigger21 = P2name = "Chuck_Norris"
trigger22 = P2name = "genjitsu"
trigger23 = P2name = "yuiitusin"
trigger24 = P2name = "God Jazu"
trigger25 = P2name = "Apocalyptic Orochi"
trigger26 = P2name = "DarkOswald"
time = 1000
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = -1
time = 1000
forceair = 0
;---------------------------------------------------------------------------
; Uh-oh this is not good...
[Statedef 9002]
type = A
ctrl = 0
anim = 41
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 9002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 9002, Helper]
type = Helper
trigger1 = time = 20
helpertype = normal
name = "Truckofdoom"
ID = 9001
stateno = 9001
pos = -200,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 9002, ChangeState]
type = ChangeState
trigger1 = numhelper(9001)<=0
trigger1 = time>30
value = 51
ctrl = 0

[State 9002, 1]
type = NotHitBy
trigger1 = P2name = "Uroboros"
trigger2 = P2name = "Death Star"
trigger3 = P2name = "MUAHAHAHAHAHAHAHAHA"
trigger4 = P2name = "Y20k buggeroid"
trigger5 = P2name = "AxAyAzSSX"
trigger6 = P2name = "Dark Arcueid mk2"
trigger7 = P2name = "Donald"
trigger8 = P2name = "Dr.Manhattan"
trigger9 = P2name = "DEATH"
trigger10 = P2name = "Dink Smallwood"
trigger11 = P2name = "Dooby Dummy"
trigger12 = P2name = "What the fuck"
trigger13 = P2name = "Developer Fags You Imbecile"
trigger14 = P2name = "necoarc_abyss"
trigger15 = P2name = "ONI-MIKO-REIMU"
trigger16 = P2name = "Rare Akuma"
trigger17 = P2name = "Super Mario 64"
trigger18 = P2name = "Symbiote Onslaught- Forms 1 & 2"
trigger19 = P2name = "Omega Zero"
trigger20 = P2name = "Shadow Omega Zero"
trigger21 = P2name = "Chuck_Norris"
trigger22 = P2name = "genjitsu"
trigger23 = P2name = "yuiitusin"
trigger24 = P2name = "God Jazu"
trigger25 = P2name = "Apocalyptic Orochi"
trigger26 = P2name = "DarkOswald"
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1000

[State 9002, HitOverride]
type = HitOverride
trigger1 = P2name = "Uroboros"
trigger2 = P2name = "Death Star"
trigger3 = P2name = "MUAHAHAHAHAHAHAHAHA"
trigger4 = P2name = "Y20k buggeroid"
trigger5 = P2name = "AxAyAzSSX"
trigger6 = P2name = "Dark Arcueid mk2"
trigger7 = P2name = "Donald"
trigger8 = P2name = "Dr.Manhattan"
trigger9 = P2name = "DEATH"
trigger10 = P2name = "Dink Smallwood"
trigger11 = P2name = "Dooby Dummy"
trigger12 = P2name = "What the fuck"
trigger13 = P2name = "Developer Fags You Imbecile"
trigger14 = P2name = "necoarc_abyss"
trigger15 = P2name = "ONI-MIKO-REIMU"
trigger16 = P2name = "Rare Akuma"
trigger17 = P2name = "Super Mario 64"
trigger18 = P2name = "Symbiote Onslaught- Forms 1 & 2"
trigger19 = P2name = "Omega Zero"
trigger20 = P2name = "Shadow Omega Zero"
trigger21 = P2name = "Chuck_Norris"
trigger22 = P2name = "genjitsu"
trigger23 = P2name = "yuiitusin"
trigger24 = P2name = "God Jazu"
trigger25 = P2name = "Apocalyptic Orochi"
trigger26 = P2name = "DarkOswald"
time = 1000
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = -1
time = 1000
forceair = 0
;---------------------------------------------------------------------------
; Screen turns white
[Statedef 9003]
type = S
ctrl = 0
anim = 1002
velset = 0,0
movetype = I
physics = S
sprpriority = -2

[State 1045, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 100
freq = 160
ampl = -20
phase = 90
ignorehitpause = 1
persistent = 1

