; 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.
;var1 = transformation
;var2 = superpulo
;var3 = air dashs
;var4 = gritos
;var5 = morto ou vivo?
;var6 = faultless defense
;var7 = AI
;var8 = power armor
;var9 = power armor
;var10 = power armor
;var11 = power armor
;var12 = desvio pós corrida
;var13 = order ficando vermelho
;var14 = air combo starter (ligações do hyper3) (escurecer tela)
;var15 = pos shoryuken
;var16 = escurecer tela do hiper 3
;var17 = order fireball
;var18 = dust dodge
;var19 = dust dodge efeito de sombra

;var33 = a ver com a heat bar
[Data]
life = 1000		;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 110           ;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 30	;Time which player lies down for, before getting up
airjuggle = 20 		;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 = 0		;Volume offset (negative for softer)
IntPersistIndex = 0;60	;Variables with this index and above will not have their values
FloatPersistIndex = 0;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 = 0.5			;Horizontal scaling factor.
yscale = 0.5			;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 = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -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  = 3.0		;Walk forward
walk.back = -2.2		;Walk backward
run.fwd  = 9,0;10, 0		;Run forward (x, y)
run.back = -7,-6;-9.5,-5.0;-4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-10		;Neutral jumping velocity (x, y)
jump.back = -2.5		;Jump back Speed (x, y)
jump.fwd = 2.2		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 8,-10	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0		;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

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170, lose time]
type = S
ctrl = 0
velset = 0,0
anim = ifelse(var(1)=1,171,170)

[State 170, PlaySnd]
type = PlaySnd
trigger1 = (anim=170)&&(animelem=6)
value = 0,304

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

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

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = ifelse(random<500,181,182)

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

[State 181, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)!=1)&&(time=0)
value = ifelse(random<500,180,183)

[State 181, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = ifelse(random<500,181,182)

[State 181, Helper]; helper espada
type = Helper
trigger1 = (anim=183)&&(animelem=4)
helpertype = normal
ID = 191
stateno = 191
pos = 10,-125
postype = p1

[State Exp, 1]; foguinho 1
type = Explod
trigger1 = (anim=182)&&(time=[13,18])
anim = 917
pos = ifelse(time>15,5,-15),-100
postype = p1
random = 20,30
id = 917
sprpriority = 6
scale = 0.5,0.5

[State Exp, 1]; foguinho 2
type = Explod
trigger1 = (anim=182)&&(time=[19,20]) || (anim=182)&&(time=[27,50])
anim = 917
pos = ifelse(time>22,74,70),ifelse(time>22,-135,-100)
postype = p1
random = 20,30
id = 917
sprpriority = 6
scale = 0.5,0.5

[State Exp, 1]; brilho order
type = Explod
trigger1 = (anim=182)&&(animelemtime(8)=0) || (anim=182)&&(animelemtime(8)=1)
anim = 975
pos = 74,-112
postype = p1
bindtime = -1
id = 975
sprpriority = ifelse(animelemtime(8)=1,8,-8)
scale = 0.25,0.25

[State Exp, 1]; fogo order
type = Explod
trigger1 = (anim=182)&&(animelemtime(8)=0) || (anim=182)&&(animelemtime(8)=4)
anim = 963
pos = 74,-112
postype = p1
bindtime = -1
id = 963
sprpriority = ifelse(animelemtime(8)=4,-8,8)
scale = 0.3,0.3

[State fumaça2, Exp]
type = Explod
Trigger1 = (anim=181)&&(time=14)
anim = 993
pos = -5,10
postype = p1
id = 992
bindtime = 1
sprpriority = 3
scale = .2,.2

[State fumaça1, Exp]
type = Explod
Trigger1 = (anim=181)&&(time=14)
anim = 992
pos = 9,10
facing = -1
postype = p1
id = 992
bindtime = 1
sprpriority = 3
scale = .2,.2

[State 0, SprPriority]
type = SprPriority
trigger1 = (anim=182)&&(time=27) || (anim=182)&&(time=57)
value = ifelse(time=27,-7,1)

[State 0, EnvShake]
type = EnvShake
trigger1 = (anim=182)&&(time=57) || (anim=181)&&(time=14)
time = 6

[State 0, PlaySnd]; jogada || rodopio da espada
type = PlaySnd
trigger1 = (anim=183)&&(animelemtime(2)=11) || (anim=183)&&(time=23) || (anim=183)&&(time=30)
trigger2 = (anim=183)&&(time=37) || (anim=183)&&(time=44) || (anim=183)&&(time=51) || (anim=183)&&(time=58)
trigger3 = (anim=183)&&(time=65) || (anim=183)&&(time=72) || (anim=183)&&(time=79) || (anim=183)&&(time=86)
trigger4 = (anim=183)&&(time=93) || (anim=183)&&(time=100) || (anim=183)&&(time=107) || (anim=183)&&(time=114)
trigger5 = (anim=183)&&(time=121) || (anim=183)&&(time=128) || (anim=183)&&(time=135) || (anim=183)&&(time=142)
value = 201,ifelse(animelemtime(2)=11,7,2)

[State 0, PlaySnd]; falação
type = PlaySnd
trigger1 = (anim=183)&&(animelem=8)
value = 0,236+(random%3)

[State 0, PlaySnd]; falação order
type = PlaySnd
trigger1 = (anim=182)&&(animelem=4) || (anim=181)&&(time=40)
value = 180,ifelse(anim=181,3+(random%3),0+(random%3))

[State 0, PlaySnd]; começo do fogo || fincada
type = PlaySnd
trigger1 = (anim=182)&&(animelem=4) || (anim=181)&&(time=14)
value = 0,ifelse(anim=181,304,286)

[State 0, PlaySnd]; fogo
type = PlaySnd
trigger1 = (anim=182)&&(animelem=8) || (anim=182)&&(animelemtime(9)=0)
value = 0,ifelse(animelemtime(9)=0,302,285)

[State 181, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
[Statedef 182, win 2]; pulo com cravada
type = S
ctrl = 0
velset = 0,0
sprpriority = 2
anim=ifelse(var(1)=1,185,184)

[State 0, VelAdd]; pulo
type = VelAdd
trigger1 = animelemtime(3)=1
x = 4
y = -6.3

[State 0, VelAdd]; gravidade
type = VelAdd
trigger1 = (animelemtime(3)>1)&&(animelemtime(8)<4)
x = -.1
y = .5

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(9)=0
x = 0
y = 0

[State 0, posSet]
type = posSet
trigger1 = animelemtime(9)=0
y = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelemtime(9)=0
trigger2 = animelemtime(14)=1
time = 15
freq = 40
ampl = -10

[State 0, posadd]
type = posadd
trigger1 = (animelemtime(10)=0)&&(anim=185)
x = 29

[State 0, posadd]
type = posadd
trigger1 = (animelemtime(11)=0)&&(anim=185)
x = 5

[State 0, VelAdd]; derrapada
type = VelAdd
trigger1 = (animelemtime(10)=0)&&(anim=184)||(animelemtime(12)=0)&&(anim=185)
x = ifelse(anim=185,12,10)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = (animelemtime(10)=0)&&(anim=184)||(animelemtime(12)=0)&&(anim=185)
physics = S

[State 0, Pause]; verificar alguma maneira de prolongar o win time
type = Pause
;trigger1=(gametime*2)&&(animelemtime(6)>1)&&(animelemtime(7)<4)&&(anim=185)
;trigger2=(gametime*2)&&(animelemtime(9)>0)&&(animelemtime(10)<0)&&(anim=185)
trigger1=(gametime*2)&&(animelemtime(12)>5)&&(animelemtime(14)<2)
time = 3

[State 0, PlaySnd]; pulo/grito
type = PlaySnd
trigger1 = animelemtime(3)=0||animelemtime(6)=0
value = ifelse(animelemtime(3)=0,40,1001),ifelse(animelemtime(3)=0,0,0+(random%3))

[State 0, PlaySnd]; fincada 1/fincada 2
type = PlaySnd
trigger1 = animelemtime(9)=0||animelemtime(9)=1
value = ifelse(animelemtime(9)=0,5100,203),ifelse(animelemtime(9)=0,0,1)

[State 0, PlaySnd]; fogo/derrapada
type = PlaySnd
trigger1 = (animelemtime(9)=4)&(anim=184)||(animelemtime(10)=0)&&(anim=184)
value = ifelse(animelemtime(9)=4,205,101),ifelse(animelemtime(9)=4,17,0)

[State 0, PlaySnd]; order - fogo/derrapada
type = PlaySnd
trigger1 = (animelemtime(11)=4)&(anim=185)||(animelemtime(12)=0)&&(anim=185)
value = ifelse(animelemtime(11)=4,205,101),ifelse(animelemtime(11)=4,17,0)

[State 0, PlaySnd]; roupa/explosão
type = PlaySnd
trigger1 = (animelemtime(13)=1)&&(anim=185)||animelemtime(14)=1
value = ifelse(animelemtime(13)=1,105,203),0

[State 0, Explod]; espada
type = Explod
trigger1 = (animelemtime(10)=0)&&(var(1)!=1)||(animelemtime(12)=0)&&(var(1)=1)
anim = ifelse(var(1)=1,199,1130)
pos = -10,34
postype = p1
bindtime = 1
scale = .5,.5
sprpriority = -6
shadow = 10,10,10

[State Exp, 1]; fogo na espada
type = Explod
Trigger1 = (animelemtime(10)=0)&&(anim=184)||(animelemtime(12)=0)&&(anim=185)
anim = 1129
pos = -10,6
postype = p1
bindtime = 1
sprpriority = -4
scale = .5,.5

[State Exp, 1]; fogo no chão
type = Explod
Trigger1 = (animelemtime(10)=0)&&(anim=184)||(animelemtime(12)=0)&&(anim=185)
anim = 994
pos = -15,15
postype = p1
bindtime = 1
sprpriority = -3
scale = .5,.5

[State 0, Explod]; cratera frente
type = Explod
trigger1 = (animelemtime(10)=0)&&(anim=184)||(animelemtime(12)=0)&&(anim=185)
anim = 7020
pos = -16,11
postype = p1
removetime = -1
scale = .2,.5
sprpriority = -5

[State 0, Explod]; cratera fundo
type = Explod
trigger1 = (animelemtime(10)=0)&&(anim=184)||(animelemtime(12)=0)&&(anim=185)
anim = 7021
pos = -16,6
postype = p1
removetime = -1
scale = .2,.5
sprpriority = -7

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

[State 0, ChangeState]
type = ChangeState
trigger1 =(time=0)&&(random<500)
value = 192
ctrl = 0

[State 190, 1]; Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
trigger2 = (anim=192)&&(animelemtime(7)=50)
value = ifelse(p1name="darkordersol",193,190)

[State 190, 1];
type = ChangeAnim
trigger1 = (p1name="darkordersol")&&(anim=193)&&(animelemtime(2)=0)&&(random>=600)&&(time<60)
value = 192

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

[State 190, Helper]; helper espada
type = Helper
trigger1 = (anim=190)&&(animelem=7)
trigger2 = (anim=192)&&(animelemtime(7)=7)
trigger3 = (anim=193)&&(animelem=17)
helpertype = normal
ID = 191
stateno = 191
pos = ifelse(anim=192,250,ifelse(anim=193,40,10)),ifelse(anim=192,-50,ifelse(anim=193,-400,-125))
postype = p1

[State Help, 1]; helper do efeito de começo de pulo+fogo 2
type = Helper
trigger1 = (anim=193)&&(animelem=20)
stateno = 929
id = 929
pos = 40,10
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State fumaça1, Exp]
type = Explod
Trigger1 = (anim=193)&&(animelem=20)
anim = 992
pos = 30,3
postype = p1
id = 992
bindtime = 1
ignorehitpause = 1
sprpriority = 3
ownpal = 1
scale = .3,.2

[State fumaça1, Exp]
type = Explod
Trigger1 = (anim=193)&&(animelem=20)
anim = 992
pos = 44,3
facing = -1
postype = p1
id = 992
bindtime = 1
ignorehitpause = 1
sprpriority = 3
ownpal = 1
scale = .3,.2

[State 0, EnvShake]
type = EnvShake
trigger1 = (anim=192)&&(animelemtime(7)=1) || (anim=193)&&(animelem=20)
time = ifelse(anim=193,16,8)
freq = ifelse(anim=193,60,40)
ampl = ifelse(anim=193,-6,-4)

[State 0, PlaySnd]; pegada || batida com o pé do order
type = PlaySnd
trigger1 = (anim=190)&&(animelem=20)
trigger2 = (anim=193)&&(animelem=22)
trigger3 = (anim=192)&&(animelemtime(7)=1)
value = ifelse(anim=192,5100,810),ifelse(anim=192,0,2)

[State 0, PlaySnd]; jogada || retirada do order
type = PlaySnd
trigger1 = (anim=190)&&(animelem=7)
trigger2 = (anim=193)&&(animelem=23)
value = ifelse(anim=193,0,201),ifelse(anim=193,304,2)

[State 0, PlaySnd]; rodopio da espada || fincada da espada no chão 1
type = PlaySnd
trigger1 = (anim=190)&&(animelemtime(7)=2) || (anim=190)&&(animelemtime(7)=6) || (anim=190)&&(animelemtime(7)=10)
trigger2 = (anim=190)&&(animelemtime(19)=1) || (anim=190)&&(animelemtime(19)=6) || (anim=193)&&(animelem=20)
value = ifelse(anim=193,0,201),ifelse(anim=193,306,3)

[State 0, PlaySnd]; estralo 1 || soco na mão do order
type = PlaySnd
trigger1 = (anim=190)&&(animelem=13)
trigger2 = (anim=193)&&(animelem=3)
value = ifelse(anim=193,202,0),ifelse(anim=193,1,300)

[State 0, PlaySnd]; estralo 2 || fincada da espada no chão 2
type = PlaySnd
trigger1 = (anim=190)&&(animelem=17) || (anim=193)&&(animelem=20)
value = 0,ifelse(anim=193,305,210)

[State 0, PlaySnd]; falação
type = PlaySnd
trigger1 = (anim=190)&&(time=0)
value =  0,ifelse(random<500,235,367)

[State 0, PlaySnd]; falação final
type = PlaySnd
trigger1 = (anim=190)&&(animelem=21)
value =  0,ifelse(random<500,230,364)

[State 0, PlaySnd]; falação do order
type = PlaySnd
trigger1 = (anim=193)&&(animelem=5)
value = 190,0+(random%3)

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

;---------------------------------------------------------------------------
[Statedef 192, intro 2]; moto
type = S
ctrl = 0
velset = 0,0

[State 0, 1]; Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = ifelse(p1name="darkordersol",198,197)

[State 0, 2]; Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PlaySnd]; falação 1050,1-3-5
type = PlaySnd
trigger1 = animelemtime(2)=0
value = 1050,ifelse(random<333,1,ifelse(random>666,5,3))

[State 0, PlaySnd]; batendo os pés no chão 47,0(100,1)/pegando a espada 810,0
type = PlaySnd
trigger1 = animelemtime(4)=0||(animelemtime(5)=0)&&(anim=197)||(animelemtime(8)=0)&&(anim=198)
value = ifelse(animelemtime(4)=0,47+((var(1)=1)*53),810),ifelse(animelemtime(4)=0,0+((var(1)=1)*1),0)

[State 0, PlaySnd]; estralo 1 185,0/estralo 2 810,1
type = PlaySnd
trigger1 = (animelemtime(11)=0)&&(anim=197)||(animelemtime(13)=0)&&(anim=198)||(animelemtime(16)=0)&&(anim=198)
value = ifelse(animelemtime(16)=0,810,185),ifelse(animelemtime(16)=0,1,0)

[State 0, Explod]; moto 1
type = Explod
trigger1 = (time=0)&&(numexplod(194)=0)&&(palno!=1)&&(palno!=4)&&(palno!=10)
anim = 172
ID=194
pos = 0,0
postype = p1
bindtime = 1
scale = .5,.5
sprpriority = -8
shadow = 10,10,10
ownpal = 1

[State 0, Explod]; moto 2
type = Explod
trigger1 = (time=0)&&(numexplod(194)=0)
anim = 194
ID=194
pos = 0,0
postype = p1
bindtime = 1
scale = .5,.5
sprpriority = -8
shadow = 10,10,10
ownpal = 1

[State 0, Explod]; espada
type = Explod
trigger1 = (time=0)&&(numexplod(199)=0)
anim = ifelse(var(1)=1,199,1130)
ID=199
pos = 0,0
postype = p1
bindtime = 1
scale = .5,.5
removetime= ifelse(var(1)=1,184,154)
sprpriority = -9
shadow = 10,10,10

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

;---------------------------------------------------------------------------
; Espada rodando
[Statedef 191, helper espada]
type = A
physics = A
anim = ifelse(root,anim!=190,7010,191)

[State 190, 1];
type = ChangeAnim
trigger1 = (root,anim=183)&&(time=0)
value = 191

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = root,anim=192
movetype = A
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = root,anim=193
movetype = A

[State 191, VelAdd]
type = VelAdd
trigger1 = (root,anim=190)&&(time=0) || (root,anim=183)&&(time=0)
trigger2 = (root,anim=192)&&(time=0)
trigger3 = (root,anim=193)&&(time=0)
x = ifelse(root,anim=192,-10,ifelse(root,anim=193,0,0))
y = ifelse(root,anim=192,0,ifelse(root,anim=193,10,ifelse(root,anim=183,-10,-24)))

[State 191, VelAdd]
type = VelAdd
trigger1 = (root,anim=183)&&(time>40)&&(vel y > 5)
trigger2 = (root,anim=183)&&(time>40)&&(vel y < -5)
y = ifelse(vel y >0,-10,0)

[State 191, VelAdd]
type = VelAdd
trigger1 = (root,anim=192)&&(time=10)
x = 5
y = -10

[state 191,2]
type = angleadd
trigger1 = pos y<0
value = 35

[state 191,2]
type = angleset
trigger1 = root,anim=193
value = -90

[state 191,3]
type=angledraw
trigger1=pos y<0

[State 191, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 60
length = 10
palbright = 0,60,60
palcontrast = 0,150,250
palpostbright = 0,80,80
timegap = 1
framegap = 1
trans = sub

[State 191, 1]
type = HitDef
trigger1 = (time=0)&&(root,anim=192)
trigger2 = (time=0)&&(root,anim=193)
attr = A, SA			;Attribute: Standing, Normal Attack
damage = ifelse(root,anim=193,50,35)
animtype = diagup;heavy
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 7, Hit		;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 16, 16		;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,1
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 26		;Time opponent is in hit state
ground.velocity = ifelse(root,anim=193,-2.2,ifelse(random<400,2.2,-.5)),-6
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -.5,-7
air.hittime = 24		;Time before opponent regains control in air
fall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 965
pos = 0,-70
facing = -1
postype = p2
id = 965
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 987
pos = 0,-70
facing = -1
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 988
pos = 0,-70
facing = -1
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 990
pos = 0,-70
facing = -1
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 991
pos = 0,-70
facing = -1
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State 191, DestroySelf]
type = DestroySelf
trigger1 = (anim=191)&&(time=109)&&(root,anim!=183) || (anim=192)&&(time=200) || (root,anim=193)&&(time=22)

;---------------------------------------------------------------------------
[Statedef 195, taunt]
type = S
movetype = I
physics = S
anim = ifelse(var(1)=1,196,195)
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]; falação 1
type = PlaySnd
trigger1 = animelemtime(3)=4
value = 197,0+(random%5)

[State 0, PlaySnd]; falação 2
type = PlaySnd
trigger1 = animelemtime(11)=0
value = 195,0+(random%4)

;[State 0, PlaySnd]; grito
;type = PlaySnd
;trigger1 = animelemtime(19)=0
;value = 195,ifelse(random<500,0,0)

[State 0, PlaySnd]; falação 3
type = PlaySnd
trigger1 = animelemtime(30)=0
value = 195,ifelse(random<500,4,5)

[State 195, CtrlSet]
type = CtrlSet
trigger1 = time=50
value = 1

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

;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
[Statedef 110, airdash]
type    = A
physics = N
anim = ifelse(var(1)=1,111,110)
ctrl = 1
sprpriority = 1

[State 110, 1]
type = VarSet
trigger1 = Time = 0
v = 3
value = 0

[State 110, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0

[State 110, VelSet]
type = VelSet
trigger1 = time = 0
x = 11
y = 0

[State 110, VelSet]
type = VelSet
trigger1 = time = 9
x = 9
y = 0

[State 110, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 110,0

[State 110, Exp]
type = Explod
Trigger1 = time = 0
anim = 1022
pos = 0,-50
postype = p1
id = 1022
bindtime = 1
persistent = 0
sprpriority = 2
ownpal = 1
scale = .5,.5

[State 110, Exp]
type = Explod
Trigger1 = time = 0
anim = 1023
pos = 0,-50
postype = p1
id = 1023
bindtime = 1
persistent = 0
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 110, ChangeState]
type = ChangeState
trigger1 = time = 18
value = 50
ctrl = 0

;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
[Statedef 115, back airdash]
type    = A
physics = N
anim = ifelse(var(1)=1,116,115)
ctrl = 1
sprpriority = 1

[State 115, 1]
type = VarSet
trigger1 = Time = 0
v = 3
value = 0

[State 115, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0

[State 115, VelSet]
type = VelSet
trigger1 = time = 0
x = -9
y = 0

[State 115, VelSet]
type = VelSet
trigger1 = time = 9
x = -7
y = 0

[State 115, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 110,0

[State 115, Exp]
type = Explod
Trigger1 = time = 0
anim = 1022
pos = 30,-40
facing = -1
postype = p1
id = 1022
bindtime = 1
persistent = 0
sprpriority = 2
ownpal = 1
scale = .5,.5

[State 115, Exp]
type = Explod
Trigger1 = time = 0
anim = 1023
pos = 30,-40
facing = -1
postype = p1
id = 1023
bindtime = 1
persistent = 0
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 115, ChangeState]
type = ChangeState
trigger1 = time = 18
value = 50
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 7000, helper finish him]
type = A
movetype = A
physics = N
Anim = 3000

[State 7005, PosAdd]
type = PosAdd
trigger1 = time >= 0
x = (P2BodyDist X)
y = (P2BodyDist Y)

[State 7000, 1]
type = HitDef
trigger1 = (time >= 0)&&(root,p2statetype=A)&&(root,p2movetype!=H);&&(root,p2life=1)
attr = A, HA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = ;A
priority = 7
pausetime = 0,0
sparkxy = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall = 1
fall.recover = 0
numhits = 0

[State 7000, 1]
type = HitDef
trigger1 = (time >= 0)&&(root,p2statetype!=A)&&(root,p2movetype!=H)
attr = A, HA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = ;A
priority = 7
pausetime = 0,0
sparkxy = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall = 1
fall.recover = 0
numhits = 0
p2stateno = 7001

[State 7000, DestroySelf]
type = DestroySelf
trigger1 = p2stateno = 7001

;---------------------------------------------------------------------------
[Statedef 7001, tontura]
type = S
movetype = H
physics = S
juggle = 1
ctrl = 0
velset = 0,0

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(16) = 256

[State VarA, 1]
type = Varadd
trigger1 = time = [0,30]
trigger1 = var(16) >= 95
var(16) = -6

[State Bgp, 1]
type = BGPalfx
trigger1 = time = [0,30]
mul = var(16), Var(16), Var(16)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 31
mul = 95, 95, 95
time = 999

;[State 49999, 1];Inimigo ficará com vida(life) igual a 1.
;type = LifeSet
;trigger1 = 1
;value = 1

[State 7001, 2];O seu personagem ganha um pouco mais de energia, evitando um empate.
type = TargetLifeAdd
trigger1 = P2life <= 1
value = 1

;Depois de 480 ticks sem que haja fatality, P2 cai.
;[State 49999, 3]
;type = SelfState
;trigger1 = Time = 480
;trigger1 = P2StateNo != [3000,3200] ;Coloque aqui os números dos states dos fatalities.
;value = 5050
;ctrl = 0

;Depois de 480 ticks sem que haja fatality, P2 morre.
;[State 49999, 4]
;type = LifeSet
;trigger1 = Time = 480
;trigger1 = P2StateNo != [3000,3200]
;value = 0

[State 7001, 5];Inimigo fica tonto(dizzy)
type = ChangeAnim
trigger1 = (AnimExist(5300))&&(Anim!=5300)&&(Anim!=6300)
value = 5300

[State 7001, 5];Inimigo fica tonto(dizzy)
type = ChangeAnim
trigger1 = (Anim!=5300)&&(Anim!=6300)&&(time>=1)
value = 5010

;---------------------------------------------------------------------------
[Statedef 7002, tontura 2]
type = U
movetype = H
physics = N
juggle = 1
ctrl = 0

[State 7002, 5]
type = ChangeAnim
trigger1 = (time=0)&&(statetype=A)
value = ifelse(var(1)=1,6030,5030)

[State 7002, 5]
type = ChangeAnim
trigger1 = (time=0)&&(statetype!=A)
trigger2 = (pos y >= 0)&&(anim!=5300)&&(anim!=6300)
value = ifelse(var(1)=1,6300,5300)

[State 7002, Veladd]
type = Veladd
trigger1 = (time>=0)&&(statetype=A)&&(pos y < 0)
y = .5

[State 7002, Velset]
type = Velset
trigger1 = pos y >= 0
y = 0

[State 7002, PlaySnd]
type = PlaySnd
Trigger1 = pos y >= 0
value = 47,0
persistent = 0

[State -3, grito]
type = PlaySnd
trigger1 = pos y >= 0
value = 5003,0+(random%3)
persistent = 0

[State fumaça2, Exp]
type = Explod
Trigger1 = pos y >= 0
anim = 993
pos = -8,3
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = .2,.2

[State fumaça2, Exp]
type = Explod
Trigger1 = pos y >= 0
anim = 993
pos = 6,3
facing = -1
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = .2,.2

[State 7002, posSet]
type = posset
trigger1 = (time>=0)&&(pos y >= 0)
y = 0

[State 7002, StateTypeSet]
type = StateTypeSet
trigger1 = (time>=0)&&(pos y >= 0)
statetype = C
physics = C

[State 7002, changestate]
type = changestate
trigger1 = time = 130
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 7003, fatal cut head]
type = S
movetype = A
physics = S
anim = ifelse(var(1)=1,102,100)
sprpriority = 1
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = p2dist x <= 120
value = 7001+((var(1)=1)*6)
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = (p2dist x > 120)&&(anim!=7001)&&(anim!=7007)
x = 6

[State 0, VelSet]
type = VelSet
trigger1 = p2dist x <= 120
x = 0

[State Hel, 1]; poste de pé e caído
type = Helper
Trigger1 = (animelemtime(5)=50)&&(anim!=100)&&(anim!=102)
Trigger2 = (animelemtime(5)=52)&&(anim!=100)&&(anim!=102)
Trigger3 = (animelemtime(5)=54)&&(anim!=100)&&(anim!=102)
Trigger4 = (animelemtime(5)=56)&&(anim!=100)&&(anim!=102)
stateno = ifelse(animelemtime(5)=52,919,ifelse(animelemtime(5)=56,919,924))
pos = ifelse(animelemtime(5)=52,-5,ifelse(animelemtime(5)=56,-5,30))+((var(1)=1)*50),ifelse(animelemtime(5)=52,-20,ifelse(animelemtime(5)=56,-20,0))-((var(1)=1)*68)
postype = p1
id = ifelse(animelemtime(5)=52,919,ifelse(animelemtime(5)=56,919,924))
ignorehitpause = 1
sprpriority = 13
ownpal = 1
facing = 1
size.xscale = ifelse(animelemtime(5)=52,0.1,ifelse(animelemtime(5)=56,0.1,0.05))
size.yscale = ifelse(animelemtime(5)=52,0.1,ifelse(animelemtime(5)=56,0.1,0.05))