[State 9003, Pause]
type = Pause
trigger1 = time = 0
time = 102
movetime = 102

[State 9003, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 667,0

[State 9003, PalFX]
type = AllPalFX
trigger1 = time <=51
time = 1
add = time*5,time*5,time*5

[State 9003, EnvColor]
type = EnvColor
trigger1 = time=[52,100]
value = 255,255,255
time = 5

[State 9003, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 9004
ctrl = 0

;---------------------------------------------------------------------------
; NUKE me up
; CNS difficulty: easy
[Statedef 9004]
type = S
ctrl = 0
anim = 2
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 9004, AllPalFX]
type = AllPalFX
trigger1 = time = 0
time = 80
add = 255,255,255
sinadd = -255,-255,-255,320

[State 9004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = globalnoshadow
flag3 = nomusic

[State 9004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg

[State 9004, 5]
type = Projectile
trigger1 = time<100
projanim = 9001
projremovetime = 1
attr = A, HA
damage   = 300,50
fall = 1
ground.velocity = 0, -30
air.velocity = 0, -30
fall.velocity = 0, -30
pausetime = 0,1
numhits = 999
givepower = 0
guardflag =
pausetime = 1,1
sparkno = -1

[State 9004, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 9004, Explod]
type = Explod
trigger1 = time = 0
anim = 1001
ID = 1001
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
removetime = 120
supermove = 0
pausemove = 0
scale = 0.5,0.5
sprpriority = 9999999
ontop = 1
ownpal = 1

[State 9004, AssertSpecial]
type = AssertSpecial
trigger1 = win
flag = noBG
flag2 = noFG
flag3 = nobardisplay
time = -1

[State 9004, AllPalFX]
type = AllPalFX
trigger1 = time = 100
time = 60
sinadd = 255,255,255,120

[State 9004, DestroySelf]
type = DestroySelf
trigger1 = time = 120

;---------------------------------------------------------------------------
; Weaker bus strike
[Statedef 2000]
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
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 0                      ;Change animation (Def: no change)
sprpriority = 2                  ;Set layering priority to 2 (in front)

[State 0, ]
type = SuperPause
trigger1 = Time = 0
time = 30
anim = 30
sound = S666,1
poweradd = -2000
ignorehitpause = 1

[State 1300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 7896
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 0, ]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Bus"
ID = 2000
pos = -200,0
postype = back
facing = 1
stateno = 2001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Weaker Bus Summon
[Statedef 2001]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
;Commonly-used controllers:
velset = 13,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 85961                      ;Change animation (Def: no change)
sprpriority = 10                  ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = movecontact = 0
attr = S, HP                     ;Attribute: Standing, Normal Attack
damage = 350, 0                   ;Damage that move inflicts, guard damage
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag =                    ;Flags on how move is to be guarded against
hitflag = MAFPD                    ;Flags of conditions that move can hit
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 2                    ;Spark anim no (Def: set above)
sparkxy = 0,0
hitsound = S666, 0                  ;Sound to play on hit
guardsound = -1                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -1,-30             ;Velocity at which opponent is pushed
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-30           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
fall = 1
fall.recover = 0
fall.damage = 30

[State 240]
type=helper
trigger1= hitpausetime=11 && random<250
trigger1= movehit=1 && numtarget && !numhelper(6998) && !ishelper && var(20)<=0
helpertype=normal
stateno=6998
ID=6998
name="Dan"
postype=back
pausemovetime=65535
supermovetime=65535
ignorehitpause=1

[State 0, ]
type = DestroySelf
trigger1 = time >= 300
ignorehitpause = 1

;-------------------------------------------------------------------------------
;Cheapie Buster
[Statedef 495]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 10
velset = 0,0
anim = 85961

[State 9000, ChangeState]
type = ChangeState
trigger1 = !ishelper
value = 0
ctrl = 1
ignorehitpause = 1

[State 9000, PosSet]
type = PosSet
triggerall = time = 0
trigger1 = enemynear,numpartner<=0
trigger2 = enemynear,numpartner
trigger2 = enemynear(1),alive<=0
trigger3 = enemynear,numpartner
trigger3 = enemynear,alive
trigger3 = enemynear(1),alive
x = enemynear, pos X
y = -600

[State 9000, PosSet]
type = PosSet
triggerall = time = 0
trigger1 = enemynear,numpartner
trigger1 = enemynear(0),alive<=0
x = enemynear(1), pos X
y = -600

[State 9000, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 5

[State 9000, VelAdd]
type = VelAdd
trigger1 = 1
y = 2

[State 9000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 1
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = ADD1
ignorehitpause = 1

[State 9000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 20
ignorehitpause = 1

[State 9000, HitDef]
type = HitDef
trigger1 = enemynear, name != "Omega Tiger Woods"
attr = S,HA
hitflag = PHMAFD
guardflag =
animtype = heavy
air.animtype = heavy
fall.animtype = Back
priority = 7,Hit
damage = 25,0
sparkno = 2
guard.sparkno = -1
sparkxy = 0,0
hitsound = S495,1
ground.type = High
ground.bounce = 0
air.bounce = 0
down.bounce = 0
fall.bounce = 0
air.hittime = 20
ground.velocity = 0,vel Y
air.velocity = 0,vel Y
fall.velocity = 0,vel Y
sprpriority = 10
p1getp2facing = 0
;fall = 0
;kill = 0
;air.kill = 0
;guard.kill = 0
;fall.kill = 0
;numhits = 1

[State 9000, PosSet]
type = PosSet
trigger1 = pos Y>0
y = 0
ignorehitpause = 1

[State 9000, ChangeState]
type = ChangeState
trigger1 = pos y>=0
value = 496
ctrl = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; oyus
[Statedef 496]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 85961

[State 9001, ChangeState]
type = ChangeState
trigger1 = !ishelper
value = 0
ctrl = 1
ignorehitpause = 1

[State 9001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S495,3
volume = 255
channel = -1

[State 9001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S495,1
volume = 255
channel = -1

[State 9001]
type = Explod
trigger1 = time = 0
anim = F62
pos=-50,0
scale = 10,5
facing = 1
ownpal = 1
ontop=1

[State 9001]
type = Explod
trigger1 = time = 0
anim = F60
pos=-50,0
scale = 10,10
facing = 1
ownpal = 1
ontop = 0
sprpriority = -2

[State 9001, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 60
freq = 100
ampl = -10
phase = 40

[State 9001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 9001, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 9001, HitDef]
type = HitDef
trigger1 = time>=1
attr = S,HA
hitflag = PHMAFD
guardflag =
animtype = heavy
air.animtype = heavy
fall.animtype = Back
priority = 7,Hit
damage = 999999,0
sparkno = 2
sparkxy = 0,0
hitsound = S495,2
ground.type = High
ground.bounce = 0
air.bounce = 0
down.bounce = 0
fall.bounce = 0
air.hittime = 20
ground.velocity = 0,10000
air.velocity = 0,10000
fall.velocity = 0,10000
hitonce = 0
sprpriority = 10
p1getp2facing = 0
;fall = 1
;kill = 1
;air.kill = 1
;guard.kill = 1
;fall.kill = 1
;numhits = 999

[State 9001, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HA
hitflag = PHMAFD
guardflag =
animtype = heavy
air.animtype = heavy
fall.animtype = Back
priority = 7,Hit
damage = 999999,0
sparkno = 2
guard.sparkno = -1
sparkxy = 0,0
hitsound = S495,2
ground.type = High
ground.velocity = 0,0
air.velocity = 0,0
fall.velocity = 0,0
ground.bounce = 0
air.bounce = 0
down.bounce = 0
fall.bounce = 0
air.hittime = 20
hitonce = 0
p2stateno = 944
sprpriority = 10
p1getp2facing = 0
;fall = 1
;kill = 1
;guard.kill = 1
;fall.kill = 1
;numhits = 999

[State 9001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 9001, ChangeState]
type = ChangeState
trigger1 = time>=3
trigger1 = !win
value = 497
ctrl = 0
ignorehitpause = 1

[State 9001, ChangeState]
type = ChangeState
trigger1 = time>=3
trigger1 = win
value = 498
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;Staying
[Statedef 497]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 85961

[State 9002, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = -5

[State 9002, VelAdd]
type = VelAdd
trigger1 = 1
x = 0
y = -2

[State 9002, ChangeState]
type = Destroyself
trigger1 = time > 30
ignorehitpause = 1
;---------------------------------------------------------------------------
; Staying
[Statedef 498]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 85961