[State 0, EnvShake]
type = EnvShake
trigger1 = (animelem=5)&&(anim!=100)&&(anim!=102)
time = 10

[State 0, PlaySnd]; preparando
type = PlaySnd
trigger1 = (animelem=5)&&(anim!=100)&&(anim!=102)
value = 0,308

[State 0, PlaySnd]; brilho
type = PlaySnd
trigger1 = animelemtime(5) = 50
value = 5200,0

[State 0, PlaySnd]; movimento
type = PlaySnd
trigger1 = (animelem=6)&&(anim!=100)&&(anim!=102)
value = 201,0+((var(1)=1)*1)

[State 0, PlaySnd]; corte
type = PlaySnd
trigger1 = (animelem=10)&&(anim!=100)&&(anim!=102)
value = 202,5-((var(1)=1)*1)

[State 0, PlaySnd]; guardando
type = PlaySnd
trigger1 = (animelem=14)&&(anim!=100)&&(anim!=102)
value = 0,298

[State 7003, 1]
type = HitDef
trigger1 = animelem = 5
attr = A, HA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = ;A
priority = 7
pausetime = 0,0
sparkxy = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 0
fall = 0
fall.recover = 0
numhits = 0
p2stateno = 7004

[State hitspark, Exp]
type = Explod
Trigger1 = (animelem=10)&&(anim!=100)&&(anim!=102)
anim = 987
pos = 0,15
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State Hel, 1]; poste caído
type = Helper
Trigger1 = (animelem=10)&&(anim!=100)&&(anim!=102)
stateno = 919
pos = -80,-83
postype = p2
id = 919
ignorehitpause = 1
sprpriority = 13
ownpal = 1
facing = 1
size.xscale = .25
size.yscale = .25

[State destroyed, Helper]
type = Helper
trigger1 = (animtime=0)&&(p2life=0)
helpertype = normal
name = "destroyed"
ID = 1032
stateno = 1032
pos = 0,0
postype = left
supermove = 9999
pausemove = 9999

[State 7003, changestate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 7004, state fatal cut head]
type = S
movetype = H
physics = S
sprpriority = -9
ctrl = 0

[State 7004, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7002

[State 7004, lifeset]
type = lifeset
trigger1 = (p2stateno=1029)&&(time=0)
trigger2 = time = 103;100
value = 0

[State 7004, ChangeAnim2]
type = ChangeAnim2
trigger1 = (p2stateno=1029)&&(time=0)
trigger2 = time = 100
value = 7003

[State 0, Pause]; teste
type = Pause
trigger1 = (gametime*2)&&(anim=7003)&&(animelemtime(1)<=25)
time = 3

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 16
value = 0

[State 0, Varset]
type = Varset
triggerall = time > 0
trigger1=p1name="solengrenado"||p1name="order-Sol=Badguy"||p1name="Sol"||p1name="kamui"
trigger2=p1name="ky"||p1name="Ky=kiske"||p1name="axl"||p1name="rei"||p1name="saki"
trigger3=p1name="baiken"||p1name="bridget"||p1name="chipp"||p1name="toki"
trigger4=p1name="dizzy"||p1name="eddie"||p1name="i-no"||p1name="shin"||p1name="A.B.A"
trigger5=p1name="jam"||p1name="johnny"||p1name="justice"||p1name="jagi"
trigger6=p1name="kliff"||p1name="may"||p1name="millia"||p1name="Thouther"
trigger7=p1name="slayer"||p1name="testament"||p1name="KENSHIRO"||p1name="raoh"
trigger8=p1name="Hyper-Justice"||p1name="True Power Sol"||p1name="darkordersol"
fv = 16
value = 5

[State 0, Explod]; corpo agachado
type = Explod
trigger1 = (anim=7003)&&(animelemtime(1)=6)&&(numexplod(7003)=0)
anim = 5020
ID = 7003
pos = 0,110
postype = p1
bindtime = 1
removetime = 10
scale = ifelse(fvar(16)=5,.5,1),ifelse(fvar(16)=5,.5,1)
sprpriority = -6

[State 0, Explod]; corpo caído
type = Explod
trigger1 = (anim=7003)&&(animelemtime(1)=16)
anim = 5110
ID = 7003
pos = -80,170
postype = p1
bindtime = 1
removetime = -1
scale = ifelse(fvar(16)=5,.5,1),ifelse(fvar(16)=5,.5,1)
sprpriority = -6

[State 0, PosAdd]
type = PosAdd
trigger1 = anim=7003
y = -100
persistent = 0

[State 0, VelAdd]; gravidade
type = VelAdd
trigger1 = (anim=7003)&&(animelemtime(1)>=6)&&(pos y < -10)
y = .4

[State 0, VelAdd]
type = VelAdd
trigger1 = (anim=7003)&&(animelemtime(1)=6)
x = 12
y = -8

[State 0, Velset]
type = Velset
trigger1 = (anim=7003)&&(animelemtime(1)>=6)&&(pos y >= -10)
x = 0
y = 0

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

[State 0, AngleAdd]
type = AngleAdd
trigger1 = (anim=7003)&&(animelemtime(1)>=7)&&(pos y < -10)
value = -16

[State 0, AngleDraw]
type = AngleDraw
trigger1 = (anim=7003)&&(animelemtime(1)>=7)

;---------------------------------------------------------------------------
[Statedef 7005, helper fundos pretos 1]
type = A
movetype = I
physics = N
anim = 3000
ctrl = 0
sprpriority = -8

[State 7005, PosAdd]
type = PosAdd
trigger1 = time >= 0
x = (P2BodyDist X)
y = (P2BodyDist Y)

[State 7005, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow
flag2 = nobardisplay
flag3 = noBG

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=7003
v = 2
value = 3

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=1029
v = 2
value = 4

[State 7005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 106
trigger2 = (var(2)=4)&&(time=5)
value = 7006

[State 0, Angleset]
type = Angleset
trigger1 = time=0
value = 0

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>=0

[State 0, AngleAdd]
type = AngleAdd
trigger1 = (root,stateno=7003)&&(time=[106,153])
trigger2 = (var(2)=4)&&(time=[5,52])
value = -16

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 9999
mul = 0,0,0

[State 0, Explod]; fundo preto 1
type = Explod
trigger1 = (root,stateno=7003)&&(time=106)&&(root,p2name="solengrenado")
trigger2 = (var(2)=4)&&(time=5)&&(root,p2name="solengrenado")
anim = 7004
pos = 12,54
postype = p1
bindtime = 1
removetime = 10
scale = .5,.5
sprpriority = -5
persistent = 0
ownpal = 1

[State 0, Explod]; fundo preto 1
type = Explod
trigger1 = (root,stateno=7003)&&(time=106)&&(root,p2name!="solengrenado")
trigger2 = (var(2)=4)&&(time=5)&&(root,p2name!="solengrenado")
anim = 7004
pos = 12,63
postype = p1
bindtime = 1
removetime = 10
scale = .5,.5
sprpriority = -5
persistent = 0
ownpal = 1

[State -2, helper]; sangue na cabeça
type = Helper
trigger1 = (root,stateno=7003)&&(time=106)
trigger2 = (root,stateno=7003)&&(time=110)
trigger3 = (root,stateno=7003)&&(time=115)
trigger4 = (root,stateno=7003)&&(time=120)
trigger5 = (var(2)=4)&&(time=5)
trigger6 = (var(2)=4)&&(time=9)
trigger7 = (var(2)=4)&&(time=14)
trigger8 = (var(2)=4)&&(time=19)
helpertype = normal
ID = 7006
Stateno = 7006
pos = 0,0
PosType = p2
size.xscale = .15
size.yscale = .15

[State 0, Explod]; sangue no corpo agachado
type = Explod
trigger1 = (root,stateno=7003)&&(time=106)&&(root,p2name="solengrenado")
trigger2 = (root,stateno=7003)&&(time=107)&&(root,p2name="solengrenado")
trigger3 = (var(2)=4)&&(time=5)&&(root,p2name="solengrenado")
trigger4 = (var(2)=4)&&(time=6)&&(root,p2name="solengrenado")
anim = 990
pos = ifelse(time=6,0,ifelse(time=107,0,30)),ifelse(time=6,54,ifelse(time=107,54,50))
facing = ifelse(time=6,-1,ifelse(time=107,-1,1))
postype = p1
bindtime = 1
scale = .3,.2
sprpriority = -4
ownpal = 1

[State 0, Explod]; sangue no corpo agachado 2
type = Explod
trigger1 = (root,stateno=7003)&&(time=106)&&(root,p2name="solengrenado")
trigger2 = (root,stateno=7003)&&(time=107)&&(root,p2name="solengrenado")
trigger3 = (var(2)=4)&&(time=5)&&(root,p2name="solengrenado")
trigger4 = (var(2)=4)&&(time=6)&&(root,p2name="solengrenado")
anim = 991
pos = ifelse(time=6,0,ifelse(time=107,0,30)),ifelse(time=6,54,ifelse(time=107,54,50))
facing = ifelse(time=6,-1,ifelse(time=107,-1,1))
postype = p1
bindtime = 1
scale = .3,.4
sprpriority = -4
ownpal = 1

[State 0, Explod]; sangue no corpo agachado
type = Explod
trigger1 = (root,stateno=7003)&&(time=106)&&(root,p2name!="solengrenado")
trigger2 = (root,stateno=7003)&&(time=107)&&(root,p2name!="solengrenado")
trigger3 = (var(2)=4)&&(time=5)&&(root,p2name!="solengrenado")
trigger4 = (var(2)=4)&&(time=6)&&(root,p2name!="solengrenado")
anim = 990
pos = ifelse(time=6,0,ifelse(time=107,0,30)),ifelse(time=6,54,ifelse(time=107,63,59))
facing = ifelse(time=6,-1,ifelse(time=107,-1,1))
postype = p1
bindtime = 1
scale = .3,.2
sprpriority = -4
ownpal = 1

[State 0, Explod]; sangue no corpo agachado 2
type = Explod
trigger1 = (root,stateno=7003)&&(time=106)&&(root,p2name!="solengrenado")
trigger2 = (root,stateno=7003)&&(time=107)&&(root,p2name!="solengrenado")
trigger3 = (var(2)=4)&&(time=5)&&(root,p2name!="solengrenado")
trigger4 = (var(2)=4)&&(time=6)&&(root,p2name!="solengrenado")
anim = 991
pos = ifelse(time=6,0,ifelse(time=107,0,30)),ifelse(time=6,54,ifelse(time=107,63,59))
facing = ifelse(time=6,-1,ifelse(time=107,-1,1))
postype = p1
bindtime = 1
scale = .3,.4
sprpriority = -4
ownpal = 1

[State 0, Explod]; fundo preto 2
type = Explod
trigger1 = (root,stateno=7003)&&(time=116)
trigger2 = (var(2)=4)&&(time=15)
anim = 7005
pos = -127,182
postype = p1
bindtime = 1
removetime = -1
scale = .5,.5
sprpriority = -5
persistent = 0
ownpal = 1

[State 0, Explod]; fundo preto 3 - tapar barras
type = Explod
trigger1 = (root,stateno=7003)&&(time=100)
trigger2 = (var(2)=4)&&(time=0)
anim = 7006
pos = 50,-280
postype = back
bindtime = 1
removetime = -1
scale = .5,.5
sprpriority = -10
persistent = 0
ownpal = 1

;---------------------------------------------------------------------------
[Statedef 7006, helper blood rodopio]
type = A
movetype = I
physics = N
anim = 990+(random%2)
ctrl = 0
sprpriority = -4

[State 7005, PosAdd]
type = PosAdd
trigger1 = time <= 9
x = (P2BodyDist X)+25
y = (P2BodyDist Y)+10

[State 0, Velset]
type = Velset
trigger1 = time > 9
x = .5
y = .5

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0

[State 0, AngleAdd]
type = AngleAdd
trigger1 = time <= 12
value = -10

[State 7006, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 7007, fatal de fincada]
type = S
movetype = I
physics = S
anim = ifelse(var(1)=1,7009,7008)
sprpriority = -5
ctrl = 0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 9999
mul = 40,40,40

[State 7007, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 0
flag = nobardisplay

[State 0, PlaySnd]; fincada
type = PlaySnd
trigger1 = animelem = 4
value = 203,1

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = animelem=9
value = 2500, ifelse(random>500,1,7)

[State 0, PlaySnd]; fincada 2
type = PlaySnd
trigger1 = animelem = 24
value = 203,3

[State 0, PlaySnd]; pegada da espada
type = PlaySnd
trigger1 = animelem = 26
value = 810,0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 12

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 24
time = 8

[State fumaça2, Exp]
type = Explod
Trigger1 = time = 27
anim = 993
pos = 36-((var(1)=1)*10),3
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
sprpriority = 3
ownpal = 1
scale = .1,.1

[State fumaça2, Exp]
type = Explod
Trigger1 = time = 27
anim = 993
pos = 49-((var(1)=1)*4),3
facing = -1
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
sprpriority = 3
ownpal = 1
scale = .1,.1

[State 7007, Helper]; espada rodando
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
ID = 7008
stateno = 7008
pos = 42,-34
postype = p1

[State destroyed, Helper]
type = Helper
trigger1 = (animelemtime(22)=1)&&(p2life=0)
helpertype = normal
name = "destroyed"
ID = 1032
stateno = 1032
pos = 0,0
postype = left
supermove = 9999
pausemove = 9999

[State 7007, changestate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 7008, helper espada fatal]
type = S
movetype = A
physics = N
anim = ifelse(root,var(1)=1,7010,191)
sprpriority = -4
ctrl = 0

[State 0, SprPriority]
type = SprPriority
trigger1 = time>=0
value = -4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>=0

[State 0, AngleSet]
type = AngleSet
trigger1 = time = 0 || time = 105
value = ifelse(time=105,0,-90)

[State 0, AngleAdd]
type = AngleAdd
trigger1 = time = [18,100]
trigger2 = time >= 195
value = ifelse(time>=195,25,10)

[State 0, AngleSet]
type = AngleSet
trigger1 = (time>=191)&&(rootdist x >= -40)
value = -90

[State 0, VelSet]
type = VelSet
trigger1 = time = 0 || time = 30
y = ifelse(time=30,0,-1)

[State 0, VelSet]
type = VelSet
trigger1 = time = 59 || time = 90 || time = 115
x = ifelse(time=90,0,ifelse(time=115,20,-2))

[State 0, VelSet]
type = Velset
trigger1 = (time=[115,190])&&(p2dist x <= 0)
trigger2 = (time>=191)&&(rootdist x >= -40)
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = (time=191)&&(rootdist x < -40)
x = -6

[State 0, VelSet]
type = VelSet
trigger1 = (time>=191)&&(rootdist x >= -40)&&(pos y < -30)
y = 1

[State 0, VelSet]
type = VelSet
trigger1 = root,animelemtime(23)=45
trigger2 = (time>=191)&&(rootdist x >= -40)&&(pos y >= -30)
y = 0

[State 7008, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 300
length = 10
palbright = 0,60,60
palcontrast = 0,150,250
palpostbright = 0,80,80
timegap = 1
framegap = 1
trans = sub

[State 0, PlaySnd]; saída
type = PlaySnd
trigger1 = time = 0
value = 0,303

[State 0, PlaySnd]; giradas iniciais
type = PlaySnd
trigger1 = time = 20
trigger2 = time = 40
trigger3 = time = 60
trigger4 = time = 80
value = 201,3

[State 0, PlaySnd]; largada
type = PlaySnd
trigger1 = time = 115
value = 201,1+((var(1)=1)*3)

[State 0, PlaySnd]; fincada
type = PlaySnd
trigger1 = movehit
value = 202,4-((var(1)=1)*1)
persistent = 0

[State 0, PlaySnd]; retirada
type = PlaySnd
trigger1 = (movehit)&&(time=194)
value = 202,5

[State 0, PlaySnd]; girada final - na retirada
type = PlaySnd
trigger1 = time = 195
value = 201,7

[State 7008, 1]
type = HitDef
trigger1 = time = [116,190]
attr = A, HA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = ;A
priority = 7
pausetime = 0,0
sparkxy = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 0
fall = 0
fall.recover = 0
numhits = 0
p2stateno = 7009

[State 813, Bind 1]
type = TargetBind
trigger1 = (movehit)&&(time<=190)
pos = 0, 0

[State 0, Explod]; fincada frente
type = Explod
trigger1 = (movehit)&&(time<=190)
anim = ifelse(root,var(1)=1,7012,7011)
ID = 7011
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = -2
shadow = 10,10,10
persistent = 0

[State 0, Explod]; fincada tras
type = Explod
trigger1 = (movehit)&&(root,p2stateno=7010)&&(time<=190)
anim = ifelse(root,var(1)=1,7016,7015)
ID = 7015
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = -2
shadow = 10,10,10
persistent = 0

[State 0, Explod]; sangue fincada
type = Explod
trigger1 = (movehit)&&(time<185)
anim = 991
ID = 991
pos = 0,0
facing = 1
vfacing = -1
postype = p1
bindtime = 1
scale = .3,.3
sprpriority = -1
ownpal = 1
persistent = 0

[State 0, Explod]; sangue fincada 2
type = Explod
trigger1 = (movehit)&&(time<185)
anim = 990
ID = 990
pos = 0,0
facing = 1
postype = p1
bindtime = 1
scale = .3,.3
sprpriority = -3;-4
ownpal = 1
persistent = 0

[State 0, Explod]; sangue retirada
type = Explod
trigger1 = (movehit)&&(time=194) || (movehit)&&(time=196)
anim = 991
ID = 991
pos = 0,0
facing = 1
vfacing = -1
postype = p2
bindtime = 1
scale = .3,.3
sprpriority = -3;-4
ownpal = 1

[State 0, Explod]; sangue retirada 2
type = Explod
trigger1 = (movehit)&&(time=194) || (movehit)&&(time=196)
anim = 990
ID = 990
pos = 0,0
facing = 1
postype = p2
bindtime = 1
scale = .3,.3
sprpriority = -1
ownpal = 1

[State -2, helper]; sangue retirada 3
type = Helper
trigger1 = (movehit)&&(time=[195,200])
helpertype = normal
ID = 7006
Stateno = 7006
pos = 0,0
PosType = p2
size.xscale = .2
size.yscale = .2

[State 0, Explod]; sangue no p2
type = Explod
trigger1 = (movehit)&&(root,p2statetype=L)&&(numexplod(1017)=0)
anim = 7017
ID = 7017
pos = 0,-10
postype = p2
bindtime = -1
scale = .5,.5
sprpriority = -2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,p2stateno=7010
trigger2 = time = 194
id = 7011

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 194
id = 7015

[State 7008, DestroySelf]
type = DestroySelf
trigger1 = (root,anim=7008)&&(root,animelem=24)
trigger2 = (root,anim=7009)&&(root,animelem=24)

;---------------------------------------------------------------------------
[Statedef 7009, state fatal de fincada]
type = S
movetype = H
physics = N
sprpriority = -3
ctrl = 0

[State 7009, ChangeAnim2]
type = ChangeAnim2
trigger1 = (time=0)&&(p2dist x > 0)
value = 7013

[State 7009, Changestate]
type = Changestate
trigger1 = (time=0)&&(p2dist x < 0)
value = 7010

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0 || animelemtime(1) = 2 || animelemtime(2) = 2
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(3) = 3 || animelemtime(4) = 4 || animelemtime(5) = 5
x = -5

[State 7009, lifeset]
type = lifeset
trigger1 = time = 5
value = 0

[State 7009, selfstate]
type = selfstate
trigger1 = time = 78
value = 5050

;---------------------------------------------------------------------------
[Statedef 7010, state fatal de fincada 2]
type = S
movetype = H
physics = N
sprpriority = -3
ctrl = 0

[State 7010, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 7014

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0 || animelemtime(1) = 2 || animelemtime(2) = 2
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(3) = 3 || animelemtime(4) = 4 || animelemtime(5) = 5
x = -5

[State 7009, lifeset]
type = lifeset
trigger1 = time = 5
value = 0

[State 7010, selfstate]
type = selfstate
trigger1 = time = 78
value = 5050

;---------------------------------------------------------------------------
[Statedef 7011, fatal esmagada]
type = S
movetype = A
physics = N
anim = ifelse(var(1)=1,102,100)
sprpriority = -1
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = p2dist x <= 55
value = ifelse(var(1)=1,7023,7018)
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = (p2dist x > 55)&&(anim!=7018)&&(anim!=7023)
x = 6

[State 0, VelSet]
type = VelSet
trigger1 = p2dist x <= 55
x = 0

[State 811, PosAdd]
type = PosAdd
trigger1 = (animelem=4)&&(anim=7018)
x = -43

[State 811, PosAdd]
type = PosAdd
trigger1 = (animelem=8)&&(anim=7018)
x = -39

[State 0, BGPalFX]
type = BGPalFX
trigger1 = (animelemtime(1)=1)&&(anim=ifelse(var(1)=1,7023,7018))
trigger2 = (animelem=9)&&(anim=ifelse(var(1)=1,7023,7018))
time = 9999
mul = ifelse(animelemtime(1)=1,95,0),ifelse(animelemtime(1)=1,95,0),ifelse(animelemtime(1)=1,95,0)

[State 0, EnvShake]
type = EnvShake
trigger1 = (animelem=10)&&(anim=ifelse(var(1)=1,7023,7018))
time = 22
freq = 140

[State 0, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=2)&&(anim=ifelse(var(1)=1,7023,7018))
value = 1700,1

[State 0, PlaySnd]; som do movimento
type = PlaySnd
trigger1 = (animelem=7)&&(anim=ifelse(var(1)=1,7023,7018))
value = 201,4

[State 0, PlaySnd]; kabum
type = PlaySnd
trigger1 = (animelem=10)&&(anim=ifelse(var(1)=1,7023,7018))
value = 205,27

[State 7003, 1]
type = HitDef
trigger1 = animelem = 1
attr = A, HA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = ;A
priority = 7
pausetime = 0,0
sparkxy = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = s810,2
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 0
fall = 0
fall.recover = 0
numhits = 0
p2stateno = 7012

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(1)=1)
pos = ifelse(var(1)=1,35,53), ifelse(var(1)=1,-110,-108)

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(2)=0)
pos = ifelse(var(1)=1,35,40), ifelse(var(1)=1,-110,-105)

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(3)=0)
pos = ifelse(var(1)=1,35,25), ifelse(var(1)=1,-110,-102)

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(4)=0)
pos = ifelse(var(1)=1,32,52), ifelse(var(1)=1,-114,-97)

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(5)=0)
pos = ifelse(var(1)=1,30,44), ifelse(var(1)=1,-118,-94)

[State 0, SprPriority]
type = SprPriority
trigger1 = (var(1)=1)&&(animelem=6) || (var(1)=1)&&(animelemtime(12)=1)
value = ifelse(animelemtime(12)=1,-1,-9)

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(6)=0)
pos = ifelse(var(1)=1,-10,44), ifelse(var(1)=1,-80,-100)

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(7)=0)
pos = ifelse(var(1)=1,-25,25), ifelse(var(1)=1,-100,-110)

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(8)=0)
pos = ifelse(var(1)=1,-30,-63), ifelse(var(1)=1,-105,-132)

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(9)=0)
pos = ifelse(var(1)=1,-12,-63), ifelse(var(1)=1,-75,-90)

[State 7011, Bind 1]
type = TargetBind
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(10)=0)
pos = ifelse(var(1)=1,60,-63), 10

[State smoke, Explod]; fumaça 1
type = Explod
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(9)=2)
trigger2 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(10)=1)
anim = 992
pos = 0,-6
postype = p2
facing = ifelse(animelemtime(10)=1,-1,1)
scale = .5,.5
sprpriority = 4

[State smoke, Explod]; fumaça 2
type = Explod
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(9)=2)
trigger2 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(10)=1)
anim = 993
pos = 0,-6
postype = p2
facing = ifelse(animelemtime(10)=1,1,-1)
scale = .5,.5
sprpriority = 4

[State 0, Explod]; sangue centro
type = Explod
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(10)=1)
trigger2 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(10)=2)
anim = 7022
pos = ifelse(animelemtime(10)=2,22,-9),ifelse(animelemtime(10)=2,-28,-30)
facing = ifelse(animelemtime(10)=2,-1,1)
postype = p2
bindtime = 1
scale = .5,.5
sprpriority = -5
ownpal = 1

[State 0, Explod]; sangue esquerda e direita
type = Explod
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(10)=1)
trigger2 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(10)=2)
anim = ifelse(animelemtime(10)=2,991,990)
pos = 12,-12
facing = 1
postype = p2
bindtime = 1
scale = .3,.3
sprpriority = -5
ownpal = 1

[State 0, Explod]; cratera frente
type = Explod
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(10)=1)
anim = 7020
pos = 5,-1
postype = p2
bindtime = 1
removetime = -1
scale = .5,.5
sprpriority = -6
ownpal = 1

[State 0, Explod]; cratera fundo
type = Explod
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(10)=1)
anim = 7021
pos = 5,-6
postype = p2
bindtime = 1
removetime = -1
scale = .5,.5
sprpriority = -9
ownpal = 1

[State 0, Explod]; fundo preto baixo
type = Explod
trigger1 = (anim=ifelse(var(1)=1,7023,7018))&&(animelemtime(9)=0)
anim = 7006
pos = -20,344
vfacing = -1
postype = p1
bindtime = 1
removetime = -1
scale = .5,.5
sprpriority = -7
ownpal = 1

[State destroyed, Helper]
type = Helper
trigger1 = (animtime=0)&&(p2life=0)
helpertype = normal
name = "destroyed"
ID = 1032
stateno = 1032
pos = 0,0
postype = left
supermove = 9999
pausemove = 9999

[State 7011, changestate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 7012, state fatal esmagada]
type = S
movetype = H
physics = N
sprpriority = -8
ctrl = 0

[State 7005, AssertSpecial]
type = AssertSpecial
trigger1 = time>=0
flag = noshadow
flag2 = nobardisplay
flag3 = nokosnd;noBG

[State 0, PosSet]
type = PosSet
trigger1 = time>=98
y = 10

[State 7004, lifeset]
type = lifeset
trigger1 = animelem = 10
value = 0

[State 7004, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7019

;---------------------------------------------------------------------------
[Statedef 7013, fatal partir ao meio]
type = S
movetype = A
physics = N
anim = ifelse(var(1)=1,102,100)
sprpriority = 1
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = p2dist x <= 100
value = 7024+((var(1)=1)*1)
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = (p2dist x > 100)&&(anim!=7024)&&(anim!=7025)
x = 6

[State 0, VelSet]
type = VelSet
trigger1 = p2dist x <= 100
x = 0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 300
mul = 40,40,40

[State 0, EnvShake]
type = EnvShake
trigger1 =(animelemtime(1)=0)&&(var(1)!=1)&&(anim!=100)&&(anim!=102)
trigger2 =(animelemtime(2)=0)&&(var(1)=1)&&(anim!=100)&&(anim!=102)
trigger3 =(animelemtime(12)=3)&&(p2stateno=7014)
time = 6

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = (animelemtime(1)=0)&&(var(1)!=1)&&(anim!=100)&&(anim!=102)
trigger2 = (animelemtime(1)=1)&&(var(1)!=1)&&(anim!=100)&&(anim!=102)
anim = 938
pos = ifelse(animelemtime(1)=0,-66,-17),-8
postype = p1
facing = ifelse(animelemtime(1)=0,1,-1)
bindtime = -1
sprpriority = 8
scale = 0.1,0.1

[State Exp, 1]; poste ladeado order
type = Explod
trigger1 = (animelemtime(2)=0)&&(var(1)=1)&&(anim!=100)&&(anim!=102)
trigger2 = (animelemtime(2)=1)&&(var(1)=1)&&(anim!=100)&&(anim!=102)
anim = 938
pos = ifelse(animelemtime(2)=0,-47,2),-49
postype = p1
facing = ifelse(animelemtime(2)=0,1,-1)
bindtime = -1
sprpriority = 8
scale = 0.1,0.1

[State Hel, 1]; Poste caido
type = Helper
trigger1 = (animelemtime(6)=1)&&(anim!=100)&&(anim!=102)
stateno = 919
facing = 1
pos = -18,-70
postype = back
ignorehitpause = 1
sprpriority = 13

[State 0, Explod]; sangue do corte
type = Explod
trigger1 = (animelemtime(6)=1)&&(anim!=100)&&(anim!=102)
trigger2 = (animelemtime(7)=1)&&(anim!=100)&&(anim!=102)
anim = 7022
pos = ifelse(animelemtime(6)=1,10,-10),-70
facing=ifelse(animelemtime(6)=1,-1,1)
vfacing=ifelse(animelemtime(6)=1,1,-1)
postype = p2
scale = .3,.2
sprpriority = 1
ownpal = 1

[State Hel, 1]; Poste de pé
type = Helper
triggerall = p2stateno=7014
trigger1 = animelemtime(11)=105
stateno = 924
pos = -7,10
postype = p2
sprpriority = -5
size.xscale = .06
size.yscale = .06

[State 0, PlaySnd]; som do brilho(5200,0)|som do movimento(201,4)
type = PlaySnd
trigger1 = (animelemtime(1)=1)&&(var(1)!=1)&&(anim!=100)&&(anim!=102)
trigger2 = (animelemtime(2)=1)&&(var(1)=1)&&(anim!=100)&&(anim!=102)
trigger3 = (animelemtime(4)=7)&&(anim!=100)&&(anim!=102)
value = ifelse(animelemtime(3)<1,5200,201),ifelse(animelemtime(3)<1,0,4)

[State 0, PlaySnd]; som do corte(202,5)|som da queda(0,377)
type = PlaySnd
trigger1 = (animelemtime(6)=1)&&(anim!=100)&&(anim!=102)
trigger2 = (animelemtime(11)=34)&&(p2stateno=7014)
value = ifelse(animelemtime(6)=1,202,0),ifelse(animelemtime(6)=1,5,376)

[State 0, PlaySnd]; som da separação||fala(0,214)
type = PlaySnd
trigger1 = (animelemtime(3)=1)&&(anim!=100)&&(anim!=102)
trigger2 = (animelemtime(12)=1)&&(p2stateno=7014)
value = 0,ifelse(animelemtime(3)=1,214,377)

[State 7013, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = ;A
priority = 7
pausetime = 0,0
sparkxy = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 0
fall = 0
fall.recover = 0
numhits = 0
p2stateno = 7014

[State 0, Explod]; jorro do sangue
type = Explod
triggerall = p2stateno=7014
trigger1 = animelemtime(11)=119
trigger2 = animelemtime(11)=120
trigger3 = animelemtime(12)=6
trigger4 = animelemtime(12)=7
anim = ifelse(animelemtime(11)=120,991,ifelse(animelemtime(12)=7,991,990))
pos = ifelse(animelemtime(12)=6,-20,ifelse(animelemtime(12)=7,25,10)),0
vfacing=ifelse(animelemtime(12)=6,-1,1)
postype = p2
scale = .5,.5
sprpriority = 2
ownpal = 1

[State 0, Explod]; fundo preto aumentando 1
type = Explod
triggerall = p2stateno=7014
trigger1 = animelemtime(12)=3||animelemtime(12)=4
anim = 7006
vfacing=-1
pos = ifelse(animelemtime(12)=3,-10,-11),40
postype = p2
removetime=3
scale = ifelse(animelemtime(12)=3,.035,.046),.5
sprpriority = -8
ownpal = 1

[State 0, Explod]; fundo preto aumentando 2
type = Explod
triggerall = p2stateno=7014
trigger1 = animelemtime(12)=5||animelemtime(12)=6
anim = 7006
vfacing=-1
pos = ifelse(animelemtime(12)=5,-13,-14),40
postype = p2
removetime=3
scale = ifelse(animelemtime(12)=5,.056,.066),.5
sprpriority = -8
ownpal = 1

[State 0, Explod]; fundo preto aumentando 3
type = Explod
triggerall = p2stateno=7014
trigger1 = animelemtime(12)=7||animelemtime(12)=8
anim = 7006
vfacing=-1
pos = -16,40
postype = p2
removetime=3
scale = ifelse(animelemtime(12)=7,.075,.082),.5
sprpriority = -8
ownpal = 1

[State 0, Explod]; fundo preto aumentando 4
type = Explod
triggerall = p2stateno=7014
trigger1 = animelemtime(12)=9||animelemtime(12)=10
anim = 7006
vfacing=-1
pos = ifelse(animelemtime(12)=9,-18,-19),40
postype = p2
removetime=ifelse(animelemtime(12)=9,3,-1)
scale = ifelse(animelemtime(12)=9,.088,.098),.5
sprpriority = -8
ownpal = 1

[State 0, Explod]; fundo preto com sangue
type = Explod
triggerall = p2stateno=7014
trigger1 = animelemtime(12)=3
anim = 7027
ID=7027
pos = -5,7
postype = p2
scale = .18,.5
sprpriority = -7
ownpal = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = animelemtime(12)=4||animelemtime(12)=5
ID = 7027
scale = ifelse(animelemtime(12)=4,.24,.29)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = animelemtime(12)=6||animelemtime(12)=7
ID = 7027
scale = ifelse(animelemtime(12)=6,.34,.39)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = animelemtime(12)=8||animelemtime(12)=9
ID = 7027
scale = ifelse(animelemtime(12)=8,.42,.45)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = animelemtime(12)=10
ID = 7027
scale = .5

[State 0, Explod]; poça de sangue
type = Explod
triggerall = p2stateno=7014
trigger1 = animelemtime(12)=10
trigger2 = animelemtime(12)=11
trigger3 = animelemtime(12)=15
trigger4 = animelemtime(12)=16
anim = 7028
pos = ifelse(animelemtime(12)=10,-48,ifelse(animelemtime(12)=15,-48,34)),0
postype = p2
removetime = ifelse(animelemtime(12)<12,6,-1)
scale = ifelse(animelemtime(12)<12,.4,.5),ifelse(animelemtime(12)<12,.4,.5)
sprpriority = -10
ownpal = 1

[State destroyed, Helper]
type = Helper
trigger1 = (animtime=0)&&(p2life=0)
helpertype = normal
name = "destroyed"
ID = 1032
stateno = 1032
pos = 0,0
postype = left
supermove = 9999
pausemove = 9999

[State 7013, changestate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 7014, state fatal cut head]
type = S
movetype = H
physics = N
sprpriority = 0
ctrl = 0

[State 7014, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7026

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow
flag2 = nobardisplay

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=0
time = 9999
mul = 0,0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =animelemtime(7)>8
flag = invisible

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 16
value = 0

[State 0, Varset]
type = Varset
triggerall = time > 0
trigger1=p1name="solengrenado"||p1name="order-Sol=Badguy"||p1name="Sol"||p1name="kamui"
trigger2=p1name="ky"||p1name="Ky=kiske"||p1name="axl"||p1name="rei"||p1name="saki"
trigger3=p1name="baiken"||p1name="bridget"||p1name="chipp"||p1name="toki"
trigger4=p1name="dizzy"||p1name="eddie"||p1name="i-no"||p1name="shin"||p1name="A.B.A"
trigger5=p1name="jam"||p1name="johnny"||p1name="justice"||p1name="jagi"
trigger6=p1name="kliff"||p1name="may"||p1name="millia"||p1name="Thouther"
trigger7=p1name="slayer"||p1name="testament"||p1name="KENSHIRO"||p1name="raoh"
trigger8=p1name="Hyper-Justice"||p1name="True Power Sol"||p1name="darkordersol"
fv = 16
value = 5

[State 0, Explod]; corpo caído
type = Explod
trigger1 =animelemtime(7)=9
anim = 5110
pos = 0,0
postype = p1
removetime = 80
scale = ifelse(fvar(16)=5,.5,1),ifelse(fvar(16)=5,.5,1)
sprpriority = -3
ownpal = 1

[State 0, Explod]; parte de tras
type = Explod
trigger1 =animelemtime(7)=89
trigger2 =animelemtime(7)=96
anim = 5110
pos = ifelse(animelemtime(7)=89,-15,-44),0
postype = p1
vel = ifelse(animelemtime(7)=89,-5,0),0
accel = ifelse(animelemtime(7)=89,.3,0),0
removetime = ifelse(animelemtime(7)=89,7,-1)
scale = ifelse(fvar(16)=5,.5,1),ifelse(fvar(16)=5,.5,1)
sprpriority = -9
ownpal = 1

[State 0, Explod]; parte da frente
type = Explod
trigger1 =animelemtime(7)=89
trigger2 =animelemtime(7)=96
anim = 5110
pos = ifelse(animelemtime(7)=89,15,44),0
postype = p1
vel = ifelse(animelemtime(7)=89,5,0),0
accel = ifelse(animelemtime(7)=89,-.3,0),0
removetime = ifelse(animelemtime(7)=89,7,-1)
scale = ifelse(fvar(16)=5,.5,1),ifelse(fvar(16)=5,.5,1)
sprpriority = -9
ownpal = 1

[State 0, LifeSet]
type = LifeSet
trigger1 =animelemtime(7)=91
value = 0

[State 0, PosSet]
type = PosSet
trigger1 =animelemtime(7)=103
y = 999

[State 0, SelfState]
type = SelfState
trigger1 =(animelemtime(7)=104)&&(fvar(16)!=5)
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 7015, fatal tiro]
type = S
movetype = A
physics = N
velset=0,0
anim = ifelse(var(1)=1,7030,7029)
sprpriority = 1
ctrl = 0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 9999
mul = 40,40,40

[State 0, Explod]; arma 1
type = Explod
trigger1 = time=0
anim = 7033
pos = 0,0
bindtime = -1
scale = .5,.5
sprpriority = 2
shadow = 10,10,10

[State 0, Explod]; tiro 1 e 2
type = Explod
trigger1=(anim=7029+((var(1)=1)*1))&&(animelem=4)
trigger2=(anim=7031)&&(animelem=8)
trigger3=(anim=7032)&&(animelem=11)
anim = 989
pos = ifelse(animelemtime(6)>0,104,58),ifelse(animelemtime(6)>0,-78,-94)
bindtime = 1
scale = ifelse(animelemtime(6)>0,.4,.3),ifelse(animelemtime(6)>0,.35,.25)
sprpriority = 4
shadow = 10,10,10

[State 0, Pause]
type = Pause
trigger1 = (gametime*2)&&(time=[100,103])
trigger2 = (p2stateno=7016)&&(gametime*2)&&(time=[120,130])
trigger3 = (p2stateno=7016)&&(gametime*2)&&(time=[175,185])
time = 3

[State 0, PlaySnd]; fala 1
type = PlaySnd
trigger1=(anim=7029+((var(1)=1)*1))&&(animelem=5)
value = 2500, ifelse(random>500,5,11)

[State 0, PlaySnd]; fala 2
type = PlaySnd
trigger1=(anim=7031+((var(1)=1)*1))&&(animelem=2)
value = 2500, ifelse(random>500,4,6)

[State 0, PlaySnd]; saques
type = PlaySnd
trigger1=(anim=7029+((var(1)=1)*1))&&(animelem=2)
trigger2=(anim=7031)&&(animelemtime(2)=7)
trigger3=(anim=7032)&&(animelemtime(3)=9)
value = 0,387

[State 0, PlaySnd]; guardadas  1
type = PlaySnd
trigger1=(anim=7031)&&(animelem=10)
trigger2=(anim=7032)&&(animelem=16)
value = 0,390

[State 0, PlaySnd]; guardadas 2
type = PlaySnd
trigger1=(anim=7029+((var(1)=1)*1))&&(animelem=8)
trigger2=(anim=7031)&&(animelem=10)
trigger3=(anim=7032)&&(animelem=16)
value = 0,388

[State 0, PlaySnd]; empunhada final
type = PlaySnd
trigger1=(anim=7031)&&(animelemtime(9)=194)
trigger2=(anim=7032)&&(animelem=14)
value = 0,392

[State 0, PlaySnd]; engatilhamento 1
type = PlaySnd
trigger1=(anim=7029+((var(1)=1)*1))&&(animelem=7)
value = 0,391

[State 0, PlaySnd]; engatilhamento 2
type = PlaySnd
trigger1=(anim=7031)&&(animelem=5)
trigger2=(anim=7032)&&(animelem=7)
value = 0,384

[State 0, PlaySnd]; tiros
type = PlaySnd
trigger1=(anim=7029+((var(1)=1)*1))&&(animelem=4)
trigger2=(anim=7031)&&(animelem=8)
trigger3=(anim=7032)&&(animelem=11)
value = 0,386

[State 0, EnvShake]
type = EnvShake
trigger1=(anim=7029+((var(1)=1)*1))&&(animelem=4)
trigger2=(anim=7031)&&(animelem=8)
trigger3=(anim=7032)&&(animelem=11)
time = ifelse(animelemtime(6)>0,15,8)
ignorehitpause =1

[State 0, HitDef]
type = HitDef
trigger1 =(anim=7029+((var(1)=1)*1))&&(animelem=4)
attr = S,SA
hitflag = MAF
guardflag =
priority = 7,Hit
damage = 0,0
pausetime = 0,0
sparkno = -1
hitsound = s-1
ground.velocity = 0,0
p2stateno = 7016

[State 0, Pause]
type = Pause
trigger1 = numexplod(7022)=1
time = 9
ignorehitpause =0
persistent =0

[State 0, TargetState]
type = TargetState
trigger1=(anim=7031)&&(animelemtime(8)=2)&&(movehit)
trigger2=(anim=7032)&&(animelemtime(11)=2)&&(movehit)
value = 7017
ignorehitpause =0
persistent =0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (animtime=0)&&(p2stateno=7016)&&(p2dist x>=130)
value = ifelse(var(1)=1,22,20)
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (animtime=0)&&(p2stateno=7016)&&(p2dist x<=120)
value = ifelse(var(1)=1,23,21)
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1=(anim=7029+((var(1)=1)*1))&&(animtime=0)&&(p2stateno=7016)&&(p2dist x<130)&&(p2dist x>120)
trigger2=(anim=20+((var(1)=1)*2))&&(p2stateno=7016)&&(p2dist x<130)
trigger3=(anim=21+((var(1)=1)*2))&&(p2stateno=7016)&&(p2dist x>120)
trigger4=(anim=21+((var(1)=1)*2))&&(p2stateno=7016)&&(animtime=0); temp
value = ifelse(var(1)=1,7032,7031)

[State 0, VelSet]
type = VelSet
trigger1 = anim=20+((var(1)=1)*2)
x = 3

[State 0, VelSet]
type = VelSet
trigger1 = anim=21+((var(1)=1)*2)
x = -3

[State 0, VelSet]
type = VelSet
trigger1 =(p2dist x>120)&&(p2dist x<130)
x = 0

[State 0, Explod]; arma 2
type = Explod
trigger1 = (anim=7031+((var(1)=1)*1))&&(animelemtime(1)=0)
anim = ifelse(var(1)=1,7035,7034)
pos = 0,0
bindtime = -1
scale = .5,.5
sprpriority = 0
shadow = 10,10,10

[State 0, SprPriority]
type = SprPriority
trigger1=(anim=7031+((var(1)=1)*1))&&(ifelse(var(1)=1,animelemtime(10)=0,animelemtime(7)=0))
value = -2

[State 0, SprPriority]
type = SprPriority
trigger1=(var(1)=1)&&(animelemtime(14)=0)||(var(1)=1)&&(animelemtime(16)=0)
value = ifelse(animelemtime(15)<1,1,-2)

[State 0, Explod]; sangue tiro acertando 1
type = Explod
trigger1 = p2stateno=7016
anim = 991
pos = -7,-74
facing = -1
vfacing = -1
postype = p2
bindtime = -1
scale = .3,.3
sprpriority = 2
ownpal = 1
persistent = 0

[State 0, Explod]; sangue tiro acertando 2
type = Explod
trigger1 = p2stateno=7016
anim = 990
pos = -13,-74
facing = -1
postype = p2
bindtime = -1
scale = .3,.3
sprpriority = -2
ownpal = 1
persistent = 0

[State 0, Explod]; buraco tiro 1
type = Explod
trigger1 = p2stateno=7016
anim = 7038
pos = -5,-72
facing = -1
vfacing = -1
postype = p2
bindtime = -1
scale = .3,.5
removetime=60
sprpriority = 1
ownpal = 1
persistent = 0

[State 0, Explod]; buraco tiro 2
type = Explod
trigger1 = (p2stateno=7017)&&(anim=7031)&&(animelemtime(9)=14)
trigger2 = (p2stateno=7017)&&(anim=7032)&&(animelemtime(12)=14)
anim = 7028
pos = -5,-16
vfacing = -1
postype = p2
bindtime = -1
scale = .1,.05
sprpriority = 1
ownpal = 1

[State 0, Explod]; buraco tiro 3
type = Explod
trigger1 = (p2stateno=7017)&&(anim=7031)&&(animelemtime(9)=14)
trigger2 = (p2stateno=7017)&&(anim=7032)&&(animelemtime(12)=14)
anim = 7038
pos = -35,-9
facing = -1
postype = p2
bindtime = -1
scale = .5,.4
sprpriority = 1
ownpal = 1

[State 0, Explod]; sangue tiro acertando 3
type = Explod
trigger1 = (p2stateno=7016)&&(time=163)
trigger2 = (p2stateno=7016)&&(time=164)
trigger3 = (p2stateno=7016)&&(time=173)
anim = 7022
pos = ifelse(time=173,-18,-10),ifelse(time=164,-70,-52)
facing = -1
vfacing = ifelse(time=164,1,-1)
postype = p2
bindtime = -1
scale = .3,.3
sprpriority = 2
ownpal = 1

[State 0, Explod]; sangue tiro acertando 4
type = Explod
trigger1=(anim=7031)&&(animelemtime(8)=[0,1])
trigger2=(anim=7032)&&(animelemtime(11)=[0,1])
anim = ifelse(numexplod(7022)=0,7022,990)
ID=7022
pos = ifelse(numexplod(7022)=1,5,-5),ifelse(numexplod(7022)=1,-75,-50)
postype = p2
facing=-1
bindtime = 1
scale = .5,.5
sprpriority = 2
ownpal = 1
pausemovetime=30

[State 0, Explod]; sangue 1
type = Explod
trigger1=(p2stateno=7016)&&(anim=7029+((var(1)=1)*1))&&(animelemtime(8)=7)
anim = 7039
pos = -15,-35
postype = p2
bindtime = -1
scale = .15,.25
sprpriority = 1
ownpal = 1

[State 0, Explod]; sangue 2
type = Explod
trigger1 = (p2stateno=7017)&&(anim=7031)&&(animelemtime(9)=14)
trigger2 = (p2stateno=7017)&&(anim=7032)&&(animelemtime(12)=14)
anim = 1084;5
pos = -12,-8
vfacing = -1
postype = p2
bindtime = -1
scale = .4,.1
sprpriority = 1
ownpal = 1

[State 0, Explod]; sangue poça
type = Explod
trigger1 = (p2stateno=7017)&&(anim=7031)&&(animelemtime(9)=15)
trigger2 = (p2stateno=7017)&&(anim=7032)&&(animelemtime(12)=15)
anim = 7028
ID = 7028
pos = -30,0
postype = p2
bindtime = 30
removetime=-1
scale = fvar(4),fvar(4)
sprpriority = -3
ownpal = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = (anim=7031)&&(animelemtime(9)>15)
trigger2 = (anim=7032)&&(animelemtime(12)>15)
ID = 7028
scale = fvar(4),fvar(4)

[State 0, VarSet]
type = VarSet
trigger1 = (p2stateno=7017)&&(anim=7031)&&(animelemtime(9)=14)
trigger2 = (p2stateno=7017)&&(anim=7032)&&(animelemtime(12)=14)
fv = 4
value = .1

[State 0, Varadd]
type = Varadd
trigger1 = (anim=7031)&&(animelemtime(9)>15)
trigger2 = (anim=7032)&&(animelemtime(12)>15)
fv = 4
value = .002

[State destroyed, Helper]
type = Helper
trigger1 = (animtime=0)&&(p2life=0)
helpertype = normal
name = "destroyed"
ID = 1032
stateno = 1032
pos = 0,0
postype = left
supermove = 9999
pausemove = 9999

[State 7015, changestate]
type = changestate
trigger1=(anim=7029+((var(1)=1)*1))&&(animtime=0)&&(p2stateno!=7016)
trigger2=(anim=7031+((var(1)=1)*1))&&(animtime=0)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 7016, state fatal tiro 1]
type = S
movetype = H
physics = S
sprpriority = 0
velset=ifelse(p2dist x>0,-8,8)
ctrl = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time>=0
flag = noshadow
flag2 = nobardisplay
flag3 = nokosnd;noBG

[State 7016, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 7036

[State 7016, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 11,0

;---------------------------------------------------------------------------
[Statedef 7017, state fatal tiro 2]
type = S
movetype = H
physics = S
sprpriority = 0
velset=ifelse(p2dist x>0,-8,8)
ctrl = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time>=0
flag = noshadow
flag2 = nobardisplay
flag3 = nokosnd;noBG

[State 7017, ChangeAnim2]
type = ChangeAnim2
trigger1 = (p2dist x>=0)&&(time=0)
value = 7037
elem=3

[State 7017, ChangeAnim2]
type = ChangeAnim2
trigger1 = (p2dist x<0)&&(time=0)
value = 7037

[State 7017, lifeset]
type = lifeset
trigger1 = time = 0
value = 0

[State 7017, selfstate]
type = selfstate
trigger1 = animelemtime(5)=120
value = 5150
ctrl=0

;---------------------------------------------------------------------------
[Statedef 7018, state fatal exploded]
type = S
movetype = H
physics = N
sprpriority = 0
ctrl = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow
flag2 = nobardisplay

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=0
time = 9999
mul = 95,95,95

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

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

[State 0, PosSet]
type = PosSet
trigger1 =time=0
y = 999

[State 0, SelfState]
type = SelfState
trigger1 =time=150
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 3000, teste ai]; teste de ignição diferente da AI
ctrl = 0
anim = 3000

[State 3000, ParentVarSet]
type = ParentVarSet
triggerall = (Parent, Var(7) != 1)
trigger1 = ((Parent, Command = "x") && (Command = "x"))
trigger2 = ((Parent, Command = "y") && (Command = "y"))
trigger3 = ((Parent, Command = "z") && (Command = "z"))
trigger4 = ((Parent, Command = "a") && (Command = "a"))
trigger5 = ((Parent, Command = "b") && (Command = "b"))
trigger6 = ((Parent, Command = "c") && (Command = "c"))
var(7) = 1

[State 3000, ParentVarSet]
type = ParentVarSet
triggerall = (Parent, Var(7) = 1)
trigger1 = ((Parent, Command = "x") && (Command = "x"))
trigger2 = ((Parent, Command = "y") && (Command = "y"))
trigger3 = ((Parent, Command = "z") && (Command = "z"))
trigger4 = ((Parent, Command = "a") && (Command = "a"))
trigger5 = ((Parent, Command = "b") && (Command = "b"))
trigger6 = ((Parent, Command = "c") && (Command = "c"))
var(7) = -1

[State 3000, DestroySelf]
type = DestroySelf
trigger1 = (Parent, Var(7) = -1)

;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
;Estado do inimigo batendo na parede 1
[Statedef 3001, parede bater]
type    = A
movetype = H
physics = N
velset = 0,0

[State 3001, NotHitBy]
type = NotHitBy
trigger1 = p2stateno = 904
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 65

[State 3001, HitF]
type = Hitfallset
trigger1 = 1
value = 1

[State 3001, VelS]
type = velset
trigger1 = Gethitvar(hitshaketime) = 0
trigger1 = facing = 1
x = Gethitvar(xvel)

[State 3001, VelS]
type = velset
trigger1 = Gethitvar(hitshaketime) = 0
trigger1 = facing = -1
x = -Gethitvar(xvel)

[State 3001, ChangeA]
type = ChangeAnim
trigger1 = time >= 0
value = 5030

[State 3001, ChangeS]
type = ChangeState
trigger1 = GetHitVar(hitshaketime) = 0
value = 3002
ctrl = 0

;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
;Estado do inimigo batendo na parede 2
[Statedef 3002, parede bater]
type    = A
movetype = H
physics = N

[State 3002, HitF]
type = Hitfallset
trigger1 = 1
value = 1

[State 3002, VelS]
type = velset
trigger1 = time = 0
y = Gethitvar(yvel)

[State 3002, VelA]
type = veladd
trigger1 = 1
y = 0.4

[State 3002, ChangeA]
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5035)
value = 5035

[State 3002, ChangeA]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
value = 5050

[State 3002, SelfS]
type = SelfState
triggerAll = alive
triggerAll = time >= 9;Pos Y >= -20
triggerAll = canrecover = 1
trigger1 = command = "recovery"
value = 5210

[State 3002, SelfS]
type = SelfState
trigger1 = time > 5
trigger1 = Pos Y > 0
trigger1 = Vel Y >= 0
value = 5100
ctrl = 0

[State 3002, ChangeS]
type = ChangeState
trigger1 = time > 1
trigger1 = BackEdgeBodyDist <= 6
value = 3003
ctrl = 0

;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
;Estado do inimigo batendo na parede 3
[Statedef 3003, parede bater]
type    = A
movetype = H
physics = N

[State 3003, Pause]
type = Pause
trigger1 = prevstateno != 821
Trigger1 = time = 0
moveTime = 1
Time = 10
ctrl = 0

[State 3003, Pause]
type = Pause
trigger1 = prevstateno = 821
Trigger1 = time = 0
moveTime = 1
Time = 20
ctrl = 0

[State 3003, HitF]
type = Hitfallset
trigger1 = time = 0
value = 1

[State 3003, Hurt]
type = LifeAdd
triggerall = time = 0
trigger1 = prevstateno=821 || prevstateno=825
value = ifelse(prevstateno=825,-110,ifelse(p2stateno=814,-90,-50))

[State 3003, Hurt]
type = LifeAdd
triggerall = time = 0
trigger1 = p2stateno = 930
value = -35

[State 3003, PalFX]
type = PalFX
trigger1 = (time=0)&&(p2stateno=1038)
time = 75
add = 125,-95,-235
sinadd = 155,95,105,12
invertall = 1
color = 256

[State 3003, PosF]
type = PosFreeze
trigger1 = 1

[State 3003, Env]
type = Envshake
trigger1 = time = 0
time = ifelse(prevstateno=825,20,8)
flag = 180

[State 3003, ChangeA]
type = ChangeAnim
trigger1 = (time = 0) && (p2stateno != 811)
value = 5051

[State 3003, ChangeA]
type = ChangeAnim
trigger1 = (time = 0) && (p2stateno = 811)
value = 5011

[State 3003, PosAdd]
type = PosAdd
trigger1 = prevstateno = 821
trigger1 = time = 0
x = -25

[State 3003, PosAdd]
type = PosAdd
trigger1 = prevstateno = 821
trigger1 = time >= 1
x = 35

[State 3003, ChangeS]
type = ChangeState
trigger1 = time >= 1
value = 3004
ctrl = 0

;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
;Estado do inimigo batendo na parede 4
[Statedef 3004, parede bater]
type    = A
movetype = H
physics = N
;velset = 0,0

[State 3004, PosF]
type = PosFreeze
trigger1 = time < 3

[State 3004, HitF]
type = Hitfallset
trigger1 = time = 3
value = 1

[State 3004, VelS]
type = velset
trigger1 = (prevstateno=3003)&&(time=3)&&(p2stateno!=1055)
x = 3
y = -4