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 1
value = 495, 0
volume = 255

[State 9001, PlaySnd]
type = PlaySnd
trigger1 = time = 175
value = S495,1
volume = 255
channel = -1

[State 9003, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

;--------------------------------------------------------------------------
;Pwnage
[Statedef 944]
type = A
movetype = H
physics = N
ctrl = 0

[State 944, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 944, DestroySelf]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1

[State 944, 0]
type = ChangeAnim
trigger1 = 1
value = 5150

[State 944, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 944, 2]
type = PosSet
trigger1 = 1
y = 999

;[State 944, 2]
;type = LifeSet
;trigger1 = 1
;value = 1

[State 944, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 944, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 944, SelfState]
type = SelfState
trigger1 = !Alive
value = 5150

[State 1311, Get up]
type = SelfState
trigger1 = AnimTime = 0
value = 5120

[State 944, SelfState]
type = SelfState
trigger1 = life>0
trigger1 = time = 0
value = 5110

[State 214, 6]
type = ChangeState
trigger1 = lose
trigger2 = win
value = 5150

;------------------------------------------------------------------
;Reversal Hitbox
[Statedef 6666]
type = A
movetype = A
physics = N
sprpriority = 4
poweradd = 10000
anim = 3930
ctrl = 0

[State 3927, Assert1]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow
flag2 = invisible
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[State hit]
type = HitOverride
trigger1 = movetype = H
attr = SCA, NT, ST, HT, NA, SA, HA ,NP, SP, HP
slot = 7
time = -1
stateno = 6667
ignorehitpause = 1

[State 10011, hit]
type = HitDef
trigger1 = timemod = 2,0
animtype = Hard
hitflag = MAFD
attr = A, HA
damage = 9999999, 9999999
guardflag =
priority = 7
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
animtype = High
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-5
air.velocity = -7,-5
fall = 1
fall,recover = 0
getpower = 0,0
givepower = 0,0
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
ignorehitpause = 1
p2getp1State = 0

[State 3906, 025]
type = Targetlifeadd
trigger1 = movecontact
value = Ceil(-9*enemy,const(data.life))
absolute = 1
ignorehitpause = 1
persistent = 1

[State 10014, 1]
type = TargetState
trigger1 = movecontact
trigger2 = time >= 0
value = 4157

[State 10014, 1]
type = ReversalDef
trigger1 = timemod = 2,1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
pausetime = 0,0
sparkno = -1
numhits = 0
p1stateno = 6666
p2stateno = 4157

[State 10002, ChangeState]
type = Destroyself
trigger1 = win

[Statedef 6667]
type = A
movetype = A
physics = N
sprpriority = 4
poweradd = 10
anim = 3930
ctrl = 0

[State 10002, ChangeState]
type = ChangeState
trigger1 = time = 1
value = 6666

[State 10002, ChangeState]
type = Destroyself
trigger1 = win

;---------------------------------------------------------------------------
[Statedef 4155]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4150

[State 820, 1]
type = Posset
Trigger1 = Time = 0
y = 9999

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

[State 820, 2]
type = SelfState
trigger1 = Time = 1
value = 5150

;---------------------------------------------------------------------------
[Statedef 4157]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4150

[State 2752, Off]
Type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State 820, 1]
type = DestroySelf
Trigger1 = ishelper = 1
Trigger2 = !ishelper

[State 820, 1]
type = Posset
Trigger1 = Time = 0
y = 9999

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

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

[State 820, 2]
type = SelfState
trigger1 = time >= 10
value = 5150

;---------------------------------------------------------------------------
; Cheap Bus
[Statedef 34567]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
;Commonly-used controllers:
velset = 13,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 85961                      ;Change animation (Def: no change)
sprpriority = 10                  ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = movecontact = 0
attr = S, HP                     ;Attribute: Standing, Normal Attack
damage = 999999, 999999                   ;Damage that move inflicts, guard damage
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag =                    ;Flags on how move is to be guarded against
hitflag = MAFPD                    ;Flags of conditions that move can hit
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 2                    ;Spark anim no (Def: set above)
sparkxy = 0,0
hitsound = s445, 1                  ;Sound to play on hit
guardsound = -1                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -1,-30             ;Velocity at which opponent is pushed
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-30           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
fall = 1
fall.recover = 0
fall.damage = 30