[State 3004, VelS]
type = velset
trigger1 = (prevstateno=3003)&&(time=3)&&(p2stateno=1055)
x = 1
y = -2

[State 3004, VelA]
type = veladd
trigger1 = 1
y = 0.4

[State 3004, ChangeA]
type = Null;ChangeAnim
trigger1 = time = 0
value = 5015

[State 3004, ChangeA]
type = ChangeAnim
trigger1 = time = 3
value = 5070

[State 3004, SelfS]
type = SelfState
triggerAll = alive
triggerAll = canrecover = 1
triggerAll = Pos Y <= -20
trigger1 = command = "recovery"
value = 5210

[State 3004, SelfS]
type = SelfState
trigger1 = Vel Y >= 0
trigger1 = Pos Y > 0
value = 5100
ctrl = 0

;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
;Order super armor
[Statedef 3005, super armor]
type = U
movetype = H

[State 3005, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 100,0,0
mul = 256,100,0
invertall = 1
color = 256
ignorehitpause = 1

[State 3005, a]
type = VarSet
trigger1 = time <= 0
v = 10
value = AnimElemNo(0)
ignorehitpause = 1

[State 3005, c]
type = VarSet
trigger1 = time <= 0
v = 11
value = 1
ignorehitpause = 1

[State 3005, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 3005, ChangeState];Dead
type = ChangeState
trigger1 = Life <= 0
value = ifelse(StateType = A, 5020,5000)

[State 3005, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Anim
elem = var(10)

[State 3005, End]
type = ChangeState
trigger1 = (time >= floor(gethitvar(hittime) * 0.8)) && (Life > 0)
value = var(8)
ctrl = var(9)

;------------------------------------------------------------------------
;GOLPES ESPECIAIS NORMAIS
;-------------------------------------------
; Order
[Statedef 900, order]
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  = 2				;Number of air juggle points move takes
velset = 0,0
ctrl = 0
anim = 900
poweradd = 0
sprpriority = 1			;Set layering priority to 2 (in front)

[State NotH, 1]
type = NotHitBy
Trigger1 = time >= 0;= [0,121]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 900, VarSet]
type = VarSet
trigger1 = var(1) != 1
v = 1
value = 1

[State 900, Powerup]
type = powerAdd
trigger1 = time <= 49
value = -20

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = time = [0,70]
trigger1 = var(14) >= 85
var(14) = -12

[State VarA, 1]
type = Varadd
trigger1 = time >= 120
trigger1 = var(14) <= 256
var(14) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = time = [0,50]
trigger2 = time >= 82
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 51
mul = 95, 95, 95
time = 108
ignorehitpause = 1

[State Pause, 1]
type = Pause
Trigger1 = time = 0
moveTime = 50
Time = 50

[State Pause, 1]
type = Pause
Trigger1 = (gametime*2)&&(time=[51,68])&&(p2movetype=H)
Trigger2 = (gametime*2)&&(time=[96,100])&&(movehit)
Time = 3

[State PlayS, 1]
type = PlaySnd
Trigger1 = animelem = 4;3
value = 3000, 0+(random%6)

[State PlayS, 1]; especial
type = PlaySnd
Trigger1 = Animelem = 1
value = 205, 20

[State PlayS, 1]; som weird
type = PlaySnd
Trigger1 = Animelem = 4
value = 205, 15

[State PlayS, 1]; som weird 2
type = PlaySnd
Trigger1 = Animelem = 6
value = 205, 25

[State PlayS, 1]; kabum 1
type = PlaySnd
Trigger1 = Animelem = 8
value = 205, 26

[State PlayS, 1]; kabum 2
type = PlaySnd
Trigger1 = Animelem = 8
value = 205, 14

[State Env, 1]
type = Envshake
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 8
time = 9
freq = 180

[State 900, VarSet]; order ficando vermelho
type = VarSet
trigger1 = (animelem=22)&&(var(13)!=1)
v = 13
value = 1

[State 900, AfterImage];afterimage do order
type = AfterImage
triggerall = var(1) = 1
trigger1 = animelem = 4
time = -1;450
length = 10
palbright = 0,60,60
palcontrast = 0,150,250
palpostbright = 0,80,80
timegap = 1
framegap = 1
trans = sub ;"none","add1","sub"
ignorehitpause = 1

[State Exp, 1]; arco rodopiando frente
type = Explod
trigger1 = time = 0
anim = 1058
pos = -20,-60
postype = p1
bindtime = -1
id = 1058
ignorehitpause = 1
sprpriority = 6
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; arco rodopiando tras
type = Explod
trigger1 = time = 0
anim = 1059
pos = -20,-60
postype = p1
bindtime = -1
id = 1058
ignorehitpause = 1
sprpriority = -6
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = time = 0
anim = 938
pos = -80,20
postype = p1
bindtime = -1
id = 938
ignorehitpause = 1
sprpriority = 4
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; brilho
type = Explod
trigger1 = time = 0
trigger2 = animelem = 4
anim = 975
pos = 0,-60
postype = p1
bindtime = -1
id = 975
ignorehitpause = 0
sprpriority = -8
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = time = 0
trigger2 = animelem = 4
helpertype = normal
name = "superbrilho"
ID = 906
Stateno = 906
pos = -15,-20
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,-15,22),-20
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Exp, 1]; fogo no chão
type = Explod
trigger1 = animelem = 7
trigger2 = time = 75
anim = 994
pos = 5,10
postype = p1
bindtime = -1
id = 994
ignorehitpause = 0
sprpriority = 6
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Help, 1]; helper do efeito de começo de pulo+fogo 2
type = Helper
trigger1 = animelem = 5
stateno = 929
id = 929
pos = 0,10
postype = p1
ignorehitpause = 0
bindtime = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Exp, 1]; explosão 1
type = Explod
trigger1 = time = 80
;trigger2 = time = 85
anim = 1060
pos = ifelse(time>83,5,0),10
postype = p1
bindtime = 1
id = 1060
ignorehitpause = 0
sprpriority = 6
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; explosão 2
type = Explod
trigger1 = time = 85
;trigger2 = time = 91
anim = 1061
pos = ifelse(time>83,-100,-110),0
postype = p1
bindtime = 1
id = 1061
ignorehitpause = 0
sprpriority = 6
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; explosão 3
type = Explod
trigger1 = animelem = 7
trigger2 = time = 78
anim = 995
pos = 5,0
postype = p1
bindtime = 1
id = 995
ignorehitpause = 0
sprpriority = 6
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Hel, 1]; kaboom
type = Helper
Trigger1 = animelem = 8
stateno = 1010
pos = 0,5
postype = p1
ignorehitpause = 1
id = 1010
ownpal = 1
size.xscale = .5
size.yscale = .5

[State Help, 1]; helper do efeito de começo de pulo+fogo
type = Helper
trigger1 = animelem = 10
stateno = 918
id = 918
pos = -20,10
postype = p1
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1

[State Help, 1]; helper do efeito de começo de pulo+fogo
type = Helper
trigger1 = animelem = 10
stateno = 918
id = 918
pos = 45,10
postype = p1
facing = -1
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1

[State fumaça1, Exp]
type = Explod
Trigger1 = animelem = 12
anim = 992
pos = -16,5
postype = p1
id = 992
bindtime = 1
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = .5,.5

[State fumaça1, Exp]
type = Explod
Trigger1 = animelem = 12
anim = 992
pos = 30,5
facing = -1
postype = p1
id = 992
bindtime = 1
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = .5,.5

[State fumaça2, Exp]
type = Explod
Trigger1 = animelem = 12
anim = 993
pos = -16,5
postype = p1
id = 993
bindtime = 1
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = .5,.5

[State fumaça2, Exp]
type = Explod
Trigger1 = animelem = 12
anim = 993
pos = 30,5
facing = -1
postype = p1
id = 993
bindtime = 1
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = .5,.5

[State Hit, 1]
type = hitdef
Trigger1 = animelem = 5
damage = 30,5
attr = S,HA
hitflag = MAFD
guardflag = MA
Animtype = heavy
ground.type = high
air.type = trip
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 15,15
guard.pauseTime = 5,5
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -2
guard.velocity = -10
air.velocity = 1,-4
airguard.velocity = -4,2
air.fall = 1
fall.recover = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(5)=[1,3])
anim = 955
pos = 0,-50
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(5)=[1,3])
anim = 985
pos = 7,-50
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 2]
type = hitdef
Trigger1 = animelem = 7
damage = 20,5
attr = S,HA
hitflag = MAFD
guardflag = L
Animtype = heavy
ground.type = trip
air.type = trip
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 18,18
guard.pauseTime = 5,5
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = 1,-6
guard.velocity = -10
air.velocity = 1,-6
airguard.velocity = -4,2
fall = 1
fall.recover = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(7)=[1,21])
anim = 989
pos = 0,-20
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(7)=[1,21])
anim = 984
pos = 7,-20
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Env, 1]
type = Envshake
trigger1 = (movehit)&&(animelem = 12)
trigger2 = (movehit)&&(animelem = 13)
trigger3 = (movehit)&&(animelem = 15)
time = 12
freq = 140

[State Hit, 3]
type = hitdef
Trigger1 = animelem = 12
trigger2 = animelem = 13
trigger3 = animelem = 15
damage = 45,10
attr = S,HA
hitflag = MAFPD
guardflag = MA
Animtype = diagup
ground.type = high
air.type = low
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s203,0
guardsound = s203,4
pauseTime = 8,8
guard.pauseTime = 5,5
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = ifelse(time>93,-4,-1),ifelse(time>93,-12,-6)
guard.velocity = -10
air.velocity = ifelse(time>93,-4,-1),ifelse(time>93,-12,-6)
airguard.velocity = -4,2
fall = 1
fall.recovertime = 70
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(12)=[1,2])
anim = 996
pos = 0,-75
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(13)=[1,2])
anim = 996
pos = 0,-50
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(15)=[1,2])
anim = 996
pos = 0,-50
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(12)=[1,2])
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(13)=[1,2])
anim = 986
pos = 7,-50
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(15)=[1,2])
anim = 986
pos = 7,-50
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(12)=[1,2])
value = 205, 17
persistent = 0
ignorehitpause = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(13)=[1,2])
value = 205, 17
persistent = 0
ignorehitpause = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(15)=[1,2])
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1]
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(12)=[1,2])
Trigger2 = (movehit=1)&&(animelemtime(13)=[1,2])
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Help, 1]
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(15)=[1,2])
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 900, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 901, deflect stand]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 901
sprpriority = 1

[State 901, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 902

[State 901, PalFX]
type = PalFX
trigger1 = animelem = 2
time = 9
add = 120,120,255
ignorehitpause = 0

[State 901, 3]
type = HitOverRide
trigger1 = animelem = 2
attr = SA,NA,SA,HA,NT,ST,HT
stateno = 951
time = 9

[State 901, 3]
type = HitOverRide
trigger1 = (var(1)!=1)&&(enemy, numproj > 0)&&(animelem=2)
attr = SA,NP,SP
stateno = 222
time = 9

[State 901, 3]
type = HitOverRide
trigger1 = (var(1)=1)&&(enemy, numproj > 0)&&(animelem=2)
attr = SA,NP,SP,HP
stateno = 232
time = 9

[State 901, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 947, deflect crouch]
type    = C
movetype= I
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 947
sprpriority = 1

[State 947, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 948

[State 947, PalFX]
type = PalFX
trigger1 = animelem = 2
time = 9
add = 120,120,255
ignorehitpause = 0

[State 947, 3]
type = HitOverRide
trigger1 = animelem = 2
attr = SC,NA,SA,HA,NT,ST,HT
stateno = 951
time = 9

[State 947, 3]
type = HitOverRide
trigger1 = (var(1)!=1)&&(enemy, numproj > 0)&&(animelem=2)
attr = SA,NP,SP
stateno = 410
time = 9

[State 947, 3]
type = HitOverRide
trigger1 = (var(1)=1)&&(enemy, numproj > 0)&&(animelem=2)
attr = SA,NP,SP,HP
stateno = 410
time = 9

[State 947, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 949, deflect air]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 949
sprpriority = 1

[State 949, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 950

[State 949, PalFX]
type = PalFX
trigger1 = time = 3
time = 9
add = 0,0,100
mul = 256,256,256
color = 256
ignorehitpause = 0

[State 949, 3]
type = HitOverRide
trigger1 = time = 3
attr = SA,NA,SA,HA,NT,ST,HT
stateno = 953
time = 9

[State 949, 3]
type = HitOverRide
trigger1 = (var(1)!=1)&&(enemy, numproj > 0)&&(time = 3)
attr = SA,NP,SP
stateno = 620
time = 9

[State 949, 3]
type = HitOverRide
trigger1 = (var(1)=1)&&(enemy, numproj > 0)&&(time = 3)
attr = SA,NP,SP,HP
stateno = 620
time = 9

[State 949, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)!=1)&&(animtime = 0)&&(anim != 44)
value = 44

[State 949, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(animtime = 0)&&(anim != 52)
value = 52

[State 949, end]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
[Statedef 951, deflected]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 951
sprpriority = 1

[State 951, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 952

[State 951, Pause]
type = Pause
trigger1 = time = 0
time = 10
movetime = 0

[State 951, Pause]
type = Pause
trigger1 = time = 10
time = 20
movetime = 20

[State 951, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 30

[State 951, PalFX]
type = PalFX
trigger1 = time = 0
time = 5
add = 120,120,255

[State Helper, 1]
type = Helper
Trigger1 = time = 1
stateno = 1008
ID = 1008
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
Trigger1 = time = 2
stateno = 1008
ID = 1008
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
Trigger1 = time = 3
stateno = 1008
ID = 1008
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State 951, PlaySnd]; espada
type = PlaySnd
trigger1 = time = 0
value = 203,4

[State 951, PlaySnd]; narrador falando counter
type = PlaySnd
trigger1 = time = 0
value = 205,10

[State 951, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 953, deflected air]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 953
sprpriority = 1

[State 953, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 954

[State 953, Pause]
type = Pause
trigger1 = time = 0
time = 10
movetime = 0

[State 953, Pause]
type = Pause
trigger1 = time = 10
time = 15
movetime = 15

[State 953, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 25

[State 953, PalFX]
type = PalFX
trigger1 = time = 0
time = 5
add = 120,120,255

[State Helper, 1]
type = Helper
Trigger1 = time = 1
stateno = 1008
ID = 1008
pos = 0,-75
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
Trigger1 = time = 2
stateno = 1008
ID = 1008
pos = 0,-75
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
Trigger1 = time = 3
stateno = 1008
ID = 1008
pos = 0,-75
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State 953, PlaySnd]; espada
type = PlaySnd
trigger1 = time = 0
value = 203,4

[State 953, PlaySnd]; narrador falando counter
type = PlaySnd
trigger1 = time = 0
value = 205,10

[State 953, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)!=1)&&(animtime = 0)&&(anim != 44)
value = 44

[State 953, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(animtime = 0)&&(anim != 52)
value = 52

[State 953, end]
type = CtrlSet
trigger1 = Time = 10
value = 1

;---------------------------------------------------------------------------
[Statedef 956, combo breaker]
type    = U
movetype= A
physics = U
juggle  = 0
poweradd= -1000
ctrl = 0
velset = 0,0
sprpriority = 1

[State 956, ChangeAnim]
type = ChangeAnim
trigger1 = (statetype!=A)&&(var(1)!=1)&&(time=0)
value = 956

[State 956, ChangeAnim]
type = ChangeAnim
trigger1 = (statetype!=A)&&(var(1)=1)&&(time=0)
value = 957

[State 956, ChangeAnim]
type = ChangeAnim
trigger1 = (statetype=A)&&(var(1)!=1)&&(time=0)
value = 958

[State 956, ChangeAnim]
type = ChangeAnim
trigger1 = (statetype=A)&&(var(1)=1)&&(time=0)
value = 959

[State 956, NotHitBy]
type = NotHitBy
trigger1 = time = 0
trigger2 = animelem >= 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 50

[State 956, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 956, VelSet]
type = VelSet
trigger1 = (statetype=A)&&(time<=35)
y = 0

[State 956, PalFX]
type = PalFX
trigger1 = time = 0
time = 5
add = 0,0,100
mul = 256,256,256
color = 256

[State 956, Pause]
type = Pause
trigger1 = (statetype!=A)&&(time = 0)
time = 10
movetime = 10

[State 956, Pause]
type = Pause
trigger1 = (statetype=A)&&(time = 0)
time = 17
movetime = 17

[State 956, Pause]
type = Pause
trigger1 = (gametime*2)&&(movehit)&&(time=[20,30])
time = 3

[State PlayS, 1]; grito
type = PlaySnd
trigger1 = time = 0
value = 1720, 0+(random%2)

[State PlayS, 1]
type = PlaySnd
trigger1 = time = 0
value = 203, 4

[State PlayS, 1]
type = PlaySnd
Trigger1 = time = 16
value = 205, 14

[State 956, Explod]; Combo breaker effect 1
type = Explod
trigger1 = (var(1)!=1)&&(time=0)
anim = 960
ID = 960
pos = 0,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 36
removetime = -2
supermoveTime = 9999
pausemoveTime = 9999
scale = .5,.5
sprpriority = 3
shadow = 10,10,10
ownpal = 0

[State 956, Explod]; Combo breaker effect 2
type = Explod
trigger1 = (var(1)=1)&&(time=0)
anim = 961
ID = 961
pos = 0,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 36
removetime = -2
supermoveTime = 9999
pausemoveTime = 9999
scale = .5,.5
sprpriority = 3
shadow = 10,10,10
ownpal = 0

[State 956, Explod]; Combo breaker effect 3
type = Explod
trigger1 = (var(1)=1)&&(time=18)
anim = 962
ID = 962
pos = 0,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermoveTime = 9999
pausemoveTime = 9999
scale = .5,.5
sprpriority = 2
shadow = 10,10,10
ownpal = 0

[State Hel, 1]; Circulo escuro
type = Helper
Trigger1 = Time = 19
stateno = 916
pos = 0,-80
postype = p1
id = 916
ignorehitpause = 1
persistent = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hit, 1]
type = HitDef
Trigger1 = (var(1)!=1)&&(time=0)
damage = 25,5
attr = S,SA
hitflag = MAFD
guardflag = ;MA
Animtype = heavy
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 15,15
guard.pauseTime = 13,13
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 15
guard.hitTime = 12
air.hitTime = 16
ground.velocity = -6,-6
air.velocity = -6,-7
airguard.velocity = -3,1.5
yaccel = .52
air.fall = 1
fall = 1
fall.recovertime = 35
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
kill = 0
p2stateno = 3001

[State Hit, 2]
type = HitDef
Trigger1 = (var(1)=1)&&(time=0)
damage = 50,10
attr = S,SA
hitflag = MAFD
guardflag = ;MA
Animtype = heavy
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 15,15
guard.pauseTime = 13,13
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 15
guard.hitTime = 12
air.hitTime = 16
ground.velocity = -10,-6
air.velocity = -10,-7
airguard.velocity = -3,1.5
yaccel = .52
air.fall = 1
fall = 1
fall.recovertime = 45
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2facing = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State PlayS, 1]
type = PlaySnd
Trigger1 = (var(1)=1)&&(movehit)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (var(1)=1)&&(movehit)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State ChangeS, 1]
type = ChangeState
trigger1 = (pos y <= -1)&&(vel y = 0)&&(time=36)
value = 132
ctrl = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (statetype=A)&&(pos y >= 0)
value = 52
ctrl = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (statetype!=A)&&(AnimTime=0)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 903, carregar]
type    = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 903
sprpriority = 1

[State 903, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 904

[State PlayS, 1]
type = PlaySnd
Trigger1 = (var(1)!=1)&&(time = 7)
value = 1700, 0;0;1;2
channel = 3

[State PlayS, 1]
type = PlaySnd
Trigger1 = (var(1)=1)&&(time = 10)
value = 1700, 2
channel = 3

[State PlayS, 1]
type = PlaySnd
trigger1 = (anim=905)&&(animelemtime(1)=1)&&(power<3000)
trigger2 = (anim=906)&&(animelemtime(1)=1)&&(power<3000)
value = 200,1

[State 903, StopSnd]
type = StopSnd
trigger1 = (anim=905)&&(animelemtime(1)=1)&&(power<3000)
trigger2 = (anim=906)&&(animelemtime(1)=1)&&(power<3000)
channel = 3

[State PlayS, 1]
type = PlaySnd
Trigger1 = time >= 10
value = 205, 0
persistent = 6

[State PlayS, 1]
type = PlaySnd
trigger1 = (power = [1000,1050])&&(NumHelper(929) = 0)
trigger2 = (power = [2000,2050])&&(NumHelper(929) = 0)
trigger3 = (power=3000)&&(anim=905)&&(animelemtime(1)=1)
trigger4 = (power=3000)&&(anim=906)&&(animelemtime(1)=1)
value = 205, 23

[State Env, 1]
type = Envshake
trigger1 = (power = [1000,1050])&&(NumHelper(929) = 0)
trigger2 = (power = [2000,2050])&&(NumHelper(929) = 0)
trigger3 = power = 3000
time = 8

[State Help, 1]; helper do efeito de começo de pulo+fogo 2
type = Helper
trigger1 = (power = [1000,1050])&&(NumHelper(929) = 0)
stateno = 929
id = 929
pos = 0,0
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Help, 1]; helper do efeito de começo de pulo+fogo 2
type = Helper
trigger1 = (power = [2000,2050])&&(NumHelper(929) = 0)
stateno = 929
id = 929
pos = 0,0
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Help, 1]; helper do efeito de começo de pulo+fogo 2
type = Helper
trigger1 = power = 3000
stateno = 929
id = 929
pos = 0,0
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State 903, Powerup]
type = powerAdd
trigger1 = (var(1)!=1)&&(anim=903)&&(time>=6)
trigger2 = (var(1)=1)&&(anim=904)&&(time>=11)
value = 11+((var(1)=1)*8)

[State 903, ChangeAnim]
type = ChangeAnim
triggerall = (var(1)!=1)&&(anim!=905)&&(time>=6)
trigger1 = (command!="hold_y")&&(command!="hold_b")
trigger2 = power >= 3000
trigger3 = (var(7)=1)&&(p2movetype!=H)&&(p2dist x < 150)
value = 905

[State 903, ChangeAnim]
type = ChangeAnim
triggerall = (var(1)=1)&&(anim!=906)&&(time>=11)
trigger1 = (command!="hold_y")&&(command!="hold_b")
trigger2 = power >= 3000
trigger3 = (var(7)=1)&&(p2movetype!=H)&&(p2dist x < 150)
value = 906

[State 903, 1]
type = ChangeState
trigger1 = (AnimTime=0)&&(anim=905)
trigger2 = (AnimTime=0)&&(anim=906)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 904, explod hiper]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 977
poweradd = 0;-1000
sprpriority = 1

[State 904, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 978

[State 904, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State 904, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 70

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = time = 0
helpertype = normal
name = "superbrilho"
ID = 906
Stateno = 906
pos = -7,-35
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,-7,31),-35
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(16) = 256

[State VarA, 1]
type = Varadd
trigger1 = time = [0,50]
trigger1 = var(16) >= 95
var(16) = -12

[State VarA, 1]
type = Varadd
trigger1 = time >= 115
trigger1 = var(16) <= 256
var(16) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = time <= 50
trigger2 = (time >= 115)&&(p2movetype!=H)
trigger3 = (time >= 120)&&(p2movetype=H)
mul = var(16), Var(16), Var(16)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 51
mul = 95,95,95
time = 300
ignorehitpause = 1

[State 904, PosAdd]
type = PosAdd
trigger1 = animelem = 6
y = -1

[State 904, VelSet]
type = VelSet
trigger1 = time = [54,92]
y = -.7

[State 904, VelSet]
type = VelSet
trigger1 = time <= 53;pra poder fazer no ar
trigger2 = time = [93,115]
y = 0

[State Help, 1]; helper do efeito de começo de pulo+fogo 2
type = Helper
trigger1 = time = 0
stateno = 929
id = 929
pos = 13,0
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Help, 1]; helper do efeito de começo de pulo+fogo
type = Helper
trigger1 = (animelem=18)&&(pos y >= -25)
stateno = 918
id = 918
pos = -30,20
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Help, 1]; helper do efeito de começo de pulo+fogo
type = Helper
trigger1 = (animelem=18)&&(pos y >= -25)
stateno = 918
id = 918
pos = 55,20
postype = p1
facing = -1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Hel, 1]; helper charge exp
type = Helper
Trigger1 = animelem = 6
stateno = 976
pos = 13,-82
postype = p1
bindtime = -1
id = 976
ignorehitpause = 1
persistent = 0
ownpal = 1
facing = 1

[State 904, Explod]; efeito de luz crescendo
type = Explod
Trigger1 = time = 40
Trigger2 = animelem = 11
anim = 975
ID = 975
pos = 13,-82
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = -2
supermoveTime = 9999
pausemoveTime = 9999
scale = .5,.5
sprpriority = 2
ownpal = 1
removeongethit = 1

[State 904, Explod]; bolinha central
type = Explod
Trigger1 = time = 25
anim = 933
ID = 933
pos = 13,-82
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = 50
scale = .3,.3
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 904, Explod]; bolinhas brancas carregando
type = Explod
Trigger1 = animelemtime(5) = 1
anim = 979
ID = 979
pos = 13,-82
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = -2
scale = .7,.7
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 904, Explod]; bolinhas vermelhas carregando
type = Explod
Trigger1 = animelemtime(5) = 2
anim = 980
ID = 980
pos = 13,-82
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = -2
scale = .7,.7
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 904, Explod]; explosão
type = Explod
Trigger1 = animelem = 11
anim = 981
ID = 981
pos = -21,17
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 30
removetime = -2
scale = .5,.5
sprpriority = 8
ownpal = 1
removeongethit = 1

[State 904, Explod]; explosão 2
type = Explod
Trigger1 = animelem = 11
anim = 982
ID = 982
pos = 47,-181
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 30
removetime = -2
scale = .5,.5
sprpriority = 8
ownpal = 1
removeongethit = 1

[State 904, Explod]; explosão 3
type = Explod
Trigger1 = animelem = 18
anim = 983
ID = 983
pos = -40,-50
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = 25
scale = .5,.5
sprpriority = 9
ownpal = 1
removeongethit = 1

[State 904, Explod]; explosão 4
type = Explod
Trigger1 = animelem = 18
anim = 983
ID = 983
pos = 50,-50
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = 25
scale = .5,.5
sprpriority = 9
ownpal = 1
removeongethit = 1

[State fumaça2, Exp]
type = Explod
Trigger1 = (animelem=18)&&(pos y >= -25)
anim = 993
pos = -26,30
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 7
ownpal = 1
scale = .5,.5

[State fumaça2, Exp]
type = Explod
Trigger1 = (animelem=18)&&(pos y >= -25)
anim = 993
pos = 50,30
facing = -1
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 7
ownpal = 1
scale = .5,.5

[State 904, Pause]
type = Pause
trigger1 = time = 0
time = 50
movetime = 50

[State 904, Pause]
type = Pause
trigger1 = (gametime*2)&&(time=[51,67])
trigger2 = (gametime*2)&&(movehit)&&(time=[68,100])
time = 3

[State PlayS, 1]; som da ativação
type = PlaySnd
Trigger1 = time = 0
value = 205, 3;8

[State PlayS, 1]; pulando
type = PlaySnd
trigger1 = animelem = 6
value = 205, 23

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = animelem = 11
value = 1700, 1

[State PlayS, 1]; pré kaboom
type = PlaySnd
Trigger1 = animelem = 5
value = 205, 16

[State PlayS, 1]; kaboom
type = PlaySnd
Trigger1 = animelem = 18
value = 205, 12

[State PlayS, 1]; kaboom 2
type = PlaySnd
Trigger1 = animelem = 18
value = 205, 14;22

[State 904, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N
ignorehitpause = 1