[State 240]
type=helper
trigger1= hitpausetime=11 && random<250
trigger1= movehit=1 && numtarget && !numhelper(6998) && !ishelper && var(20)<=0
helpertype=normal
stateno=6998
ID=6998
name="Dan"
postype=back
pausemovetime=65535
supermovetime=65535
ignorehitpause=1

[State 0, ]
type = DestroySelf
trigger1 = time >= 300
ignorehitpause = 1
;========================< CHARAMARI >=============================
[Statedef 3400]
type = S
physics = N
movetype = A
anim = 3400
ctrl = 0
velset = 0, 0
sprpriority = 1
[State 3400, Strength]
type = varset
trigger1 = var(10) != 6
var(10) = 6

[State Pos]
type = posset
trigger1 = !time && pos y > 0
y = 0

[State 3400, NHB]
type = nothitby
trigger1 = 1
time = 1
value = SCA
[State 3400, mc]
type = screenbound
trigger1 = animelemtime(2) >= 0
value = 0
movecamera = 0, 1

[State 3400, snd]
type = playsnd
;trigger1 = animelem = 2
trigger1 = Time = 0
value = 5, 17
[State 3400, dust]
type = explod
trigger1 = animelem = 2
anim = 666666
ID = 7103
sprpriority = 3
postype = p1
pos = -17, 0
vel = -3, 0
ownpal = 1
scale = 2, 2
pausemovetime = -1
supermovetime = -1

[State 3400, Push]
type = playerpush
trigger1 = animelemtime(2) >= 0
value = 0

[State 3400, Vel]
type = veladd
trigger1 = animelemtime(2) >= 0
x = -1
y = 0
[State 3400, Vel]
type = velset
trigger1 = animelem = 2
x = -6
y = 0

[State 3400, End]
type = changestate
triggerall = animelemtime(2) >= 0
trigger1 = facing = 1 && pos x <= -240
trigger2 = facing = -1 && pos x >= 240
trigger3 = time >= 120
value = 3401


;--- Rolling ---
[Statedef 3401]
type = S
physics = N
movetype = A
anim = 3401
ctrl = 0
velset = 0, 0
sprpriority = 1

[State 3401, Pos]
type = posset
trigger1 = !time
x = ifelse(facing = -1, 540, -540)
y = 0

;[State 3401, superchargehelper]
;type = helper
;trigger1 = !time
;helpertype = normal
;stateno = 7510
;ID = 7510
;name = "Super Charge"
;postype = back
;pos = 0, -80
;ownpal = 1
;pausemovetime = 255
;supermovetime = 255

[State 3401, superchargepause]
type = playsnd
trigger1 = !time
value = S4, 3
abspan = ifelse(facing = 1, -160, 160)
[State 3401, superchargepause]
type = superpause
trigger1 = !time
time = 53
anim = -1
sound = -1
poweradd = -2000 * (var(20) <= 0)
p2defmul = 1
darken = 0

[State 3401, NHB]
type = nothitby
trigger1 = time <= 60
time = 1
value = SCA
[State 3401, mc]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0, 1

[State 3401, charamari]
type = helper
trigger1 = time = 1
helpertype = normal
stateno = 3405
ID = 3405
name = "Charamari"
postype = p1
pos = 200, 0
size.xscale = 1
size.yscale = 1
pausemovetime = var(20)
ownpal = 1

[State 3401]
type = assertspecial
trigger1 = time
flag = nomusic
[State 3401, snd]
type = playsnd
trigger1 = time = 1
value = S445, 1+random%7
channel = 9
freqmul = 1 + (random / 4000.0)

[State 3401, Pos]
type = posset
trigger1 = time && numhelper(3405)
trigger1 = (helper(3405), stateno = [3405, 3406])
x = ceil(helper(3405), pos x) - (200 * facing)
y = 0
[State 3401, Vel]
type = velset
trigger1 = time
x = 6
y = 0

[State 3401, Push]
type = playerpush
trigger1 = time
value = 0

[State 3404, steps]
type = playsnd
trigger1 = animelem = 2 || animelem = 5
value = 0, 100

[State 3401, End]
type = changestate
trigger1 = time >= 60 && facing = 1 && pos x >= 240
trigger2 = time >= 60 && facing = -1 && pos x <= -240
trigger3 = time && !numhelper(3405) && (pos x != [ -160, 160])
trigger4 = time && numhelper(3405)
trigger4 = (helper(3405), stateno != [3405, 3407])
value = 3402
[State 3401, End]
type = changestate
trigger1 = time && !numhelper(3405) && (pos x = [ -160, 160])
trigger2 = time >= 600
value = 0
ctrl = 1


;--- End ---
[Statedef 3402]
type = S
physics = N
movetype = I
anim = 100
velset = 0, 0
ctrl = 0

[State 3402, Pos]
type = posset
trigger1 = !time
x = -240 * facing
y = 0
[State 3402, Vel]
type = velset
trigger1 = 1
x = 8
y = 0

[State 3402, Camera]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0, 1
[State 3402, Push]
type = playerpush
trigger1 = 1
value = 0

[State 3402, steps]
type = playsnd
trigger1 = animelem = 3 || animelem = 6
value = 0, 100

[State 3402, End]
type = changestate
trigger1 = time >= 60
trigger2 = (facing = 1 && pos x >= -80) || (facing = -1 && pos x <= 80)
value = 0
ctrl = 1


;--- --TARGET -----
[Statedef 3430]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0, 0
sprpriority = 3

[State 3430, NHB]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 3430]
type = screenbound
trigger1 = !ishelper
value = 0
movecamera = 0, 1

[State 3430, Anim]
type = changeanim
trigger1 = ishelper
value = anim
[State 3430, Anim]
type = changeanim2
trigger1 = !ishelper && !time
value = 3430

[State 3430, spin]
type = angleset
trigger1 = !time
value = 45 * (random % 8)
[State 3430, spin]
type = angleadd
trigger1 = 1
value = 1
[State 3430, spin]
type = angledraw
trigger1 = 1

[State 3430, Flash]
type = palfx
trigger1 = 1
time = 2
add = 64 + ceil(cos(time / 4.0 * pi) * 64), 64 + ceil(cos(time / 4.0 * pi) * 64), 64 + ceil(cos(time / 4.0 * pi) * 64)

[State 3430, End]
type = changestate
trigger1 = time >= 600
value = 3431


[Statedef 3431]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0, 0
sprpriority = 0

[State 3431, End]
type = removeexplod
trigger1 = ishelper
[State 3431, End]
type = destroyself
trigger1 = ishelper

[State 3431, spin]
type = angleset
trigger1 = 1
value = 0

[State 3431, End]
type = selfstate
trigger1 = prevstateno = [120, 155]
value = ifelse(statetype = A, 154, ifelse(statetype = C, 152, 150))
[State 3431, Anim]
type = changeanim2
trigger1 = !time
value = 3431

[State 3431, turn]
type = turn
trigger1 = !time
[State 3431, Pos]
type = posset
trigger1 = !time
x = 240 * facing
y = -180

[State 3431, Vel]
type = veladd
trigger1 = 1
y = 0.6
[State 3431, Vel]
type = velset
trigger1 = !time
x = -4
y = -16

[State 3431, Camera]
type = screenbound
trigger1 = 1
value = (time >= 32 || (facing = 1 && pos x <= 0) || (facing = -1 && pos x >= 0))
movecamera = (time >= 32 || (facing = 1 && pos x <= 0) || (facing = -1 && pos x >= 0)), 1

[State 3431, End]
type = selfstate
trigger1 = vel y > 0 && pos y >= const(size.mid.pos.y)
value = 5100


;--- KO ---
[Statedef 3432]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0, 0
sprpriority = 3

[State 3432, NHB]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 3432]
type = screenbound
trigger1 = !ishelper
value = 0
movecamera = 0, 1

[State 3432, Anim]
type = changeanim
trigger1 = ishelper
value = anim
[State 3432, Anim]
type = changeanim
trigger1 = !ishelper
value = 5012

[State 3432, spin]
type = angleadd
trigger1 = 1
value = 3
[State 3432, spin]
type = angledraw
trigger1 = 1
scale = 1 -(0.01 * time), 1 -(0.01 * time)
[State 3432, spin]
type = angledraw
trigger1 = time >= 100
scale = 0, 0
[State 3432, spin]
type = angledraw
trigger1 = time >= 1000
scale = 0, 0