[State Hit, 1]
type = hitdef
Trigger1 = animelem = 7
damage = 10,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,1
pauseTime = 0,0
guard.pauseTime = 5,5
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 22
guard.hitTime = 17
air.hitTime = 22
ground.velocity = 0,0
guard.velocity = -10
air.velocity = 1,-1.5
airguard.velocity = -4,2

[State Hit, 1]
type = hitdef
Trigger1 = time = 67
Trigger2 = time = 70
Trigger3 = time = 73
Trigger4 = time = 76
Trigger5 = time = 79
Trigger6 = time = 82
Trigger7 = time = 85
damage = 12,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,0
pauseTime = 0,0
guard.pauseTime = 5,5
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 22
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -1,-1
guard.velocity = -10
air.velocity = -1,-1
airguard.velocity = -4,2
air.fall = 1
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
getpower = 0,0
givepower = 0,0
;p2facing = 1

[State Env, 1]
type = Envshake
trigger1 = (movehit)&&(time<=85)
time = 8

[State Hit, 1]
type = hitdef
Trigger1 = time = 88
Trigger2 = time = 91
Trigger3 = time = 94
Trigger4 = time = 97
damage = 120,25
attr = A,HA
hitflag = MAFD
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,0
pauseTime = 15,15
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 22
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -18,-10
guard.velocity = -10
air.velocity = -18,-10
airguard.velocity = -4,2
air.fall = 1
fall = 1
fall.recoverTime = 45
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
getpower = 0,0
givepower = 0,0
;p2facing = 1
p2stateno = 3001

[State Env, 1]
type = Envshake
trigger1 = time = 88
trigger2 = time = 94
trigger3 = (movehit)&&(time>=88)
time = 18

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit)&&(time<=85)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit)&&(time>=88)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1]
type = Helper
trigger1 = movehit
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 0, ChangeState]; air hypercombo fraco
type = ChangeState
trigger1 = (time=89)&&(command="hold_x")&&(power>=1000)&&(var(7)!=1)&&(movehit)
trigger2 = (time=89)&&(command="hold_y")&&(power>=1000)&&(var(7)!=1)&&(movehit)
value = ifelse(command="hold_x",1037,1040)
ctrl = 0
ignorehitpause =1

[State 0, ChangeState]; air hypercombo
type = ChangeState
trigger1 = (time=89)&&(command="hold_z")&&(power>=2000)&&(var(7)!=1)&&(movehit)
value = 1051
ctrl = 0
ignorehitpause =1

[State 0, ChangeState]; air hypercombo
type = ChangeState
trigger1 = (time=89)&&(power>=2000)&&(var(7)=1)&&(movehit)
value = 1051
ctrl = 0
ignorehitpause =1

[State 0, ChangeState]; AI air hypercombo fraco
type = ChangeState
trigger1 = (time=89)&&(power>=1000)&&(var(7)=1)&&(movehit)
value = ifelse(random<500,1037,1040)
ctrl = 0
ignorehitpause =1

;---------------------------------------------------------------------------
[Statedef 930, hiper 3 - ataque 1]
type    = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,930,940)
sprpriority = 2
poweradd = 0;-1000
ctrl = 0

[State 930, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State 930, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = (command != "hold_y")&&(time<=61)
trigger3 = time >= 80
v = 14
value = 0

[State 930, VarSet]
type = VarSet
trigger1 = (command = "hold_y")&&(time=[1,79])
v = 14
value = 1

[State 930, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 65

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(16) = 256

[State VarA, 1]
type = Varadd
trigger1 = time = [0,95]
trigger1 = var(16) >= 95
var(16) = -12

[State VarA, 1]
type = Varadd
trigger1 = time >= 95
trigger1 = var(16) <= 256
var(16) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = time <= 53
trigger2 = time >= 90
mul = var(16), Var(16), Var(16)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 54
mul = 95,95,95
time = 100
ignorehitpause = 1

[State Veladd, 1]
type = Veladd
Trigger1 = (var(1)!=1)&&(animelem=10)
Trigger2 = (var(1)=1)&&(animelem=8)
x = 8

[State Veladd, 1]
type = Veladd
Trigger1 = (var(1)=1)&&(animelem=9)
x = 3

[State Pause, 1]
type = Pause
Trigger1 = time = 0
moveTime = 53
Time = 53
ctrl = 0

[State Pause, 2]
type = Pause
trigger1 = (gametime*2)&&(p2movetype=H)&&(time=[54,63])
Time = 3

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = animelem = 2
helpertype = normal
name = "superbrilho"
ID = 906
Stateno = 906
pos = -41,18
postype = p1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
Trigger1 = animelem = 2
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,-43,-6),-20
postype = p1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Hel, 1]; poste caído
type = Helper
Trigger1 = Time=47
stateno = 919
pos = -175,-45+((var(1)=1)*15)
postype = p1
id = 919
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hel, 2]; Poste de pé
type = Helper
Trigger1 = Time = 47
stateno = 924
pos = -12,25
postype = p1
id = 924
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Exp, 1]; poste ladeado
type = Explod
Trigger1 = Time = 47
Anim = 938
ID = 938
pos = ifelse(var(1)=1,25,38),5
postype = p1
facing = -1
bindtime = -1
sprpriority = 6
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.2,0.2

[State PlayS, 1];grito do golpe
type = PlaySnd
Trigger1 = (animelem=4)&&(power<1000)
value = 3105,0+(random%3)

[State PlayS, 1];grito do golpe
type = PlaySnd
Trigger1 = (animelem=4)&&(power>1000)&&(power<2000)
value = 3110,0+(random%3)

[State PlayS, 1];grito do golpe
type = PlaySnd
Trigger1 = (animelem=4)&&(power>=2000)
value = 3115,0+(random%3)

[State PlayS, 1]
type = PlaySnd
Trigger1 = Animelem = 2
value = 205, 4

[State PlayS, 1]; kaboom
type = PlaySnd
trigger1 = (var(1)!=1)&&(animelem=10)
trigger2 = (var(1)=1)&&(animelem=8)
value = 205, 22
channel = 2

[State 930, StopSnd]
type = StopSnd
trigger1 = (!movehit)&&(time=109)
channel = 2

[State Env, 1]
type = Envshake
trigger1 = (var(1)!=1)&&(animelem=10)
trigger2 = (var(1)=1)&&(animelem=8)
time = 12

[State Exp, 1];hyper 3 fogo 1
type = Explod
trigger1 = (time=58)&&(p2movetype!=H)
trigger2 = (time=67)&&(p2movetype=H)
Anim = 931
ID = 931
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 6
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1];hyper 3 fogo 2
type = Explod
trigger1 = (var(1)!=1)&&(animelem=10)
trigger2 = (var(1)=1)&&(animelem=8)
Anim = 932
ID = 932
pos = 110,-83
postype = p1
bindtime = -1
sprpriority = 6
ignorehitpause = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1];foguinho
type = Explod
trigger1 = time=[58,68]
anim = 917
pos = ifelse(time>60,5,-15),-100
postype = p1
random = 20,30
id = 917
ignorehitpause = 1
persistent = 2
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = time=[58,68]
anim = 917
pos = ifelse(time>60,0,-20),-65
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 2
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = time=[58,68]
anim = 917
pos = ifelse(time>60,-20,-45),-60
postype = p1
random = 20,30
id = 917
ignorehitpause = 1
persistent = 2
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(animelemtime(10)=0)
trigger2 = (var(1)=1)&&(animelemtime(8)=0)
anim = 917
pos = 95,-95
postype = p1
random = 30,30
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(animelemtime(10)=0)
trigger2 = (var(1)=1)&&(animelemtime(8)=0)
anim = 917
pos = 85,-75
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(animelemtime(10)=3)
trigger2 = (var(1)=1)&&(animelemtime(8)=3)
anim = 917
pos = 125,-105
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(animelemtime(10)=3)
trigger2 = (var(1)=1)&&(animelemtime(8)=3)
anim = 917
pos = 110,-110
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(animelemtime(10)=3)
trigger2 = (var(1)=1)&&(animelemtime(8)=3)
anim = 917
pos = 140,-65
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(animelemtime(10)=3)
trigger2 = (var(1)=1)&&(animelemtime(8)=3)
anim = 917
pos = 70,-60
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(time=69)
trigger2 = (var(1)=1)&&(animelemtime(9)=4)
anim = 917
pos = 130,-145
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(time=67)
trigger2 = (var(1)=1)&&(animelemtime(9)=3)
anim = 917
pos = 115,-145
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(time=67)
trigger2 = (var(1)=1)&&(animelemtime(9)=3)
anim = 917
pos = 80,-145
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(time=68)
trigger2 = (var(1)=1)&&(animelemtime(9)=5)
anim = 917
pos = 75,-105
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(time=65)
trigger2 = (var(1)=1)&&(animelemtime(9)=2)
anim = 917
pos = 60,-90
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(time=69)
trigger2 = (var(1)=1)&&(animelemtime(9)=4)
anim = 917
pos = 140,-40
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(time=67)
trigger2 = (var(1)=1)&&(animelemtime(9)=3)
anim = 917
pos = 110,-20
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = (var(1)!=1)&&(time=69)
trigger2 = (var(1)=1)&&(animelemtime(9)=4)
anim = 917
pos = 75,-40
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Hit, 1]
type = hitdef
Trigger1 = time = 0
damage = 165,35
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 15,15
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 19
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -14,-6
guard.velocity = -10
air.velocity = -14,-6
airguard.velocity = -4,2
yaccel = .52
air.fall = 1
fall = 1
fall.recoverTime = 60
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
getpower = 0,0
givepower = 0,0
p2facing = 1
p2stateno = 3001

[State Help, 1]
type = Helper
trigger1 = movehit
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit
value = 205, 17
persistent = 0
ignorehitpause = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(7)!=1)&&(var(14)=1)&&(power>=1000)&&(time=78)
trigger2 = (var(7)=1)&&(power>=1000)&&(movehit)&&(time=78)&&(random=[0,250])
value = 941
ctrl = 0

[State 930, ChangeState]; COMBO - order
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(power>=1000)&&(time=78)
trigger1 = (var(1)!=1)&&(random=[501,750])
value = 900

[State 930, ChangeState]; COMBO - hiper explod
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(power>=1000)&&(time=84)&&(random=[251,500])
value = 904

[State 930, ChangeState]; COMBO - hyper combo fraco e forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(power>=1000)&&(time=88)
trigger1 = (var(1)!=1)&&(random=[751,999])
value = ifelse(power>=2000,1022,1028)

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

;---------------------------------------------------------------------------
[Statedef 941, hiper 3 - ataque 2]
type    = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,942,941)
sprpriority = 2
poweradd = 0;-1000
ctrl = 0

[State 941, Turn]
type = Turn
trigger1 = (time=0)&&(p2dist x < 0)

[State 941, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 73

[State 941, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State 941, ChangeAnim]
type = ChangeAnim
trigger1 = (animelemtime(4)>3)&&(command !="hold_y")&&(anim=941)
value = 941
elem = 5
persistent=0

[State 941, ChangeAnim]
type = ChangeAnim
trigger1 = (animelemtime(1)>53)&&(command !="hold_y")&&(anim=942)
value = 942
elem = 2
persistent=0

[State 941, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = (command != "hold_z")&&(animelemtime(9)<=1)
trigger3 = animelemtime(9)>=2
v = 14
value = 0

[State 941, VarSet]
type = VarSet
trigger1 = (command = "hold_z")&&(animelemtime(9)<=1)
v = 14
value = 1

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(16) = 256

[State VarA, 1]
type = Varadd
trigger1 = time = [0,95]
trigger1 = var(16) >= 95
var(16) = -12

[State VarA, 1]
type = Varadd
trigger1 = time >= 95
trigger1 = var(16) <= 256
var(16) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = time <= 53
trigger2 = time >= 96
mul = var(16), Var(16), Var(16)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 54
mul = 95,95,95
time = 300
ignorehitpause = 1

[State Pause, 1]
type = Pause
Trigger1 = time = 0
moveTime = 53
Time = 53
ctrl = 0

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = time = 0
helpertype = normal
name = "superbrilho"
ID = 906
Stateno = 906
pos = -10-((var(1)=1)*27),-9-((var(1)=1)*25)
postype = p1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
Trigger1 = (var(1)!=1)&&(time=0)
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,-10,30),-9
postype = p1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
Trigger1 = (var(1)=1)&&(time=0)
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,-10-((var(1)=1)*27),0),-9-((var(1)=1)*25)
postype = p1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Pause, 2]
type = Pause
trigger1 = (gametime*2)&&(p2movetype=H)&&(time=[54,59])
Time = 3

[State Pause, 2]
type = Pause
trigger1 = (gametime*2)&&(movehit)&&(time=[77,90])
Time = 3

[State 941, VelAdd]
type = VelAdd
trigger1 = (var(1)!=1)&&(animelem=5)
trigger2 = (var(1)=1)&&(animelem=4)
x = 5

[State 941, EnvShake]
type = EnvShake
trigger1 = (var(1)!=1)&&(animelem=4)
trigger2 = (var(1)=1)&&(animelem=2)
time = 6

[State 941, EnvShake]
type = EnvShake
trigger1 = animelem = 6
trigger2 = animelem = 8
time = 12

[State Exp, 1];hyper 3 fogo 3
type = Explod
trigger1 = (var(1)!=1)&&(animelem=5)
trigger2 = (var(1)=1)&&(animelem=4)
Anim = 943
ID = 943
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 6
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1];hyper 3 fogo 2
type = Explod
trigger1 = animelem=6
Anim = 932
ID = 932
pos = 110,-83
postype = p1
bindtime = -1
sprpriority = 6
ignorehitpause = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1];hyper 3 fogo 2
type = Explod
trigger1 = animelem=8
Anim = 932
ID = 932
pos = 103,-100
postype = p1
bindtime = -1
sprpriority = 6
ignorehitpause = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State PlayS, 1]; grito do golpe
type = PlaySnd
Trigger1 = (animelem=3)&&(power<1000)
value = 3110,3+(random%3)

[State PlayS, 1]; grito do golpe
type = PlaySnd
Trigger1 = (animelem=3)&&(power>=1000)
value = 3115,3+(random%3)

[State PlayS, 1]
type = PlaySnd
Trigger1 = time = 0
value = 205, 3

[State PlayS, 1]
type = PlaySnd
Trigger1 = time = 57
value = 205, 19
channel = 3

[State 930, StopSnd]
type = StopSnd
trigger1 = (!movehit)&&(time=119)
channel = 3

[State PlayS, 1]
type = PlaySnd
Trigger1 = time = 57
value = 205, 17

[State PlayS, 1]; kaboom
type = PlaySnd
trigger1 = animelem=6
trigger2 = animelem=8
value = 205, 22
channel = 2

[State 930, StopSnd]
type = StopSnd
trigger1 = (!movehit)&&(time=119)
channel = 2

[State Exp, 1];foguinho
type = Explod
trigger1 = animelemtime(6) = 3
trigger2 = animelem = 8
anim = 917
pos = 110,-120
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(6) = 3
trigger2 = animelem = 8
anim = 917
pos = 140,-75
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(6) = 3
trigger2 = animelem = 8
anim = 917
pos = 70,-70
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(7) = 2
trigger2 = animelem = 8
anim = 917
pos = 130,-155
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(7) = 1
trigger2 = animelem = 8
anim = 917
pos = 115,-155
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(7) = 1
trigger2 = animelem = 8
anim = 917
pos = 80,-155
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(7) = 2
trigger2 = animelem = 8
anim = 917
pos = 75,-115
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(7) = 1
trigger2 = animelem = 8
anim = 917
pos = 60,-100
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(7) = 2
trigger2 = animelem = 8
anim = 917
pos = 140,-50
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(7) = 1
trigger2 = animelem = 8
anim = 917
pos = 110,-30
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(7) = 2
trigger2 = animelem = 8
anim = 917
pos = 75,-50
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 917
pos = -15,-110
postype = p1
random = 10,10
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 917
pos = -25,-90
postype = p1
random = 10,10
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 917
pos = -30,-75
postype = p1
random = 10,10
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 917
pos = 5,-77
postype = p1
random = 20,30
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 917
pos = -5,-70
postype = p1
random = 20,30
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 917
pos = -12,-75
postype = p1
random = 20,30
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 917
pos = 70,-82
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 917
pos = 35,-75
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 917
pos = 20,-80
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 3
anim = 917
pos = 90,-90
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 3
anim = 917
pos = 85,-85
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Hit, 1]
type = hitdef
Trigger1 = AnimElem = 6
damage = 105,18
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = trip
air.type = trip
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,0
pauseTime = 18,18
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 19
guard.hitTime = 17
air.hitTime = 22
ground.velocity = 3,-5
guard.velocity = -10
air.velocity = 3,-5
airguard.velocity = -4,2
yaccel = .52
air.fall = 1
fall = 1
fall.recoverTime = 60
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time        = 75
palfx.add         = 125,-95,-235
palfx.sinadd      = 155,95,105,12
palfx.color       = 256
palfx.invertall   = 1
getpower = 0,0
givepower = 0,0
p2facing = 1

[State Hit, 1]
type = hitdef
Trigger1 = AnimElem = 8
damage = 105,18
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = diagup
ground.type = high
air.type = high
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,0
pauseTime = 18,18
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 19
guard.hitTime = 17
air.hitTime = 22
ground.velocity = 1,-6
guard.velocity = -10
air.velocity = 1,-6
airguard.velocity = -4,2
yaccel = .52
air.fall = 1
fall = 1
fall.recoverTime = 60
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
getpower = 0,0
givepower = 0,0
p2facing = 1

[State Help, 1]
type = Helper
trigger1 = movehit
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit)&&(time<=76)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(14)=1)&&(power>=1000)&&(animelemtime(9)=1)
trigger2 = (var(7)=1)&&(power>=1000)&&(movehit)&&(animelemtime(9)=1)&&(random=[0,333])
value = 944
ctrl = 0

[State 941, ChangeState]; COMBO - hiper explod
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(power>=1000)&&(time=84)&&(random=[334,666])
value = 904

[State 941, ChangeState]; COMBO - order
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(power>=1000)&&(time=84)
trigger1 = (var(1)!=1)&&(random=[667,999])
value = 900

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

;---------------------------------------------------------------------------
[Statedef 944, hiper 3 - ataque 3]
type    = S
movetype = A
physics = S
Anim = 944
sprpriority = 2
poweradd = 0;-1000
ctrl = 0

[State 944, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 945

[State 944, Turn]
type = Turn
trigger1 = (time=0)&&(p2dist x < 0)

[State 944, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 65

[State 944, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(16) = 256

[State VarA, 1]
type = Varadd
trigger1 = time = [0,95]
trigger1 = var(16) >= 95
var(16) = -12

[State VarA, 1]
type = Varadd
trigger1 = time >= 95
trigger1 = var(16) <= 256
var(16) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = time <= 53
trigger2 = time >= 89
mul = var(16), Var(16), Var(16)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 54
mul = 95,95,95
time = 300
ignorehitpause = 1

[State Pause, 1]
type = Pause
Trigger1 = time = 0
moveTime = 53
Time = 53
ctrl = 0

[State Pause, 2]
type = Pause
trigger1 = (gametime*2)&&(p2movetype=H)&&(time=[54,58])
Time = 3

[State Pause, 2]
type = Pause
trigger1 = (gametime*2)&&(movehit)&&(time=[62,84])
Time = 3

[State 941, EnvShake]
type = EnvShake
trigger1 = time = 63
time = 25

[State PlayS, 1]; grito do golpe
type = PlaySnd
Trigger1 = animelem=3
value = 3115,6+(random%3)

[State PlayS, 1]
type = PlaySnd
Trigger1 = time = 0
value = 205, 8

[State PlayS, 1]; kaboom
type = PlaySnd
Trigger1 = time = 62
value = 205, 22
channel = 2

[State 930, StopSnd]
type = StopSnd
trigger1 = (!movehit)&&(time=105)
channel = 2

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = time = 0
helpertype = normal
name = "superbrilho"
ID = 906
Stateno = 906
pos = 58,-38
postype = p1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,52,90),-43
postype = p1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Exp, 1]; Bolinha crescendo
type = Explod
trigger1 = time = 26
Anim = 955
ID = 955
pos = 72,-88
postype = p1
bindtime = -1
removetime = 50
sprpriority = 6
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.3,0.3

[State Exp, 1];hyper 3 fogo 4
type = Explod
trigger1 = time = 58
Anim = 946
ID = 946
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 6
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1];foguinho
type = Explod
trigger1 = animelemtime(5) = [0,10]
anim = 917
pos = 25,-165
postype = p1
random = 30,30
id = 917
ignorehitpause = 1
persistent = 3
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = [0,10]
anim = 917
pos = 50,-65
postype = p1
random = 40,40
id = 917
ignorehitpause = 1
persistent = 2
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = [0,10]
anim = 917
pos = 100,-35
postype = p1
random = 40,40
id = 917
ignorehitpause = 1
persistent = 3
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = [8,12]
anim = 917
pos = 150,0
postype = p1
random = 40,40
id = 917
ignorehitpause = 1
persistent = 2
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 10
anim = 917
pos = 5,-90
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 917
pos = 50,-140
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 3
anim = 917
pos = 85,-120
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 1
anim = 917
pos = 115,-130
postype = p1
random = 30,30
id = 917
ignorehitpause = 1
persistent = 3
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 1
anim = 917
pos = 140,-80
postype = p1
random = 30,30
id = 917
ignorehitpause = 1
persistent = 3
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 8
anim = 917
pos = 117,-155
postype = p1
random = 30,30
id = 917
ignorehitpause = 1
persistent = 3
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = [8,11]
anim = 917
pos = 0,-205
postype = p1
random = 30,30
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Hit, 1]
type = hitdef
Trigger1 = time = 0
damage = 220,35
attr = S,HA
hitflag = MAFD
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 18,18
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 19
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -20,-16
guard.velocity = -10
air.velocity = -20,-16
airguard.velocity = -4,2
yaccel = .52
air.fall = 1
fall = 1
fall.recoverTime = 60
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
getpower = 0,0
givepower = 0,0
p2facing = 1
p2stateno = 3001

[State Help, 1]
type = Helper
trigger1 = movehit
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit
value = 205, 17
persistent = 0
ignorehitpause = 1

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

;---------------------------------------------------------------------------
[Statedef 1049, hyper gunflame 1]
type = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,1132,1131)
velset=0,0
sprpriority = 0
poweradd = 0;-1000
ctrl = 0

[State 0, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 48
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = (p2movetype!=H)&&(time=0)
time = 48
movetime = 48

[State 0, Pause]
type = Pause
trigger1 = (p2movetype=H)&&(time=0)
time = 42
movetime = 42

[State 0, Pause]
type = Pause
trigger1 = (p2movetype=H)&&(gametime*2)&&(animelemtime(3)>0)&&(animelemtime(7)<0)
time = 8

[State 0, Pause]
type = Pause
trigger1 = (p2movetype=H)&&(gametime*2)&&(animelemtime(15)>0)&&(animelemtime(17)<0)
time = 6

[State VarS, 1]
type = Varset
trigger1 = time=0
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = (animelemtime(3)<1)&&(var(14)>=95)
trigger2 = (animelemtime(17)>1)&&(var(14)<=256)
var(14) = ifelse(animelemtime(17)>1,8,-8)

[State Bgp, 1]
type = BGPalfx
trigger1 = animelemtime(3)<1||animelemtime(17)>1
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = animelemtime(3)=1
mul = 95,95,95
time = 150
ignorehitpause = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = time=0
helpertype = normal
name = "Bolinhas"
Stateno = 905
pos = ifelse(facing=1,-40,0),-25
postype = p1
bindtime = -1
pausemoveTime = 48
facing = 1
keyctrl = 0

[State Exp, 1]; brilho
type = Explod
trigger1 = time=0
trigger2 = time=14
anim = 975
pos = -30,-70
postype = p1
bindtime = -1
sprpriority = 6
pausemoveTime = 48
scale = 0.2,0.2

[State Exp, 1]; brilho invertido
type = Explod
trigger1 = time=0
trigger2 = time=14
anim = 1068
pos = -30,-70
postype = p1
bindtime = -1
sprpriority = -2
pausemoveTime = 48
scale = 0.3,0.3

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = time=0
trigger2 = time=8
trigger3 = time=16
trigger4 = time=24
anim = 938
pos = ifelse(var(1)=1,-156,-138),0
bindtime = -1
sprpriority = 8
pausemoveTime = 48
scale = ifelse(var(1)=1,.245,.21),ifelse(var(1)=1,.165,.15)

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = time=0
trigger2 = time=8
trigger3 = time=16
trigger4 = time=24
anim = 938
pos = ifelse(var(1)=1,-127,-128),0
bindtime = -1
sprpriority = 8
pausemoveTime = 48
scale = ifelse(var(1)=1,.23,.21),ifelse(var(1)=1,.14,.15)

[State Hel, 1]; Poste caido
type = Helper
trigger1 = time=1
trigger2 = time=11
stateno = 919
facing = 1
pos = -15,0
postype = back
sprpriority = 13

[State 0, Explod]; pré-kabum
type = Explod
trigger1 = animelem=3
anim = 1020
pos = -65,100
bindtime = 5
sprpriority = 3
pausemoveTime = ifelse(p2movetype=H,0,10)
ignorehitpause =0
scale = .5,.6

[State 0, Explod];explosão 1 e 2
type = Explod
trigger1 = animelem=5
trigger2 = animelemtime(12)=2
anim = 1133
pos = 75,-20
scale = ifelse(animelemtime(12)=2,.6,.5),ifelse(animelemtime(12)=2,.6,.5)
sprpriority = 5
shadow = 10,10,10
ownpal = 0
ignorehitpause =0

[State 0, Explod];explosão média
type = Explod
trigger1 = animelem=6
anim = 981
pos = 40,25
scale = .39,.39
sprpriority = 6
shadow = 10,10,10
ownpal = 0
ignorehitpause =0

[State 0, Explod];explosão média
type = Explod
trigger1 = animelem=6
anim = 981
pos = 40,25
scale = .4,.4
sprpriority = 6
shadow = 10,10,10
ownpal = 0
ignorehitpause =0

[State 0, Explod];explosão 2
type = Explod
trigger1 = animelemtime(12)=2
anim = 1133
pos = 75,-20
scale = .61,.61
sprpriority = 5
shadow = 10,10,10
ownpal = 0
ignorehitpause =0

[State Exp, 1]; foguinhos 1
type = Explod
trigger1 = animelemtime(5)=[1,3]
trigger2 = animelemtime(8)=[1,3]
trigger3 = animelemtime(9)=[1,3]
trigger4 = animelemtime(10)=[1,3]
trigger5 = animelemtime(18)=[2,3]
anim = 917
pos = 75,ifelse(animelemtime(6)>1,-50,0)
random = 30,ifelse(animelemtime(6)>1,30,0)
sprpriority = 7
scale = 0.3+((random%4)*0.1),0.3+((random%4)*0.1)

[State Exp, 1]; foguinhos 2
type = Explod
trigger1 = animelemtime(15)=[1,3]
trigger2 = animelemtime(16)=[1,3]
trigger3 = animelemtime(17)=[1,3]
trigger4 = animelemtime(18)=[1,4]
anim = 917
pos = 75,ifelse(animelemtime(18)>0,0,-70)
random = 30,ifelse(animelemtime(18)>0,0,30)
sprpriority = 7
scale = 0.3+((random%4)*0.1),0.3+((random%4)*0.1)

[State Exp, 1]; foguinhos 3
type = Explod
trigger1 = animelemtime(15)=[1,3]
trigger2 = animelemtime(16)=[1,3]
trigger3 = animelemtime(17)=[1,3]
trigger4 = animelemtime(18)=[1,2]
anim = 917
pos = ifelse(animelemtime(17)>0,125,150),ifelse(animelemtime(17)>0,-90,-120)
vel = 3,-4
accel = -.1,.3
random = 30,40
sprpriority = 7
scale = 0.3+((random%4)*0.1),0.3+((random%4)*0.1)