[State 3432, End]
type = changestate
trigger1 = time >= 600
value = 3433


[Statedef 3433]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0, 0
sprpriority = 0

[State 3433, End]
type = removeexplod
trigger1 = ishelper
[State 3433, End]
type = destroyself
trigger1 = ishelper

[State 3433, die]
type = lifeset
trigger1 = !ishelper
value = 0

[State 3433, spin]
type = angleset
trigger1 = 1
value = 0
[State 3433, Pos]
type = posset
trigger1 = 1
y = 0

[State Invisible Flag]
type = varset
trigger1 = 1
sysvar(3) = 2423

[State 3433, End]
type = changestate
trigger1 = 1
value = 5150

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

[State 5150, NHB]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 5150, gone]
type = assertspecial
trigger1 = sysvar(3) = 2423
flag = invisible
[State 5150, gone]
type = screenbound
trigger1 = sysvar(3) = 2423
value = 0
movecamera = 0, 0
[State 5150, gone]
type = playerpush
trigger1 = sysvar(3) = 2423
value = 0
[State 5150, gone]
type = posset
trigger1 = sysvar(3) = 2423
y = 0

[State 5150, Anim]
type = changeanim
triggerall = !time
triggerall = selfanimexist(5140)
trigger1 = (anim != [5111, 5119]) && (anim != [5171, 5179])
trigger2 = !selfanimexist(5140 + (anim % 10))
value = 5140
[State 5150, Anim]
type = changeanim
trigger1 = !time
trigger1 = (anim = [5111, 5119]) || (anim = [5171, 5179])
trigger1 = selfanimexist(5140 + (anim % 10))
value = 5140 + (anim % 10)
[State 5150, Anim]
type = changeanim
trigger1 = matchover
trigger1 = (anim = [5140, 5149]) && selfanimexist(anim + 10)
value = anim + 10
persistent = 0
[State 5150, Anim]
type = changeanim
trigger1 = !time
trigger1 = (anim != [5140, 5159]) && (anim != [5110, 5119])
value = 5110

[State 5150, Vel]
type = velmul
trigger1 = 1
x = 0.85
[State 5150, Vel]
type = velset
trigger1 = abs(vel x) = (0, 0.05)
x = 0

;[State Narrator]
;type = helper
;trigger1 = time = 60
;trigger1 = matchover && !win && !numhelper(7680) && sysvar(3) != 2423
;trigger1 = var(48) := 1
;helpertype = normal
;stateno = 7680
;ID = 7680
;name = "Narrator"
;postype = left
;ownpal = 1
;pausemovetime = 999
;supermovetime = 999

;-------------------------------------------------------------------------------
;Overpowered Form
[Statedef 9999]
type = S
movetype = I
physics = S
anim = 9999
velset = 0, 0
ctrl = 0
poweradd = -9000

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 195,0
channel = 0
persistent = 0

[State 3000, Pause]
type = Pause
trigger1 = AnimElem = 3,=1
time = 39
movetime = 39

[State -2, 1]
type = VarSet
trigger1 = Time = 0;AnimElem = 3,=1
var(39) = 1

;[State 1000, 3]
;type = LifeSet
;trigger1 = AnimElem = 3,=1
;value = ceil(var(29)/2)

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 3,=1
persistent = 0
id = 2320
name = "Super Spark Helper"
pos = 0,-74
postype = P1
stateno = 2300
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

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

;---------------------------------------------------------------------------
; OP mode spark
[Statedef 2300]
type = A
movetype = I
physics = N
ctrl = 0
anim = 20000
velset = 0,0
ownpal = 1

[State 820,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1, 9
persistent = 0

[State 3000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 32,32,32
sinadd = 0,0,0,1
invertall = 0
color = 256

;Super Spark left half, facing right
[State 3000, 1]
type = Explod
trigger1 = Time = 3
trigger1 = Pos X <= 0
trigger1 = Facing = 1
anim = 3020
postype = P1
pos = 0,0
facing = -1
sprpriority = 6
pausemovetime = 99999999999999
supermovetime = 99999999999999
persistent = 0