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=5
trigger2 = animelem=7
trigger3 = animelem=14
time = ifelse(animelemtime(9)<0,8,18)
freq = ifelse(animelemtime(9)<0,60,75)
ampl = ifelse(animelemtime(9)<0,-5,-10)

[State 0, PlaySnd]; Grito
type = PlaySnd
trigger1 = (p2movetype!=H)&&(time=20)
trigger2 = (p2movetype=H)&&(time=42)
value = 3005,ifelse(p2movetype=H,0,1)

[State 0, PlaySnd]; brilho do especial 1
type = PlaySnd
trigger1 = time=0||time=20
value = 205,4

[State 0, PlaySnd]; brilho do especial 2
type = PlaySnd
trigger1 = time=10
value = 0,285;205,3

[State 0, PlaySnd]; brilho do especial 3
type = PlaySnd
trigger1 = animelem=2
value = 205,3;0,285;5200,0

[State 0, PlaySnd]; pré-kabum
type = PlaySnd
trigger1 = animelem=3
value = 0,286

[State 0, PlaySnd]; fincada da espada||retirada da espada
type = PlaySnd
trigger1 = animelem=5||animelem=20
value = 0,ifelse(animelemtime(15)<0,306,304)

[State 0, PlaySnd]; fogo na explosão
type = PlaySnd
trigger1 = animelem=6
value = 0,375

[State 0, PlaySnd]; explosão 1
type = PlaySnd
trigger1 = animelem=6||animelemtime(12)=3
value = 205,27

[State 0, PlaySnd]; explosão 2
type = PlaySnd
trigger1 = animelem=13
value = 205,12

[State 0, HitDef 1]
type = HitDef
trigger1 =(animelemtime(7)>4)&&(animelemtime(9)<3)
attr = S,HA
hitflag = MAFD
guardflag = MA
Animtype = diagup
ground.type = high
air.type = high
priority = 7,Hit
damage = 75,20
pausetime = 4,0
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,0
guardsound = s203,0
guard.pauseTime = 10,10
ground.hitTime = 24
guard.hitTime = 18
air.hitTime = 24
ground.velocity = -2,-8
guard.velocity = -2
guard.slideTime = 15
air.velocity = -2,-8
airguard.velocity = -2,-1
fall = 1
fall.recover = 0
fall.damage = 5
fall.envshake.time = 6;,0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
persistent=0

[State 0, HitDef 2]
type = HitDef
trigger1 =(animelemtime(14)>0)&&(animelemtime(16)<0)
attr = S,HA
hitflag = MAFD
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 7,Hit
damage = 65,35
pausetime = 3,0
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,4
guard.pauseTime = 12,12
ground.hitTime = 24
guard.hitTime = 18
air.hitTime = 24
ground.velocity = 0,0
air.velocity = 0,0
guard.velocity = -4
guard.slideTime = 16
airguard.velocity = -3,-3
fall = 1
fall.recovertime = 35
fall.damage = 5
fall.envshake.time = 10
persistent=0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2stateno=826

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)<3)&&(numexplod(996)=0)
Trigger2 = (movehit=1)&&(animelemtime(14)>0)&&(numexplod(996)<=1)
anim = ifelse(animelemtime(12)<0,996,965)
pos = 0,-65
postype = p2
id = 996
bindtime = 6
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(12)<0,.4,.3),ifelse(animelemtime(12)<0,.4,.3)

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(9)<3)&&(numexplod(986)=0)
Trigger2 = (moveguarded=1)&&(animelemtime(14)>0)&&(numexplod(986)<=1)
anim = 986
pos = 0,-65
postype = p2
id = 986
bindtime = 6
ignorehitpause = 1
sprpriority = 6
scale = .5,.5

[State Help, 1]
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(9)<3)&&(numhelper(920)=0)
Trigger2 = (movehit=1)&&(animelemtime(14)>0)&&(numhelper(920)=0)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit
value = 205, 17
persistent = 0
ignorehitpause = 1

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

;---------------------------------------------------------------------------
[Statedef 1050, hyper gunflame 2]
type = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,1135,1134)
velset=0,0
sprpriority = 0
poweradd = 0;-2000
ctrl = 0

[State 0, Powerup]
type = powerAdd
trigger1 = time<=49
value = -40

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 48
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time=0
time = 48
movetime = 48

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = time=0
name = "Bolinhas"
Stateno = 905
pos = ifelse(facing=1,-60,-25),-23
bindtime = -1
pausemoveTime = 48
facing = 1

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = time = 0
name = "superbrilho"
Stateno = 906
pos = -30,0
sprpriority = 0
pausemoveTime = 9999
facing = 1
ownpal = 0

[State Exp, 1]; arco rodopiando frente
type = Explod
trigger1 = time = 0
anim = 1058
pos = -20,-60
bindtime = -1
sprpriority = 6
pausemoveTime = 9999
ownpal = 0
scale = .5,.5

[State Exp, 1]; arco rodopiando tras
type = Explod
trigger1 = time = 0
anim = 1059
pos = -20,-60
bindtime = -1
sprpriority = -6
pausemoveTime = 9999
ownpal = 0
scale = .5,.5

[State Exp, 1]; efeito sombra 1
type = Explod
trigger1 = time=0
anim = ifelse(var(1)=1,1137,1136)
ID=1134
pos = 0,0
bindtime = -1
sprpriority = 7
scale = 0.51,0.50
pausemovetime=50
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; efeito sombra 2
type = Explod
trigger1 = time=0
anim = ifelse(var(1)=1,1137,1136)
ID=1134
pos = 0,0
bindtime = -1
sprpriority = 7
scale = 0.52,0.50
pausemovetime=50
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; efeito sombra 3
type = Explod
trigger1 = time=0
anim = ifelse(var(1)=1,1137,1136)
ID=1134
pos = 0,0
bindtime = -1
sprpriority = 7
scale = 0.53,0.50
pausemovetime=50
ignorehitpause = 0
removeongethit=1

[State VarS, 1]
type = Varset
trigger1 = time=0
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = (time<49)&&(var(14)>=95)
trigger2 = (animelemtime(35)>0)&&(var(14)<=256)
var(14) = ifelse(animelemtime(35)>0,8,-8)

[State Bgp, 1]
type = BGPalfx
trigger1 = time<49||animelemtime(35)>0
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time=49
mul = 95,95,95
time = 150
ignorehitpause = 1

[State Hel, 2]; fogo do ataque 0,1,2d
type = Helper
Trigger1 = animelemtime(24)=1
Trigger2 = animelemtime(27)=3
Trigger3 = animelemtime(29)=1
stateno = 995
pos = ifelse(animelemtime(27)=3,28,73),0
ignorehitpause = 0
size.xscale = ifelse(animelemtime(27)=3,.8,.7)
size.yscale = ifelse(animelemtime(27)=3,.8,.7)

[State firefloor, Exp]; 0,1,2d
type = Explod
Trigger1 = animelemtime(24)=0
Trigger2 = animelemtime(27)=2
Trigger3 = animelemtime(29)=0
anim = 994
pos = ifelse(animelemtime(27)=2,30,75),10
ignorehitpause = 0
sprpriority = 4
scale = ifelse(animelemtime(27)=2,.7,.6),ifelse(animelemtime(27)=2,.7,.6)

[State Hel, 2]; fogo do ataque 2e,3e
type = Helper
Trigger1 = animelemtime(29)=1
Trigger2 = animelemtime(31)=1
stateno = 995
pos = ifelse(animelemtime(29)=1,-13,-57),0
ignorehitpause = 0
size.xscale = ifelse(animelemtime(29)=1,.7,.6)
size.yscale = ifelse(animelemtime(29)=1,.7,.6)

[State firefloor, Exp]; 2e,3e
type = Explod
Trigger1 = animelemtime(29)=0
Trigger2 = animelemtime(31)=0
anim = 994
pos = ifelse(animelemtime(29)=0,-15,-60),10
ignorehitpause = 0
sprpriority = 4
scale = ifelse(animelemtime(29)=0,.6,.5),ifelse(animelemtime(29)=0,.6,.5)

[State Hel, 2]; fogo do ataque 3d,4d
type = Helper
Trigger1 = animelemtime(31)=1
Trigger2 = animelemtime(31)=4
stateno = 995
pos = ifelse(animelemtime(31)=1,117,147),0
ignorehitpause = 0
size.xscale = ifelse(animelemtime(31)=1,.6,.6)
size.yscale = ifelse(animelemtime(31)=1,.6,.5)

[State firefloor, Exp]; 3d,4d
type = Explod
Trigger1 = animelemtime(31)=0
Trigger2 = animelemtime(31)=3
anim = 994
pos = ifelse(animelemtime(31)=0,120,150),10
ignorehitpause = 0
sprpriority = 4
scale = ifelse(animelemtime(31)=0,.5,.4),ifelse(animelemtime(31)=0,.5,.4)

[State 0, Explod];explosão 1
type = Explod
Trigger1 = animelem=24
anim = 1133
pos = 75,-20
scale = .6,.6
sprpriority = 5
shadow = 10,10,10
ownpal = 0
ignorehitpause =0

[State 0, Explod];explosão 2
type = Explod
Trigger1 = animelem=28
anim = 1060
pos = 75,5
scale = .5,.5
sprpriority = 3
shadow = 10,10,10
ownpal = 0
ignorehitpause =0

[State 0, Explod];explosão 3
type = Explod
Trigger1 = animelem=26
anim = 1139
pos = 65,-48
scale = .3,.3
sprpriority = -2
shadow = 10,10,10
ownpal = 0
ignorehitpause =0

[State rastro, Exp]
type = Explod
Trigger1 = animelemtime(31)=2
Trigger2 = animelemtime(31)=4
Trigger3 = animelemtime(32)=1
anim = 1007
pos = ifelse(animelemtime(31)=4,-55,ifelse(animelemtime(32)=1,105,25)),5
postype = p1
removetime = 60
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .7,.5

[State Exp, 1]; foguinhos 1
type = Explod
trigger1 = animelemtime(26)=[1,4]
trigger2 = animelemtime(34)=[1,8]
anim = 917
pos = 60,-75
vel = 4,-6
accel = -.1,.3
random = 40,60
sprpriority = 7
scale = 0.3+((random%4)*0.1),0.3+((random%4)*0.1)

[State Exp, 1]; foguinhos 2
type = Explod
trigger1 = animelemtime(34)=[1,8]
anim = 917
pos = 0,-100
vel = 4,-6
accel = -.1,.3
random = 40,60
sprpriority = 7
scale = 0.3+((random%4)*0.1),0.3+((random%4)*0.1)

[State Exp, 1]; foguinhos 3
type = Explod
trigger1 = animelemtime(26)=[1,4]
trigger2 = animelemtime(34)=[1,8]
anim = 917
pos = 120,-50
vel = 4,-6
accel = -.1,.3
random = 40,60
sprpriority = 7
scale = 0.3+((random%4)*0.1),0.3+((random%4)*0.1)

[State 0, Pause]
type = Pause
trigger1 =(p2movetype=H)&&(gametime*2)&&(time>50)&&(time<58)
trigger2 =(gametime*2)&&(time>64)&&(time<75)
trigger3 =(gametime*2)&&(time>82)&&(time<92)
trigger4 =(p2movetype=H)&&(gametime*2)&&(time>91)&&(time<103)
time = 6

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=33
statetype = A
physics = A
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem=33
x = 3
y = -14

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=7
trigger2 = animelem=31
time = 15
freq = 65
ampl = -6

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=26
trigger2 = animelem=33
time = ifelse(animelemtime(30)<0,15,40)
freq = ifelse(animelemtime(30)<0,70,50)
ampl = ifelse(animelemtime(30)<0,-8,-14)

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = animelem=21
value = ifelse(p2movetype=H,0,3005), ifelse(p2movetype=H,372,2)

[State PlayS, 1]; brilho
type = PlaySnd
Trigger1 = time=0
value = 205, 4

[State PlayS, 1]; transformation
type = PlaySnd
Trigger1 = Animelem = 1
value = 205, 15

[State PlayS, 1]; transformation
type = PlaySnd
Trigger1 = Animelem = 8
value = 203, 0

[State PlayS, 1]; transformation
type = PlaySnd
Trigger1 = Animelem = 8
value = 205, 20

[State PlayS, 1]; fogo queimando
type = PlaySnd
Trigger1 = Animelem = 24
value = 205, 19

[State 0, PlaySnd]; fincada da espada||retirada da espada
type = PlaySnd
trigger1 = animelem=24||animelem=32
value = 0,ifelse(animelemtime(26)<0,305,304)

[State 0, PlaySnd]; explosão 1
type = PlaySnd
trigger1 = animelem=26
value = 205,12

[State 0, PlaySnd]; eletricidade explosão
type = PlaySnd
trigger1 = animelem=27
value = 0,284

[State 0, PlaySnd]; explosão 2
type = PlaySnd
trigger1 = animelem=30
value = 0,255

[State 0, PlaySnd]; explosão 3
type = PlaySnd
trigger1 = animelem=34
value = 205,27

[State 0, HitDef 1]
type = HitDef
trigger1 =animelem=24
attr = S,HA
hitflag = MAFD
guardflag = MA
Animtype = heavy
ground.type = low
air.type = high
priority = 7,Hit
damage = 20,5
pausetime = 3,3
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,1
guardsound = s203,0
guard.pauseTime = 10,10
ground.hitTime = 24
guard.hitTime = 18
air.hitTime = 24
ground.velocity = -1,0
guard.slideTime = 5
guard.velocity = -2
air.velocity = -1,0
airguard.velocity = -2,-1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State 0, HitDef 2]
type = HitDef
trigger1 =(p2statetype=A)&&(animelemtime(26)>0)&&(animelemtime(28)<0)
trigger2 =(p2statetype!=A)&&(animelemtime(26)>0)&&(animelemtime(28)<0)&&(power<=1000)
attr = S,HA
hitflag = MAFD
guardflag = MA
Animtype = diagup
ground.type = high
air.type = high
priority = 7,Hit
damage = 130,30
pausetime = 5,5
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,0
guard.pauseTime = 10,10
ground.hitTime = 24
guard.hitTime = 18
air.hitTime = 24
ground.velocity = -1,-9
guard.velocity = -2
guard.slideTime = 10
air.velocity = 0,-7
airguard.velocity = -2,-1
fall = 1
fall.recover = 0
fall.damage = 5
fall.envshake.time = 6
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
persistent=0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(26)>0)&&(animelemtime(28)<0)
anim = 996
pos = 0,-65
postype = p2
bindtime = 6
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .4,.4
persistent=0

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(26)>0)&&(animelemtime(28)<0)
anim = 986
pos = 0,-65
postype = p2
bindtime = 6
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .5,.5
persistent=0

[State 0, HitDef 3]
type = HitDef
triggerall = p2statetype!=A
trigger1 =animelem=28||animelem=29||animelem=30||animelem=31||animelem=32||animelem=33
attr = C,HA
hitflag = MAFD
guardflag = L
Animtype = heavy
ground.type = low
air.type = high
priority = 7,Hit
damage = 22,5
pausetime = 3,3
sparkno = S-1
guard.sparkno = S-1
hitsound = -1
guardsound = s203,2
guard.pauseTime = 10,10
ground.hitTime = 24
guard.hitTime = 18
air.hitTime = 24
ground.velocity = 0,0
guard.velocity = -2
guard.slideTime = 5
air.velocity = 0,0
airguard.velocity = -2,-1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State sparkdef, Exp]
type = Explod
Trigger1 =(moveguarded=1)&&(animelemtime(28)=[1,2])&&(numexplod(987)=0)
Trigger2 =(moveguarded=1)&&(animelemtime(29)=1)&&(numexplod(987)<=1)
Trigger3 =(moveguarded=1)&&(animelemtime(30)=1)&&(numexplod(987)<=2)
Trigger4 =(moveguarded=1)&&(animelemtime(31)=[1,5])&&(numexplod(987)<=3)
Trigger5 =(moveguarded=1)&&(animelemtime(32)=[1,2])&&(numexplod(987)<=3)
Trigger6 =(moveguarded=1)&&(animelemtime(33)=1)&&(numexplod(987)<=3)
anim = 985
pos = 0,-30
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
scale = .4,.4

[State 0, HitDef 4]
type = HitDef
trigger1 = animelem=34
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = up
ground.type = high
air.type = high
priority = 7,Hit
damage = 250,75
pausetime = 70,70
sparkno = S-1
guard.sparkno = S-1
hitsound = s203,0
guardsound = s203,4
guard.pauseTime = 12,12
ground.hitTime = 24
guard.hitTime = 18
air.hitTime = 24
ground.velocity = 0,-15
air.velocity = 0,-15
guard.velocity = -4
guard.slideTime = 16
airguard.velocity = -3,-3
fall = 1
fall.recovertime = 150
fall.damage = 25
fall.envshake.time = 10
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(24)=[1,2])&&(numexplod(996)=0)
Trigger2 = (movehit=1)&&(animelemtime(34)=[1,8]);&&(numexplod(996)=0)
anim = ifelse(animelemtime(30)<0,955,965)
pos = 0,-65
postype = p2
vfacing=-1
id = 996
bindtime = 6
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(30)<0,.4,.3),ifelse(animelemtime(30)<0,.4,.3)

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(24)=[1,2])&&(numexplod(986)=0)
Trigger2 = (moveguarded=1)&&(animelemtime(34)=[1,8])&&(numexplod(986)<=2)
anim = ifelse(animelemtime(30)<0,984,986)
pos = 0,-65
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
sprpriority = 6
scale = .5,.5

[State Help, 1]
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(26)>0)&&(animelemtime(27)<=3)&&(numhelper(920)=0)
Trigger2 = (movehit=1)&&(animelemtime(34)>0)&&(numhelper(920)=0)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
ownpal = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(34)>0)
value = 205, 17
persistent = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 1028, hipercombo fraco avanço]
type    = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,1077,1075)
sprpriority = 1
poweradd = 0;-1000
ctrl = 0

[State 1028, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State 1028, NotHitBy]
type = NotHitBy
trigger1 = time = [0,70]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 1028, VelSet]
type = VelSet
trigger1 = time = 0
x = 0

[State 1028, Veladd]
type = Veladd
trigger1 = time = 53
x = 25

[State 1028, Velset]
type = Velset
trigger1 = (moveguarded)&&(time=70)
x = 0

[State 1028, Veladd]
type = Veladd
trigger1 = (moveguarded)&&(time=71)
x = -15

[State 1028, Pause]
type = Pause
trigger1 = time = 0
time = 50
movetime = 50

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = time = [0,52]
trigger1 = var(14) >= 85
var(14) = -12

[State VarA, 1]
type = Varadd
trigger1 = time >= 71
trigger1 = var(14) <= 256
var(14) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = time = [0,52]
trigger2 = time >= 71
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 53
mul = 95, 95, 95
time = 30
ignorehitpause = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,ifelse(var(1)=1,-11,-24),ifelse(var(1)=1,27,14)),ifelse(var(1)=1,10,-14)
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = time = 0
helpertype = normal
name = "superbrilho"
ID = 906
Stateno = 906
pos = ifelse(var(1)=1,-14,-28),ifelse(var(1)=1,16,-10)
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = time = 0
trigger2 = time = 1
anim = 938
pos = ifelse(time=0,ifelse(var(1)=1,-50,-90),ifelse(var(1)=1,65,75)),20
postype = p1
facing = ifelse(time=0,1,-1)
bindtime = -1
id = 938
ignorehitpause = 1
sprpriority = 4
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State PlayS, 1]; som da ativação
type = PlaySnd
Trigger1 = time = 0
value = 205, 3

[State PlayS, 1]; roupa
type = PlaySnd
Trigger1 = (animelem=6)&&(var(1)=1)
value = 105, 0

[State PlayS, 1]; woosh
type = PlaySnd
Trigger1 = animelem = 6
value = 101, 0

[State Hit, 1]
type = hitdef
Trigger1 = (time>=0)&&(p2statetype!=A)&&(!moveguarded)
trigger2 = (time=61)&&(p2statetype!=A)
trigger3 = (time=70)&&(p2statetype!=A)
damage = 15,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s810,0
guardsound = s203,2
pauseTime = 15,15
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -2,0
guard.velocity = -1
air.velocity = -2,0
airguard.velocity = -4,2
fall = 0
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
;p2stateno = 5000

[State Hit, 1]
type = hitdef
Trigger1 = (time>=0)&&(p2statetype=A)&&(!moveguarded)
trigger2 = (time=61)&&(p2statetype=A)
trigger3 = (time=70)&&(p2statetype=A)
damage = 15,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = trip
air.type = trip
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,2
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -2,-5
guard.velocity = -1
air.velocity = -2,-5
airguard.velocity = -4,2
fall = 1
fall.recover = 0
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-60
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(time=61)
Trigger2 = (movehit)&&(time=70)
anim = 989
pos = 0,-60
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 986
pos = 7,-60
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(time=61)
anim = 986
pos = 7,-60
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
sprpriority = 6
scale = 0.5,0.5

[State 1028, TargetBind]
type = TargetBind
trigger1 = movehit
time = 1
pos = 75,0
ignorehitpause = 0
persistent = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (movehit)&&(p2statetype!=A)
value = 1029
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (movehit)&&(p2statetype=A)
value = 1030
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(var(1)=1,0,11)
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1045, hipercombo fraco avanço2]
type    = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,1077,1075)
sprpriority = 1
poweradd = 0;-1000
ctrl = 0

[State 1028, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State 1028, NotHitBy]
type = NotHitBy
trigger1 = time = [0,70]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 1028, VelSet]
type = VelSet
trigger1 = time = 0
x = 0

[State 1028, Veladd]
type = Veladd
trigger1 = time = 53
x = 25

[State 1028, Velset]
type = Velset
trigger1 = (moveguarded)&&(time=70)
x = 0

[State 1028, Veladd]
type = Veladd
trigger1 = (moveguarded)&&(time=71)
x = -15

[State 1028, Pause]
type = Pause
trigger1 = time = 0
time = 50
movetime = 50

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = time = [0,52]
trigger1 = var(14) >= 85
var(14) = -12

[State VarA, 1]
type = Varadd
trigger1 = time >= 71
trigger1 = var(14) <= 256
var(14) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = time = [0,52]
trigger2 = time >= 71
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 53
mul = 95, 95, 95
time = 30
ignorehitpause = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,ifelse(var(1)=1,-11,-24),ifelse(var(1)=1,27,14)),ifelse(var(1)=1,10,-14)
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = time = 0
helpertype = normal
name = "superbrilho"
ID = 906
Stateno = 906
pos = ifelse(var(1)=1,-14,-28),ifelse(var(1)=1,16,-10)
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = time = 0
trigger2 = time = 1
anim = 938
pos = ifelse(time=0,ifelse(var(1)=1,-50,-90),ifelse(var(1)=1,65,75)),20
postype = p1
facing = ifelse(time=0,1,-1)
bindtime = -1
id = 938
ignorehitpause = 1
sprpriority = 4
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State PlayS, 1]; som da ativação
type = PlaySnd
Trigger1 = time = 0
value = 205, 8

[State PlayS, 1]; roupa
type = PlaySnd
Trigger1 = (animelem=6)&&(var(1)=1)
value = 105, 0

[State PlayS, 1]; woosh
type = PlaySnd
Trigger1 = animelem = 6
value = 101, 0

[State Hit, 1]
type = hitdef
Trigger1 = (time>=0)&&(p2statetype!=A)&&(!moveguarded)
trigger2 = (time=61)&&(p2statetype!=A)
trigger3 = (time=70)&&(p2statetype!=A)
damage = 15,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s810,0
guardsound = s203,2
pauseTime = 15,15
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -2,0
guard.velocity = -1
air.velocity = -2,0
airguard.velocity = -4,2
fall = 0
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
;p2stateno = 5000

[State Hit, 1]
type = hitdef
Trigger1 = (time>=0)&&(p2statetype=A)&&(!moveguarded)
trigger2 = (time=61)&&(p2statetype=A)
trigger3 = (time=70)&&(p2statetype=A)
damage = 15,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = trip
air.type = trip
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,2
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -2,-5
guard.velocity = -1
air.velocity = -2,-5
airguard.velocity = -4,2
fall = 1
fall.recover = 0
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-60
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(time=61)
Trigger2 = (movehit)&&(time=70)
anim = 989
pos = 0,-60
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 986
pos = 7,-60
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(time=61)
anim = 986
pos = 7,-60
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
sprpriority = 6
scale = 0.5,0.5

[State 1028, TargetBind]
type = TargetBind
trigger1 = movehit
time = 1
pos = 75,0
ignorehitpause = 0
persistent = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (movehit)&&(p2statetype!=A)
value = 1029
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (movehit)&&(p2statetype=A)
value = 1030
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(var(1)=1,0,11)
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1029, hipercombo fraco]
type    = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,1080,1079)
sprpriority = 1
poweradd = 0;-1000-1000
ctrl = 0

[State 1029, VelSet]
type = VelSet
trigger1 = time=0;animelemtime(1)=0
x = 5
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time=0)&&(prevstateno=1045)
value = ifelse(var(1)=1,1080,1079)
elem = 36
ignorehitpause = 1

[State 1029, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = (command != "hold_y")&&(var(7)!=1)
trigger3 = (command != "hold_b")&&(var(7)!=1)
trigger4 = (command != "hold_z")&&(var(7)!=1)
trigger5 = (command != "hold_c")&&(var(7)!=1)
trigger6 = p2stateno = 7004
v = 15
value = 0

[State 1029, VarSet]
type = VarSet
trigger1 = (command="hold_y")&&(power>=1000)&&(var(7)!=1)
trigger2 = (var(7)=1)&&(power>=1000)&&(time=20)&&(random<=500)
v = 15
value = 1

[State 1029, VarSet]
type = VarSet
trigger1 = (command="hold_b")&&(power>=1000)&&(var(7)!=1)
trigger2 = (var(7)=1)&&(power>=1000)&&(time=20)&&(random>500)
v = 15
value = 2

[State 1029, VarSet]
type = VarSet
trigger1 = (command="hold_z")&&(power>=1000)&&(var(7)!=1)
trigger2 = (var(7)=1)&&(power>=1000)&&(time=150)&&(random<=500)
v = 15
value = 3

[State 1029, VarSet]
type = VarSet
trigger1 = (command="hold_c")&&(power>=1000)&&(var(7)!=1)
trigger2 = (var(7)=1)&&(power>=1000)&&(time=150)&&(random>500)
v = 15
value = 4

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(14) = 95

[State VarA, 1]
type = Varadd
triggerall = var(14) >= 95
trigger1 = time = [0,74]
trigger2 = time = [91,238]
trigger3 = time = [254,437]
var(14) = -12

[State VarA, 1]
type = Varadd
triggerall = var(14) <= 256
trigger1 = time = [75,90]
trigger2 = time = [239,253]
trigger3 = time > 438
var(14) = 12

[State Bgp, 1]
type = BGPalfx
triggerall = p2stateno!=7004
trigger1 = (animelemtime(1)>=0)&&(animelemtime(3)<=1)
trigger2 = time = [80,140]
trigger3 = time = [243,307]
trigger4 = time >= 440
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(36) = 1
trigger3 = animelemtime(90) = 1
mul = 95, 95, 95
time = 240
ignorehitpause = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = animelemtime(35) = 1
trigger2 = animelemtime(82) = 1
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,-25,15),ifelse(time>160,-37,3)
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; brilho do especial
type = Helper
trigger1 = animelemtime(82) = 1
helpertype = normal
name = "superbrilho"
ID = 906
Stateno = 906
pos = -38,0
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
keyctrl = 0
ownpal = 1

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = animelemtime(35)=4
trigger2 = animelemtime(35)=6
anim = 938
pos = ifelse(animelemtime(35)=4,-60,60),20
postype = p1
facing = ifelse(animelemtime(35)=4,1,-1)
bindtime = -1
id = 938
ignorehitpause = 1
sprpriority = 4
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Hel, 1]; Poste de pé
type = Helper
trigger1 = animelemtime(84) = 1
stateno = 924
pos = -16,20
postype = p1
id = 924
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1

[State Exp, 1]; brilho fundo
type = Explod
trigger1 = animelemtime(35) = 10
trigger2 = animelemtime(84) = 1
anim = 975
pos = ifelse(animelemtime(38)>1,-20,-5),ifelse(animelemtime(38)>1,-65,-42)
postype = p1
id = 975
sprpriority = -2
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = ifelse(animelemtime(38)>1,0.2,0.2),ifelse(animelemtime(38)>1,0.4,0.2)

[State Exp, 1]; brilho frente
type = Explod
trigger1 = animelemtime(35) = 10
trigger2 = animelemtime(84) = 1
anim = 975
pos = ifelse(animelemtime(38)>1,-20,-5),ifelse(animelemtime(38)>1,-65,-42)
postype = p1
id = 975
sprpriority = 4
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = ifelse(animelemtime(38)>1,0.1,0.1),ifelse(animelemtime(38)>1,0.3,0.1)

[State 1029, Explod]; bolinhas se juntando
type = Explod
trigger1 = animelemtime(35) = 1
trigger2 = animelemtime(82) = 1
anim = 935
ID = 935
pos = ifelse(animelemtime(38)>1,-20,-5),ifelse(animelemtime(38)>1,-65,-42)
postype = p1
sprpriority = 5
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = ifelse(animelemtime(38)>1,0.5,0.2),ifelse(animelemtime(38)>1,0.5,0.2)

[State 1029, Explod]; bolinhas brancas carregando
type = Explod
trigger1 = animelemtime(35) = 1
trigger2 = animelemtime(82) = 1
anim = 979
ID = 979
pos = ifelse(animelemtime(38)>1,-20,-5),ifelse(animelemtime(38)>1,-65,-42)
postype = p1
sprpriority = 5
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = ifelse(animelemtime(38)>1,0.8,0.5),ifelse(animelemtime(38)>1,0.8,0.5)

[State 1029, Explod]; bolinhas vermelhas carregando
type = Explod
trigger1 = animelemtime(35) = 3
trigger2 = animelemtime(82) = 3
anim = 980
ID = 980
pos = ifelse(animelemtime(38)>1,-20,-5),ifelse(animelemtime(38)>1,-65,-42)
postype = p1
sprpriority = 5
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = ifelse(animelemtime(38)>1,0.8,0.5),ifelse(animelemtime(38)>1,0.8,0.5)

[State 1029, Explod]; explosão final
type = Explod
trigger1 = animelemtime(128) = 0
anim = 1083
ID = 1083
pos = -8,0
postype = p1
sprpriority = 5
ownpal = 1
scale = .5,.5

[State 1028, Powerup]
type = powerAdd
trigger1 = (animelemtime(35)>=1)&&(animelemtime(35)<=50)&&(prevstateno!=1045)
trigger2 = (animelemtime(82)>=1)&&(animelemtime(85)<=20)
value = -20

[State 1028, VelAdd]
type = VelAdd
trigger1 = animelemtime(86) = 1
trigger2 = animelemtime(95) = 1
trigger3 = animelemtime(101) = 1
trigger4 = animelemtime(106) = 1
x = 5

[State 1029, Pause]
type = Pause
trigger1 = (gametime*2)&&(time=[36,50])&&(p2movetype=H)&&(prevstateno!=1045)
trigger2 = (gametime*2)&&(time=[66,78])&&(p2movetype=H)&&(prevstateno!=1045)
trigger3 = (gametime*2)&&(animelemtime(56)>=3)&&(animelemtime(65)<=1)&&(p2movetype=H)
trigger4 = (gametime*2)&&(animelemtime(76)>=1)&&(animelemtime(81)<=7)&&(p2movetype=H)
trigger5 = (gametime*2)&&(animelemtime(119)>=1)&&(animelemtime(121)<=2)&&(p2movetype=H)
trigger6 = (gametime*2)&&(animelemtime(128)>=1)&&(animelemtime(132)<=2)&&(p2movetype=H)
time = 3

[State 1029, Pause]
type = Pause
trigger1 = animelemtime(35) = 1
trigger2 = animelemtime(82) = 1
time = 50
movetime = 50

[State 1029, EnvShake]
type = EnvShake
trigger1 = animelem = 4
trigger2 = animelem = 8
trigger3 = animelem = 29
trigger4 = animelem = 39
trigger5 = animelem = 40
trigger6 = animelem = 54
trigger7 = animelem = 65
trigger8 = animelem = 98
trigger9 = animelem = 102
time = 6
ignorehitpause = 1

[State 1029, EnvShake]
type = EnvShake
trigger1 = animelem = 36
trigger2 = animelem = 109
trigger3 = animelem = 131
time = ifelse(animelemtime(112)>1,25,12)
ignorehitpause = 1

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = animelemtime(36)=1
value = 2500, 0

[State PlayS, 1]; som da ativação
type = PlaySnd
trigger1 = animelemtime(35) = 1
trigger2 = animelemtime(82) = 1
value = 205, ifelse(animelemtime(40)>1,20,8);5,8,9,20,25

[State PlayS, 1]; pré-kabumm
type = PlaySnd
trigger1 = animelemtime(127) = 1
value = 205, 24

[State PlayS, 1]; kabumm
type = PlaySnd
trigger1 = animelemtime(131) = 1
value = 205, 26
ignorehitpause = 0

[State Hit, 1]
type = hitdef
Trigger1 = animelem = 4
Trigger2 = animelem = 8
Trigger3 = animelem = 36
Trigger4 = animelem = 39
Trigger5 = animelem = 54
Trigger6 = animelem = 118
damage = ifelse(animelemtime(80)>1,5,ifelse(animelemtime(27)<1,20,16)),5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,4
pauseTime = 6,4
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = ifelse(time>256,-5,0),0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
kill = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(4)=1)
Trigger2 = (movehit=1)&&(animelemtime(8)=1)
Trigger3 = (movehit=1)&&(animelemtime(36)=1)
anim = ifelse(animelemtime(5)<1,955,ifelse(animelemtime(22)>1,963,996))
pos = ifelse(animelemtime(22)>1,-25,-10),ifelse(animelemtime(22)>1,-80,-50)
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(22)>1,0.2,0.4),ifelse(animelemtime(22)>1,0.2,0.4)

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(39)=1)
Trigger2 = (movehit=1)&&(animelemtime(54)=1)
Trigger3 = (movehit=1)&&(animelemtime(118)=1)
anim = ifelse(animelemtime(42)<1,955,ifelse(animelemtime(58)>1,996,989))
pos = ifelse(animelemtime(42)<1,0,0),ifelse(animelemtime(42)<1,-83,-60)
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .3,.3

[State Hit, 2]
type = hitdef
Trigger1 = animelem = 40
Trigger2 = animelem = 98
Trigger3 = animelem = 102
Trigger4 = animelem = 109
damage = ifelse(animelemtime(82)>1,25,16),10
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = ifelse(animelemtime(86)>1,10,6),ifelse(animelemtime(86)>1,8,4)
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 30
guard.hitTime = 17
air.hitTime = 28
ground.velocity = ifelse(animelemtime(96)<1,0,ifelse(animelemtime(104)>1,0,-5)),0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
kill = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(40)=1)
Trigger2 = (movehit=1)&&(animelemtime(98)=1)
anim = ifelse(time>165,963,965)
pos = ifelse(time>165,-13,0),ifelse(time>165,-93,-110)
postype = p2
id = 996
bindtime = 4
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .15,.15

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(102)=1)
Trigger2 = (movehit=1)&&(animelemtime(109)=1)
anim = ifelse(time>355,989,965)
pos = ifelse(time>355,0,-13),ifelse(time>355,-80,-70)
postype = p2
id = 996
bindtime = 4
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(time>355,0.5,0.3),ifelse(time>355,0.5,0.3)

[State Hit, 3]
type = hitdef
Trigger1 = animelem = 13
Trigger2 = animelem = 18
Trigger3 = animelem = 58
Trigger4 = animelem = 73
Trigger5 = animelem = 90
Trigger6 = animelem = 123
damage = ifelse(time>256,25,ifelse(time<60,20,16)),10
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,4
guardsound = s203,4
pauseTime = ifelse(time>260,10,0),ifelse(time>260,10,0)
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = ifelse(time>300,-5,0),0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
kill = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(13)=1)
Trigger2 = (movehit=1)&&(animelemtime(18)=1)
anim = 987
pos = 0,-50
facing = ifelse(time>40,1,-1)
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(time>40,0.4,0.2),ifelse(time>40,0.4,0.2)

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(13)=1)
Trigger2 = (movehit=1)&&(animelemtime(18)=1)
anim = 990
pos = 0,-50
facing = ifelse(time>40,1,-1)
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(time>40,0.4,0.2),ifelse(time>40,0.4,0.2)

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(58)=1)
Trigger2 = (movehit=1)&&(animelemtime(73)=1)
Trigger3 = (movehit=1)&&(animelemtime(90)=1)
Trigger4 = (movehit=1)&&(animelemtime(123)=1)
anim = 987
pos = 0,ifelse(time>280,-75,-40)
facing = 1
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(time>200,0.2,0.3),ifelse(time>200,0.2,0.3)

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(58)=1)
Trigger2 = (movehit=1)&&(animelemtime(73)=1)
Trigger3 = (movehit=1)&&(animelemtime(90)=1)
Trigger4 = (movehit=1)&&(animelemtime(123)=1)
anim = 990
pos = 0,ifelse(time>280,-75,-40)
facing = 1
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(time>200,0.2,0.3),ifelse(time>200,0.2,0.3)

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(90)=1)
Trigger2 = (movehit=1)&&(animelemtime(123)=1)
anim = 988
pos = 0,-50
facing = ifelse(time>320,-1,1)
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .5,.5

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(90)=1)
Trigger2 = (movehit=1)&&(animelemtime(123)=1)
anim = 991
pos = 0,-50
facing = ifelse(time>320,-1,1)
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .5,.5

[State Hit, 4]
type = hitdef
Trigger1 = animelem = 14
Trigger2 = animelem = 23
Trigger3 = animelem = 46
Trigger4 = animelem = 47
Trigger5 = animelem = 64
damage = ifelse(time>256,25,ifelse(time<60,20,16)),10
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 6,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,4
pauseTime = ifelse(time>300,10,0),ifelse(time>300,10,0)
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 26
guard.hitTime = 17
air.hitTime = 24
ground.velocity = ifelse(time>300,-5,0),0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
kill = 0
p2facing = ifelse(time>208,1,ifelse(time<60,1,-1))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(14)=1)
Trigger2 = (movehit=1)&&(animelemtime(23)=1)
Trigger3 = (movehit=1)&&(animelemtime(47)=1)
anim = 988
pos = 0,-80
facing = ifelse(time>40,-1,1)
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(time>40,0.4,0.3),ifelse(time>40,0.4,0.3)

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(14)=1)
Trigger2 = (movehit=1)&&(animelemtime(23)=1)
Trigger3 = (movehit=1)&&(animelemtime(47)=1)
anim = 991
pos = 0,-80
facing = ifelse(time>40,-1,1)
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(time>40,0.4,0.3),ifelse(time>40,0.4,0.3)

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(29)=1)
Trigger2 = (movehit=1)&&(animelemtime(46)=1)
Trigger3 = (movehit=1)&&(animelemtime(64)=1)
anim = ifelse(time>200,987,988)
pos = 0,ifelse(time>200,-100,-80)
facing = ifelse(time>200,-1,1)
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(time>200,0.4,0.2),ifelse(time>200,0.4,0.2)

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(29)=1)
Trigger2 = (movehit=1)&&(animelemtime(46)=1)
Trigger3 = (movehit=1)&&(animelemtime(64)=1)
anim = ifelse(time>200,990,991)
pos = 0,ifelse(time>200,-100,-80)
facing = ifelse(time>200,-1,1)
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(time>200,0.4,0.2),ifelse(time>200,0.4,0.2)

[State Hitfatal, 1]
type = hitdef
Trigger1 = (animelem=29)&&(p2life=1)&&(roundno>1)
Trigger2 = (animelem=78)&&(p2life=1)&&(roundno>1)
damage = 0
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 28
guard.hitTime = 17
air.hitTime = 26
ground.velocity = 0,0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
p2facing = 1
fall = 0
fall.recover = 0

[State 0, TargetState]
type = TargetState
Trigger1 = (animelemtime(29)=1)&&(p2life=1)&&(p2statetype=S)&&(p2movetype=H)&&(roundno>1)
Trigger2 = (animelemtime(78)=1)&&(p2life=1)&&(p2statetype=S)&&(p2movetype=H)&&(roundno>1)
value = 7004

[State Hit, 5]
type = hitdef
Trigger1 = (animelem=29)&&(var(15)!=1)&&(p2life!=1)
Trigger2 = (animelem=29)&&(var(15)!=1)&&(roundno=1)
damage = 65,15
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = diagup
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 26
guard.hitTime = 17
air.hitTime = 24
ground.velocity = 6,-6.5
guard.velocity = -1
air.velocity = 6,-5.5
airguard.velocity = -4,2
p2facing = -1
fall = 1
fall.recover = 0

[State Hit, 6]
type = hitdef
Trigger1 = (animelem=29)&&(var(15)=1)&&(p2life!=1)
Trigger2 = (animelem=78)&&(var(15)=3)&&(p2life!=1)
Trigger3 = (animelem=29)&&(var(15)=1)&&(roundno=1)
Trigger4 = (animelem=78)&&(var(15)=3)&&(roundno=1)
damage = ifelse(time>200,56,65),15
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 28
guard.hitTime = 17
air.hitTime = 26
ground.velocity = ifelse(time>200,-5,0),0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
p2facing = ifelse(time>200,1,-1)
fall = 0
fall.recovertime = 75

[State Hit, 7]
type = hitdef
Trigger1 = (animelem=78)&&(var(15)!=3)&&(p2life!=1)
Trigger2 = (animelem=78)&&(var(15)!=3)&&(roundno=1)
damage = 56,15
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = up
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 28
guard.hitTime = 17
air.hitTime = 26
ground.velocity = ifelse(var(15)=4,-2,-0.5),ifelse(var(15)=4,-8,-14)
guard.velocity = -1
air.velocity = ifelse(var(15)=4,-2,-0.5),ifelse(var(15)=4,-8,-14)
airguard.velocity = -4,2
p2facing = 1
fall = 1
fall.recovertime = 75

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(29)=1)&&(p2stateno!=7004)&&(p2life>1)
Trigger2 = (movehit=1)&&(animelemtime(78)=1)&&(p2stateno!=7004)&&(p2life>1)
Trigger3 = (movehit=1)&&(animelemtime(29)=1)&&(p2stateno!=7004)&&(p2life=1)&&(numexplod(987)<=2)
Trigger4 = (movehit=1)&&(animelemtime(78)=1)&&(p2stateno!=7004)&&(p2life=1)&&(numexplod(987)<=2)
anim = ifelse(time>100,988,987)
pos = 0,-95
facing = ifelse(time>100,1,-1)
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .5,.5

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(29)=1)&&(p2stateno!=7004)&&(p2life>1)
Trigger2 = (movehit=1)&&(animelemtime(78)=1)&&(p2stateno!=7004)&&(p2life>1)
Trigger3 = (movehit=1)&&(animelemtime(29)=1)&&(p2stateno!=7004)&&(p2life=1)&&(numexplod(990)<=2)
Trigger4 = (movehit=1)&&(animelemtime(78)=1)&&(p2stateno!=7004)&&(p2life=1)&&(numexplod(990)<=2)
anim = ifelse(time>100,991,990)
pos = 0,-95
facing = ifelse(time>100,1,-1)
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .5,.5

[State Hit, 8]
type = hitdef
Trigger1 = animelem=131
damage = 70,18
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = diagup
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s203,0
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 28
guard.hitTime = 17
air.hitTime = 26
ground.velocity = -10,-14
guard.velocity = -1
air.velocity = -10,-14
airguard.velocity = -4,2
fall = 1
fall.recover = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2stateno = 3001

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(131)=1)
anim = 965
pos = 0,-40
postype = p2
id = 965
bindtime = 2
ignorehitpause = 1
sprpriority = 4
ownpal = 1
scale = .5,.5

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(131)=[1,2])
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(131)=[1,2])
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State destroyed, Helper]
type = Helper
trigger1 = (animelem=34)&&(p2life=0)&&(p2stateno=7004)
trigger2 = (animelem=82)&&(p2life=0)&&(p2stateno=7004)
helpertype = normal
name = "destroyed"
ID = 1032
stateno = 1032
pos = 0,0
postype = left
supermove = 9999
pausemove = 9999

[State ChangeS, 1]
type = ChangeState
trigger1 = (animelem=34)&&(var(15)=2)
value = 941
ctrl = 0

[State ChangeS, 1]
type = ChangeState
trigger1 = (animelem=82)&&(var(15)=4)
value = 944
ctrl = 0

[State ChangeS, 1]
type = ChangeState
trigger1 = (animelem=35)&&(var(15)!=1)&&(var(15)!=2)
trigger2 = animtime = 0
value = 0
ctrl = 1

[State ChangeS, 1]
type = ChangeState
trigger1 = (animelem=82)&&(var(15)!=3)&&(var(15)!=4)
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1022, hipercombo avanço]
type    = S
movetype = A
physics = S
Anim = 1075
sprpriority = 1
poweradd = 0;-2000
ctrl = 0

[State 1022, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1077

[State 1022, Powerup]
type = powerAdd
trigger1 = time<=49
value = -40

[State 1022, NotHitBy]
type = NotHitBy
trigger1 = time = [0,70]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 1022, VelSet]
type = VelSet
trigger1 = time = 0
x = 0

[State 1022, Veladd]
type = Veladd
trigger1 = time = 53
x = 40

[State 1022, Velset]
type = Velset
trigger1 = (moveguarded)&&(time=70)
x = 0

[State 1022, Veladd]
type = Veladd
trigger1 = (moveguarded)&&(time=71)
x = -15

[State 1022, Pause]
type = Pause
trigger1 = time = 0
time = 50
movetime = 50

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = time = [0,52]
trigger1 = var(14) >= 85
var(14) = -12

[State VarA, 1]
type = Varadd
trigger1 = time >= 71
trigger1 = var(14) <= 256
var(14) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = time = [0,52]
trigger2 = time >= 71
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 53
mul = 95, 95, 95
time = 30
ignorehitpause = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing = 1,ifelse(var(1)=1,-11,-24),ifelse(var(1)=1,27,14)),ifelse(var(1)=1,10,-14)
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = time = 0
helpertype = normal
name = "superbrilho"
ID = 906
Stateno = 906
pos = ifelse(var(1)=1,-14,-28),ifelse(var(1)=1,16,-10)
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Exp, 1]; arco rodopiando frente
type = Explod
trigger1 = time = 0
anim = 1058
pos = 0,-60
postype = p1
bindtime = -1
id = 1058
ignorehitpause = 1
sprpriority = 6
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.4,0.4

[State Exp, 1]; arco rodopiando tras
type = Explod
trigger1 = time = 0
anim = 1059
pos = 0,-60
postype = p1
bindtime = -1
id = 1058
ignorehitpause = 1
sprpriority = -6
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.4,0.4

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = time = 0
trigger2 = time = 1
anim = 938
pos = ifelse(time=0,ifelse(var(1)=1,-50,-90),ifelse(var(1)=1,65,75)),20
postype = p1
facing = ifelse(time=0,1,-1)
bindtime = -1
id = 938
ignorehitpause = 1
sprpriority = 4
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; brilho
type = Explod
trigger1 = time = 13
trigger2 = time = 14
anim = 975
pos = ifelse(var(1)=1,8,-5),ifelse(var(1)=1,-38,-61)
postype = p1
bindtime = -1
id = 975
ignorehitpause = 0
sprpriority = ifelse(time=13,-8,8)
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = ifelse(time=13,0.4,0.1),ifelse(time=13,0.4,0.1)

[State rastro, Exp]
type = Explod
Trigger1 = time = 53
trigger2 = time = 55
trigger3 = time = 58
trigger4 = time = 63
trigger5 = time = 67
anim = 1007
pos = 0,5
postype = p1
id = 1007
bindtime = 1
removetime = 60
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .3,.3

[State PlayS, 1]; som da ativação
type = PlaySnd
Trigger1 = time = 0
value = 205, 4

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = time=0
value = 2500, ifelse(random>500,8,2)

[State PlayS, 1]; roupa
type = PlaySnd
Trigger1 = (animelem=6)&&(var(1)=1)
value = 105, 0

[State PlayS, 1]; woosh
type = PlaySnd
Trigger1 = animelem = 6
value = 101, 0

[State Hit, 1]
type = hitdef
Trigger1 = (time>=0)&&(p2statetype!=A)&&(!moveguarded)
trigger2 = (time=61)&&(p2statetype!=A)
trigger3 = (time=70)&&(p2statetype!=A)
damage = 15,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s810,0
guardsound = s203,2
pauseTime = 15,15
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -2,0
guard.velocity = -1
air.velocity = -2,0
airguard.velocity = -4,2
fall = 0
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2stateno = 5000

[State Hit, 1]
type = hitdef
Trigger1 = (time>=0)&&(p2statetype=A)&&(!moveguarded)
trigger2 = (time=61)&&(p2statetype=A)
trigger3 = (time=70)&&(p2statetype=A)
damage = 15,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = trip
air.type = trip
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,2
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -2,-5
guard.velocity = -1
air.velocity = -2,-5
airguard.velocity = -4,2
fall = 1
fall.recover = 0
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-60
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(time=61)
Trigger2 = (movehit)&&(time=70)
anim = 989
pos = 0,-60
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 986
pos = 7,-60
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(time=61)
anim = 986
pos = 7,-60
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
sprpriority = 6
scale = 0.5,0.5

[State 0, TargetBind]
type = TargetBind
trigger1 = movehit
time = 1
pos = 70,0
ignorehitpause = 0
persistent = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (movehit)&&(p2statetype!=A)
value = 1023
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (movehit)&&(p2statetype=A)
value = 1030
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(var(1)=1,0,11)
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1023, hipercombo]
type    = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,1078,1076)
sprpriority = 1
poweradd = 0
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 20
ignorehitpause = 1

[State Hel, 1]; Circulo escuro
type = Helper
Trigger1=animelemtime(8)=0
stateno = 916
pos = 18,-60
postype = p1

[State Exp, 1]; efeito sombra 1
type = Explod
trigger1 = animelemtime(8)=0
anim = ifelse(var(1)=1,1127,1126)
ID=1126
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removetime=230
removeongethit=1

[State Exp, 1]; efeito sombra 2
type = Explod
trigger1 = animelemtime(8)=0
anim = ifelse(var(1)=1,1127,1126)
ID=1126
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removetime=229
removeongethit=1

[State Exp, 1]; efeito sombra 3
type = Explod
trigger1 = animelemtime(8)=0
anim = ifelse(var(1)=1,1127,1126)
ID=1126
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removetime=228
removeongethit=1

[State VarS, 1]
type = Varset
trigger1 = time = 0
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = time >= 219
trigger1 = var(14) <= 256
var(14) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = time >= 219
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time = 0
mul = 95, 95, 95
time = 500
ignorehitpause = 1

[State 0, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0
ignorehitpause = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [7,13]
ignorehitpause = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = time = 1
value = 35

[State Hel, 1]; poste caído
type = Helper
Trigger1 = Time = 120
stateno = 919
pos = -195,ifelse(var(1)=1,-106,-145)
postype = p1
id = 919
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hel, 2]; Poste de pé
type = Helper
Trigger1 = Time = 120
stateno = 924
pos = ifelse(var(1)=1,-50,-45),25
postype = p1
id = 924
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Exp, 1]; poste ladeado
type = Explod
Trigger1 = Time = 120
Anim = 938
ID = 938
pos = ifelse(var(1)=1,0,5),ifelse(var(1)=1,-54,-95)
postype = p1
facing = -1
bindtime = -1
sprpriority = 6
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; efeito do shoryuken medio
type = Explod
Trigger1 = Time = ifelse(var(1)=1,198,193)
Anim = ifelse(var(1)=1,919,927)
ID = ifelse(var(1)=1,919,927)
pos = ifelse(var(1)=1,0,-10),ifelse(var(1)=1,0,60)
postype = p1
bindtime = -1
sprpriority = 6
ignorehitpause = 0
ownpal = 1
scale = ifelse(var(1)=1,0.7,0.4),ifelse(var(1)=1,0.5,0.6)

[State 0, Pause]
type = Pause
trigger1 = (gametime*2)&&(time=[112,124]);(time=[112,192])
trigger2 = (var(1)=1)&&(gametime*2)&&(time=[169,190])
trigger3 = (var(1)!=1)&&(gametime*2)&&(time=[125,136])
trigger4 = (var(1)!=1)&&(gametime*2)&&(time=[150,163])
trigger5 = (var(1)!=1)&&(gametime*2)&&(time=[195,211])
trigger6 = (gametime*2)&&(time=[212,220])
time = ifelse(time<=124,6,3)

[State 0, EnvShake]
type = EnvShake
Trigger1 = (movehit=1)&&(animelemtime(5)=1)
Trigger2 = (movehit=1)&&(animelemtime(9)=1)
Trigger3 = (movehit=1)&&(animelemtime(18)=1)
Trigger4 = (movehit=1)&&(animelemtime(23)=1)
Trigger5 = (movehit=1)&&(animelemtime(33)=1)
Trigger6 = (movehit=1)&&(animelemtime(36)=1)
Trigger7 = (movehit=1)&&(animelemtime(43)=1)
Trigger8 = (movehit=1)&&(animelemtime(51)=1)
Trigger9 = (movehit=1)&&(animelemtime(57)=1)
Trigger10 = (movehit=1)&&(animelemtime(68)=1)
time = 5
ignorehitpause = 1

[State 0, EnvShake]
type = EnvShake
Trigger1 = animelemtime(138)=1
time = 10
ignorehitpause = 1

[State Help, 1]; helper do efeito de começo de pulo+fogo
type = Helper
trigger1 = animelem = 137
stateno = 918
id = 918
pos = 0,10
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time=4 || time = 22
trigger2 = time=24 || time = 26
anim = 917
pos = ifelse(time>=23,-10,-16),ifelse(time>=23,-30,-50)
postype = p1
bindtime = 5
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.4,0.4

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time=7 || time = 14 || time = 29 || time = 82
anim = 917
pos = ifelse(time>=84,0,0),ifelse(time>=84,0,-40)
postype = p1
bindtime = 5
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.4,0.4

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time=8; || time = 14 || time = 29 || time = 82
trigger2 = time=16 || time = 53 || time = 84
anim = 917
pos = 50,ifelse(time>=10,-100,-45)
postype = p1
bindtime = 5
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.6,0.5

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time=31 || time = 32 || time = 53 || time = 93 || time = [108,110]
trigger2 = time=30; || time = 80
anim = 917
pos = ifelse(time<=30,0,90),ifelse(time<=30,-70,-85)
postype = p1
bindtime = 5
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.4,0.4

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time=41 || time = 71
trigger2 = time=77
anim = 917
pos = ifelse(time>=73,-10,80),ifelse(time>=73,-90,-70)
postype = p1
bindtime = 5
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.4,0.4

[State PlayS, 1]; grito inicial/brilho da espada
type = PlaySnd
Trigger1 = animelem=7||Animelem=71
value = ifelse(animelemtime(9)<1,1720,5200),ifelse(animelemtime(9)<1,0+(random%2),0)

[State PlayS, 1]; grito das espadadas
type = PlaySnd
Trigger1 = Animelem = 70
value = 0,289