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Time > 39

;Super Spark right half, facing right
[State 3000, 1]
type = Explod
trigger1 = Time = 3
trigger1 = Pos X > 0
trigger1 = Facing = 1
anim = 3020
postype = P1
pos = 0,0
facing = 1
sprpriority = 6
pausemovetime = 99999999999999
supermovetime = 99999999999999
persistent = 0

;Super Spark left half, facing left
[State 3000, 1]
type = Explod
trigger1 = Time = 3
trigger1 = Pos X < 0
trigger1 = Facing = -1
anim = 3020
postype = P1
pos = 0,0
facing = 1
sprpriority = 6
pausemovetime = 99999999999999
supermovetime = 99999999999999
persistent = 0

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Time > 39

;Super Spark right half, facing left
[State 3000, 1]
type = Explod
trigger1 = Time = 3
trigger1 = Pos X > 0
trigger1 = Facing = -1
anim = 3020
postype = P1
pos = 0,0
facing = -1
sprpriority = 6
pausemovetime = 99999999999999
supermovetime = 99999999999999
persistent = 0

;Fade out
[State 4001, Fade Out]
type=palfx
trigger1= Time = 30
time=12
sinadd=-255,-255,-255,60

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Time > 39

;======================<OROCHI GENERATOR2>=========================
[Statedef 101113]
physics = N
ctrl = 0
velset = 0,0
anim = 9741

[State 101113]
type = explod
trigger1 = 1
pos = 0,0
name = "orochi blast"
ontop = 1
postype = p1
anim = 3017
id = 8564
ownpal = 1
pausemovetime = -1
supermovetime = -1
ignorehitpause = 1
persistent = 0

[State 101113]
type = explod
trigger1 = 1
pos = 0,-140
name = "orochi skull"
ontop = 1
postype = p1
anim = 8565
id = 8564
ownpal = 1
pausemovetime = -1
supermovetime = -1
ignorehitpause = 1
persistent = 0

[State 101113]
type = playsnd
trigger1 = 1
value = 13,9003
channel = 15
ignorehitpause = 1
persistent = 0

[State 101113]
type = EnvShake
trigger1 = 1
ampl = -14
time = 50
phase = 10
freq = 90
ignorehitpause = 1
persistent = 0

[State 101113]
type = EnvColor
trigger1 = 1
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 101113]
type = DestroySelf
trigger1 = time >=1
ignorehitpause = 1

;---------------------------------------------------------------------------
; Call Assist - F1
[Statedef 1005]
type    = S
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1003

[State 1005, 0]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "F1"
ID = 1001
stateno = 1006
pos = -640,0
postype = p1
ownpal = 1

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

;---------------------------------------------------------------------------
; Assist - F1
[Statedef 1006]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 30,0
ctrl = 0
anim = 1004
sprpriority = 2

[State 1006, 0]
type = Explod
trigger1 = Timemod = 8,0
trigger1 = time < 5
anim = f120
pos = 0,0
postype = p1

[State 1006, 1]
type = VelSet
trigger1 = animelem = 6
x = 0
y = 0

[State 1006, 3]
type = DestroySelf
trigger1 = time = 100
value = 1004

[State 1006, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1004
time = 20
ignorehitpause = 1
persistent = 1

[State 9998, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA, AP, AT
pausetime = 0,0
sparkno = -1
numhits = 0
p1stateno = 9998
p2stateno = 9997 ;Puts P2 into this state when attacking.

[State 1006, 7]
type = VelSet
trigger1 = animelem = 13
x = 4
y = -20
;---------------------------------------------------------------------------
; Reversal
[Statedef 9998]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1000

[State 9998, 1]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 9998, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA, AP, AT
pausetime = 0,0
sparkno = -1
numhits = 0
p1stateno = 9998
p2stateno = 9997

;---------------------------------------------------------------------------
; Get Hit by Reversal
[Statedef 9997]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0

[State 9997, 1]
type = LifeSet
trigger1 = 1
value = 0

[State 9997, 1]
type = DefenceMulSet
trigger1 = 1
value = 0

[State 9997, 1]
type = ChangeState
trigger1 = Name = "Neo-Sephiroth"
value = 5150

[State 9997, 1]
type = SelfState
trigger1 = 1
value = 5050
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