[State PlayS, 1]; começo do pulo
type = PlaySnd
Trigger1 = Animelem = 138
value = 205, 23

[State PlayS, 1]; grito do pulo
type = PlaySnd
Trigger1 = Animelem = 137
value = 1100,ifelse(var(1)=1,4,1);1100, 0+(var(1)=1*1)

[State Hit, 1]
type = hitdef
Trigger1 = animelem = 5
Trigger2 = animelem = 23
Trigger3 = animelem = 36
Trigger4 = animelem = 43
damage = 10,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,4
pauseTime = 6,4
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = 0,0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
kill = 0
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(5)=1)
anim = 965
pos = -10,-50
postype = p2
id = 965
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(23)=1)
anim = 965
pos = -35,-60
postype = p2
id = 965
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(36)=1)
anim = 965
pos = -20,-75
postype = p2
id = 965
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(43)=1)
anim = 965
pos = -40,-65
postype = p2
id = 965
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State Hit, 2]
type = hitdef
Trigger1 = animelem = 9
Trigger2 = animelem = 18
Trigger3 = animelem = 33
Trigger4 = animelem = 51
Trigger5 = animelem = 57
Trigger6 = animelem = 68
damage = 10,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 6,4
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = 0,0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
kill = 0
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=1)
anim = 963
pos = -12,-85
postype = p2
id = 963
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(18)=1)
anim = 963
pos = -40,-80
postype = p2
id = 963
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(33)=1)
anim = 963
pos = -20,-80
postype = p2
id = 963
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(51)=1)
anim = 963
pos = -10,-85
postype = p2
id = 963
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(57)=1)
anim = 963
pos = -40,-80
postype = p2
id = 963
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(68)=1)
anim = 963
pos = -40,-80
postype = p2
id = 963
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State Hit, 3]
type = hitdef
Trigger1 = animelem = 74
Trigger2 = animelem = 83
Trigger3 = animelem = 101
Trigger4 = animelem = 106
damage = 10,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,4
guardsound = s203,4
pauseTime = 0,0
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = 0,0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
kill = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(74)=1)
anim = 988
pos = 0,-75
facing = -1
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(74)=1)
Trigger2 = (movehit=1)&&(animelemtime(112)=1)
Trigger3 = (movehit=1)&&(animelemtime(114)=1)
anim = 991
pos = 0,-75
facing = -1
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(83)=1)
anim = 987
pos = 0,-50
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(83)=1)
anim = 990
pos = 0,-50
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(101)=1)
anim = 987
pos = 0,-55
postype = p2
facing = -1
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(101)=1)
anim = 990
pos = 0,-55
postype = p2
facing = -1
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.25,0.25

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(106)=1)
anim = 987
pos = 0,-35
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.25,0.25

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(106)=1)
anim = 990
pos = 0,-35
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State Hit, 4]
type = hitdef
Trigger1 = animelem = 79
Trigger2 = animelem = 94
Trigger3 = animelem = 112
Trigger4 = animelem = 114
Trigger5 = animelem = 123
Trigger6 = animelem = 128
Trigger7 = animelem = 130
damage = 10,5
attr = S,HA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,4
pauseTime = 0,0
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = 0,0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -4,2
kill = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(79)=1)
anim = 988
pos = 0,-60
facing = -1
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(79)=1)
anim = 991
pos = 0,-60
facing = -1
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(94)=1)
anim = 988
pos = 0,-75
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(94)=1)
anim = 991
pos = 0,-75
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(112)=1)
Trigger2 = (movehit=1)&&(animelemtime(114)=1)
anim = 988
pos = 0,-75
facing = -1
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(123)=1)
anim = 988
pos = 0,-40
facing = -1
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(123)=1)
anim = 991
pos = 0,-70
facing = -1
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(128)=1)
Trigger2 = (movehit=1)&&(animelemtime(130)=1)
anim = 988
pos = 0,-85
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(128)=1)
Trigger2 = (movehit=1)&&(animelemtime(130)=1)
anim = 991
pos = 0,-85
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.25,0.25

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 137
x = 4
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 138
statetype = A
physics = A
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 138
x = 3
y = -8
ignorehitpause = 1

[State Hit, 5]
type = hitdef
Trigger1 = animelemtime(138) = 1
Trigger2 = animelemtime(138) = 4
Trigger3 = animelemtime(138) = 7
Trigger4 = animelemtime(138) = 10
Trigger5 = animelem = 139
damage = 8,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = up
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 6,6
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -.5,-11
guard.velocity = -1
air.velocity = -.5,-11
airguard.velocity = -4,2
fall = 1
fall.recover = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(animelemtime(138)=1)
Trigger2 = (movehit)&&(animelemtime(138)=4)
Trigger3 = (movehit)&&(animelemtime(138)=7)
Trigger4 = (movehit)&&(animelemtime(138)=10)
Trigger5 = (movehit)&&(animelemtime(139)=1)
anim = 996
pos = 0,-75
facing = -1
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Hit, 6]
type = hitdef
Trigger1 = animelem = 141
damage = 30,10
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = diagup
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s203,0
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -1,-7
guard.velocity = -1
air.velocity = -1,-7
airguard.velocity = -4,2
fall = 1
fall.recover = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(141)=1)
anim = 965
pos = 0,-75
postype = p2
id = 965
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State 0, EnvShake]
type = EnvShake
Trigger1 = (movehit=1)&&(animelemtime(138)=1)
trigger2 = (movehit=1)&&(animelemtime(141)=1)
time = 16
ignorehitpause = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit)&&(animelemtime(138)=1)
trigger2 = (movehit)&&(animelemtime(141)=1)
value = 205, 17
ignorehitpause = 0

[State Help, 1]
type = Helper
Trigger1 = (movehit)&&(animelemtime(138)=1)
Trigger2 = (movehit)&&(animelemtime(141)=1)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 0
ownpal = 1

[State ChangeS, 1]
type = ChangeState
trigger1 = (p2movetype!=H)&&(time<203)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1030, hipercombo final]
type    = C
movetype = A
physics = C
Anim = ifelse(var(1)=1,1082,1081)
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1030, VelSet]
type = VelSet
trigger1 = time = 0
x = 20
ignorehitpause = 1

[State 1030, Turn]
type = Turn
trigger1 = (p2dist x <0)&&(time=0)
trigger2 = (p2dist x <0)&&(animelem=3)

[State 1030, Pause]
type = Pause
trigger1 = (gametime*2)&&(time=[19,37])&&(prevstateno!=52)
time = 3

[State 1030, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A
physics = A

[State 1030, VelAdd]
type = VelAdd
trigger1 = animelem = 4
x = 10
y = -12

[State 1030, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0

[State 1030, AngleDraw]
type = AngleDraw
trigger1 = time >= 37
ignorehitpause = 1

[State 1030, AngleAdd]
type = AngleAdd
trigger1 = time >= 37
value = -45

[State 0, EnvShake]
type = EnvShake
Trigger1 = animelem = 3
time = 10

[State Help, 1]; helper do efeito de começo de pulo+fogo
type = Helper
trigger1 = animelemtime(2) = 14
stateno = 918
id = 918
pos = 0,10
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State fumaça2, Exp]
type = Explod
Trigger1 = animelem = 3
anim = 993
pos = 0,0
postype = p1
id = 993
bindtime = 1
ignorehitpause = 0
persistent = 0
sprpriority = 3
ownpal = 1
scale = .5,.5

[State fogojoelho, Exp]
type = Explod
Trigger1 = animelemtime(4)= 1
Trigger2 = animelemtime(5)= 1
Trigger3 = animelemtime(6)= 1
anim = 996
pos = 38,-56
vfacing = -1
postype = p1
id = 996
bindtime = -1
ignorehitpause = 1
sprpriority = 3
ownpal = 1
scale = .2,.3

[State PlayS, 1]; derrapada
type = PlaySnd
Trigger1 = Animelem = 1
value = 101, 0

[State PlayS, 1]; começo do pulo
type = PlaySnd
Trigger1 = Animelem = 3
value = 205, 21

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = Animelem = 3;2
value = ifelse(var(1)=1,1100,1160), ifelse(var(1)=1,3,1)

[State Hit, 1]
type = hitdef
Trigger1 = animelem=4
Trigger2 = animelem=5
Trigger3 = animelem=6
damage = ifelse(prevstateno=1022,50,ifelse(prevstateno=1028,30,20)),15
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = diagup
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s205,23
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 15,15
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -5,-6
guard.velocity = -1
air.velocity = -5,-6
airguard.velocity = -4,2
fall = 1
fall.recover = 0
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(4)=[1,7])
anim = 996
pos = 10,-50
facing = -1
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(5)=[1,3])
anim = 965
pos = 10,-50
facing = -1
postype = p2
id = 965
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(6)=[1,5])
anim = 963
pos = 10,-50
postype = p2
id = 963
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State Hit, 2]
type = hitdef
Trigger1 = animelem=9
Trigger2 = animelem=10
Trigger3 = animelem=11
damage = ifelse(prevstateno=1022,80,ifelse(prevstateno=1028,40,20)),15
attr = A,HA
hitflag = MAFD
guardflag = HA
Animtype = up
ground.type = high
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,4
pauseTime = ifelse(prevstateno=52,0,10),ifelse(prevstateno=52,0,10)
guard.pauseTime = 0,0
ground.slideTime = 19
guard.slideTime = 17
ground.hitTime = 24
guard.hitTime = 17
air.hitTime = 22
ground.velocity = -5,-6
guard.velocity = -1
air.velocity = -5,-6
airguard.velocity = -4,2
fall = 1
fall.recover = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,8])&&(numexplod(987)=0)
Trigger2 = (movehit=1)&&(animelemtime(10)=[1,20])&&(numexplod(987)=1)
Trigger3 = (movehit=1)&&(animelemtime(11)>=1)&&(numexplod(987)=2)
anim = 987
pos = 0,-75
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,8])&&(numexplod(989)=0)
Trigger2 = (movehit=1)&&(animelemtime(10)=[1,20])&&(numexplod(989)=1)
Trigger3 = (movehit=1)&&(animelemtime(11)>=1)&&(numexplod(989)=2)
anim = 990
pos = 0,-75
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,8])&&(numexplod(988)=0)
Trigger2 = (movehit=1)&&(animelemtime(10)=[1,20])&&(numexplod(988)=1)
Trigger3 = (movehit=1)&&(animelemtime(11)>=1)&&(numexplod(988)=2)
anim = 988
pos = 0,-75
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,8])&&(numexplod(992)=0)
Trigger2 = (movehit=1)&&(animelemtime(10)=[1,20])&&(numexplod(992)=1)
Trigger3 = (movehit=1)&&(animelemtime(11)>=1)&&(numexplod(992)=2)
anim = 991
pos = 0,-75
postype = p2
id = 992
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,8])&&(numexplod(990)=0)
Trigger2 = (movehit=1)&&(animelemtime(10)=[1,20])&&(numexplod(990)=1)
Trigger3 = (movehit=1)&&(animelemtime(11)>=1)&&(numexplod(990)=2)
anim = 987
pos = 0,-75
facing = -1
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,8])&&(numexplod(993)=0)
Trigger2 = (movehit=1)&&(animelemtime(10)=[1,20])&&(numexplod(993)=1)
Trigger3 = (movehit=1)&&(animelemtime(11)>=1)&&(numexplod(993)=2)
anim = 990
pos = 0,-75
facing = -1
postype = p2
id = 993
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,8])&&(numexplod(991)=0)
Trigger2 = (movehit=1)&&(animelemtime(10)=[1,20])&&(numexplod(991)=1)
Trigger3 = (movehit=1)&&(animelemtime(11)>=1)&&(numexplod(991)=2)
anim = 988
pos = 0,-75
facing = -1
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,8])&&(numexplod(994)=0)
Trigger2 = (movehit=1)&&(animelemtime(10)=[1,20])&&(numexplod(994)=1)
Trigger3 = (movehit=1)&&(animelemtime(11)>=1)&&(numexplod(994)=2)
anim = 991
pos = 0,-75
facing = -1
postype = p2
id = 994
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

;---------------------------------------------------------------------------
[Statedef 1037, air hipercombo fraco i1]
type    = A
movetype = I
physics = A
Anim = ifelse(var(1)=1,1109,1108);1070,1069
velset = 0,0
sprpriority = 1
poweradd = 0;-1000
ctrl = 0

[State 1037, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State 1037, AngleSet]
type = AngleSet
trigger1 = time = 0
trigger2 = backedgedist<=5
trigger3 = anim = 44+((var(1)=1)*8)
value = 0

[State 1037, NotHitBy]
type = NotHitBy
trigger1 = time <= 10
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1

[State 1037, posset]
type = posset
trigger1 = (time <= 2)&&(pos y = 0)
y = -1

[State 1037, Veladd]
type = Veladd
trigger1 = animelem = 2
x = -14
y = -7
persistent = 0

[State VarS, 1]
type = Varset
trigger1 = (animelemtime(1)=1)&&(anim=1110+(var(1)=1)*1)
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = (animelemtime(1)>1)&&(var(14)>=95)
var(14) = -12

[State Bgp, 1]
type = BGPalfx
trigger1 = (animelemtime(1)<=50)&&(anim=1110+(var(1)=1)*1)
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = (animelemtime(2)>1)&&(anim=1110+(var(1)=1)*1)
mul = 95, 95, 95
time = 25
ignorehitpause = 1

[State AngleD, 1]
type = AngleDraw
trigger1 = (time>=9)&&(backedgedist>5)&&(anim!=44+((var(1)=1)*8))&&(anim!=1036+((var(1)=1)*1))

[State AngleA, 1]
type = AngleAdd
trigger1 = (time>=9)&&(backedgedist>5)&&(anim!=44+((var(1)=1)*8))&&(anim!=1036+((var(1)=1)*1))
value = ifelse(anim=1110+((var(1)=1)*1),fvar(6)*-.5,30)

[State 0, EnvShake]
type = EnvShake
trigger1 = (animelemtime(3)=2)&&(anim=1110+(var(1)=1)*1)
time = 8

;[State 1027, PlaySnd]; grito
;type = PlaySnd
;trigger1 =
;value =

[State 0, PlaySnd]; brilho
type = PlaySnd
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=45)
value = 205,4

[State 1027, PlaySnd]; woosh
type = PlaySnd
trigger1 = animelem = 2
value = 900,0
persistent = 0

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing=1,-35,5),-35
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
helpertype = normal
name = "superbrilho"
Stateno = 906
pos = -35,-35
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
trigger2 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=2)
anim = 938
pos = -15,-90
vfacing = ifelse(animelemtime(1)=1,1,-1)
postype = p1
bindtime = -1
sprpriority = 2
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State 1027, PlaySnd]; pegando na parede
type = PlaySnd
Trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
value = 203,1

[State 1027, PlaySnd]; impulso
type = PlaySnd
Trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(2)=1)
value = 205,23

[State AfterI, 1]
type = AfterImage
Trigger1 = time = 0
Trigger2 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
timegap = 1
framegap = 3
length = 12
time = 66
palcontrast = 195,195,195
palmul = 0.75,0.75,0.75
trans = add1

[State 0, Pause]
type = Pause
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
time = 48
movetime = 48

[State 1027, Exp]; dash
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=3)
anim = 1022
pos = 0,-70
postype = p1
id = 1022
bindtime = 1
persistent = 0
sprpriority = 2
ownpal = 1
scale = .5,.5

[State 1027, Exp]; dash
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=3)
anim = 1023
pos = 0,-70
postype = p1
id = 1023
bindtime = 1
persistent = 0
sprpriority = -1
ownpal = 1
scale = .5,.5

[State Exp, 1]; brilho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])
anim = 975
pos = 0+((var(1)=1)*120),-100+((var(1)=1)*25)
postype = p1
id = 975
removetime = 5
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = ifelse(var(1)=1,2,0)
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(917)<=3)
anim = 917
ID=917
pos = 0+((var(1)=1)*120),-85+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = 0.7,0.6

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(918)<=3)
anim = 917
ID=918
pos = 0+((var(1)=1)*120),-90+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.6,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(919)<=3)
anim = 917
ID=919
pos = 0+((var(1)=1)*120),-105+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 4
ownpal = 1
scale = 0.5,0.4

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(920)<=3)
anim = 917
ID=920
pos = 0+((var(1)=1)*120),-115+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.4,0.3

[State Exp, 1]; foguinho random
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(2)=[1,3])
anim = 917
pos = 0,-80
postype = p1
random = 10,50
id = 917
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho random
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(2)=[1,3])
anim = 917
pos = 0,-30
postype = p1
random = 10,50
id = 917
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = (backedgedist <= 1)&&(anim!=44+((var(1)=1)*8))&&(anim!=1036+((var(1)=1)*1))
value = 1110+((var(1)=1)*1)
ignorehitpause = 1
persistent = 0

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = (p2dist x < 0)&&(!movehit)
value = 44+((var(1)=1)*8)
persistent = 0

[State Help, 1]; helper kabum
type = Helper
trigger1 =(p2dist x < 0)&&(movehit)
stateno = 1047
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
sprpriority = 6

[State 1027, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 1110+((var(1)=1)*1)
movetype = A
ignorehitpause = 1
persistent = 0

[State 1027, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = p2dist y = [-15,15]
fv = 6
value = 0
ignorehitpause = 1

[State 1027, Varadd]
type = Varadd
trigger1 = p2dist y < 0
fv = 6
value = -.12
ignorehitpause = 1

[State 1027, Varadd]
type = Varadd
trigger1 = p2dist y > 0
fv = 6
value = .12
ignorehitpause = 1

[State 1027, Velset]
type = Velset
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(3)<=2)
x = 0
y = 0

[State 1027, posadd]; pra quando estiver muito no canto
type = posadd
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)&&(pos y = [-1,0])
y = -3

[State 1027, Velset]
type = Velset
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(p2dist x >= 0)
x = 16
y = fvar(6)

[State Hit, 1]
type = HitDef
Trigger1 = (time>=0)&&(p2statetype=A)
damage = 15,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,5
guardsound = s203,4
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 24
guard.hitTime = 12
air.hitTime = 22
ground.velocity = -2,-2
air.velocity = -2,-2
airguard.velocity = -6,6
fall = 1
fall.recover = 0
p1stateno = 1038

[State Hit, 1]
type = HitDef
Trigger1 = (time>=0)&&(p2statetype!=A)&&(HitCount<=6)
damage = 15,5
attr = A,HA
hitflag = MAFD
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,5-(random%2)
guardsound = s203,ifelse(random<500,1,4)
pauseTime = 10,5;10,10
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -2,0
air.velocity = -2,0
airguard.velocity = -4,2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(statetype=A)&&(p2movetype=H)&&(numexplod(987)<=2)
anim = 987
pos = 0,-75
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale =  0.2+((random%4)*0.1),0.2+((random%4)*0.1)

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit)&&(statetype=A)&&(p2movetype=H)&&(numexplod(990)<=2)
anim = 990
pos = 0,-75
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2+((random%4)*0.1),0.2+((random%4)*0.1)

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(statetype=A)&&(p2movetype=H)&&(numexplod(986)<=3)
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
sprpriority = 6
scale = 0.3+((random%3)*0.1),0.3+((random%3)*0.1)

;---------------------------------------------------------------------------
[Statedef 1038, air hipercombo fraco 1]
type    = A
movetype = A
physics = N
Anim = ifelse(var(1)=1,1114,1112)
velset = 2,-1.5
sprpriority = 1
ctrl = 0

[State 0, AngleSet]
type = AngleSet
trigger1 = time=0
value = -90

[State 0, AngleDraw]
type = AngleDraw
trigger1 = animelemtime(27)<=5

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 55,0

[State VarS, 1]
type = Varset
trigger1 = time=0
var(14) = 95

[State VarA, 1]
type = Varadd
trigger1 = (animelemtime(27)>2)&&(var(14)<=95)
var(14) = 12

[State Bgp, 1]
type = BGPalfx
trigger1 = animelemtime(27)>2
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time=0
mul = 95, 95, 95
time = 190
ignorehitpause = 1

[State 0, Explod]; pré-kabum
type = Explod
trigger1 = animelemtime(13)=3
anim = 1020
pos = 90,-90
postype = p1
facing = -1
vfacing = -1
bindtime = 2
scale = .3,.3
sprpriority = 3

[State 0, Explod]; kabum
type = Explod
trigger1 = animelem=15
anim = 1116
pos = 110,-110
postype = p1
bindtime = -1
scale = .5,.5
sprpriority = 3
removeongethit = 1

[State 0, Pause]
type = Pause
trigger1 = (gametime*2)&&(animelemtime(11)>3)&&(animelemtime(14)<1)
trigger2 = (gametime*2)&&(animelemtime(17)>=1)&&(animelemtime(21)<1)
trigger3 = (gametime*2)&&(animelemtime(26)>1)&&(animelemtime(27)<3)
time = 2

[State PlayS, 1]; woosh
type = PlaySnd
Trigger1 = animelem = 13
value = 0, 286

[State PlayS, 1]; kabum
type = PlaySnd
Trigger1 = animelem = 17
value = 205, 14

[State 0, EnvShake]
type = EnvShake
trigger1 = animelemtime(17)=1
time = 6
ignorehitpause = 1

[State Hit, 1]
type = HitDef
Trigger1 = animelem = 3 || animelem = 4 || animelemtime(7) = 1
damage = ifelse(animelemtime(7)=1,30,20),5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,ifelse(animelemtime(6)<1,1,0)
guardsound = s203,ifelse(animelemtime(6)<1,3,2)
pauseTime = ifelse(animelemtime(6)<0,8,12),ifelse(animelemtime(6)<0,6,10)
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -2,-3
air.velocity = -2,-3
airguard.velocity = -4,2
fall = 1
fall.recover = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(3)=[1,2])&&(numexplod(989)=0)
Trigger2 = (movehit=1)&&(animelemtime(4)=1)&&(numexplod(989)=1)
anim = 989
ID = 989
pos = 0,ifelse(animelemtime(3)=2,-50,-70)
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(7)=2)&&(numexplod(965)<=1)
anim = 965
ID = 965
facing = -1
pos = 0,-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State Hit, 1]
type = HitDef
Trigger1 = animelemtime(9) = 1 || (animelemtime(17)=1)&&(command!="hold_y")&&(var(7)!=1)
trigger2 = (animelemtime(17)=1)&&(var(7)=1)&&(power<1000)
damage = ifelse(animelemtime(9)=1,35,80),5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = diagup
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,ifelse(animelemtime(12)<1,5,2)
guardsound = s203,ifelse(animelemtime(12)<1,1,0)
pauseTime = 8,ifelse(animelemtime(16)<0,8,4)
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 26
ground.velocity = ifelse(animelemtime(16)<0,-3,-12),ifelse(animelemtime(16)<0,-9,-8)
air.velocity = ifelse(animelemtime(16)<0,-3,-12),ifelse(animelemtime(16)<0,-9,-8)
airguard.velocity = -4,2
fall = 1
fall.recovertime = 45
p2stateno = ifelse(animelemtime(16)<0,-1,3001)

[State Hit, 1]
type = HitDef
Trigger1 = (animelemtime(17)=1)&&(command="hold_y")&&(var(7)!=1)
trigger2 = (animelemtime(17)=1)&&(var(7)=1)&&(power>=1000)
damage = 80,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = diagup
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,0
pauseTime = 8,4
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 26
ground.velocity = -1,-5
air.velocity = -1,-5
airguard.velocity = -4,2
fall = 1
fall.recover = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=2)&&(numexplod(988)=0)
Trigger2 = (movehit=1)&&(animelemtime(17)=2)
anim = ifelse(animelemtime(9)=2,988,996)
ID = 988
pos = 0,-75
facing = ifelse(animelemtime(9)=2,-1,1)
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=2)&&(numexplod(991)=0)
Trigger2 = (numexplod(991)=1)&&(animelemtime(9)=3)
anim = ifelse(animelemtime(9)=3,7022,991)
ID = 991
pos = 0,-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(9)=3,.5,.4),ifelse(animelemtime(9)=3,.5,.4)

[State PlayS, 1]
type = PlaySnd
Trigger1 = p2stateno =  3003
value = 205, 17
persistent = 0

[State Help, 1]
type = Helper
Trigger1 = p2stateno =  3003
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
persistent = 0
ownpal = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 23
physics = A

[State 0, ChangeState]
type = ChangeState
trigger1 = (animelemtime(29)=3)&&(power>=1000)&&(command="hold_y")&&(var(7)!=1)
trigger2 = (animelemtime(29)=3)&&(var(7)=1)&&(power>=1000)&&(p2movetype=H)
value = 1039
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 1039, air hipercombo fraco 2]
type    = A
movetype = A
physics = N
Anim = ifelse(var(1)=1,1115,1113)
velset = 0,0
sprpriority = 1
ctrl = 0

[State 0, AngleSet]
type = AngleSet
trigger1 = time=0
value = 40

[State 0, AngleDraw]
type = AngleDraw
trigger1 = (animelemtime(13)<=1)&&(anim!=44)&&(anim!=52)

[State 0, Pause]
type = Pause
trigger1 = (time=0)&&(prevstateno!=1040) || animelemtime(47)=1
time = 48
movetime = 48

[State 0, TargetBind]
type = TargetBind
trigger1 = (time=0)&&(prevstateno=1040)
pos = 55,0

[State VarS, 1]
type = Varset
trigger1 = time=0
var(14) = ifelse(prevstateno=1040,95,256)

[State VarS, 1]
type = Varset
trigger1 = animelemtime(46)=3
var(14) = 256

[State VarA, 1]
type = Varadd
triggerall = animelemtime(46)<3
trigger1 = (time<50)&&(var(14)>95) || (animelemtime(42)>=1)&&(animelemtime(46)<3)
var(14) = ifelse(time<60,-12,12)

[State VarA, 1]
type = Varadd
triggerall = (animelemtime(47)>=1)&&(var(14)<260)
trigger1 = (animelemtime(48)<=1)&&(var(14)>95)
trigger2 = animelemtime(93)>15
var(14) = ifelse(animelemtime(50)<=1,-12,12)

[State Bgp, 1]
type = BGPalfx
trigger1 = time<50
trigger2 = (animelemtime(42)>=1)&&(animelemtime(46)<3)
trigger3 = (animelemtime(47)>=1)&&(animelemtime(48)<=1)
trigger4 = animelemtime(93)>15
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time=50
trigger2 = animelemtime(48)=2
mul = 95, 95, 95
time = 330
ignorehitpause = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = (time=0)&&(prevstateno!=1040) || animelemtime(47)=1
helpertype = normal
name = "Bolinhas"
Stateno = 905
pos = ifelse(facing=1,-42,-2)+ifelse(time>40,26,0),-22+ifelse(time>40,6,0)
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = (time=0)&&(prevstateno!=1040) || animelemtime(47)=1
helpertype = normal
name = "superbrilho"
Stateno = 906
pos = ifelse(time>40,-16,-42),ifelse(time>40,-16,-15)
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = animelemtime(47)=1 || animelemtime(47)=2 || animelemtime(47)=3 || animelemtime(47)=4
anim = 938
pos = 0,-50
facing = ifelse(animelemtime(47)=1,1,ifelse(animelemtime(47)=3,1,-1))
vfacing = ifelse(animelemtime(47)=1,1,ifelse(animelemtime(47)=2,-1,ifelse(animelemtime(47)=3,-1,1)))
postype = p1
bindtime = -1
sprpriority = 2
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time=0)&&(prevstateno=1040)
value = ifelse(var(1)=1,1115,1113)
elem = 2

[State 0, Powerup]
type = powerAdd
trigger1 = (time<=49)&&(prevstateno!=1040) || (animelemtime(47)>1)&&(animelemtime(49)<1)
value = -20

[State 0, VelSet]
type = VelSet
trigger1 = (animelemtime(2)=1)&&(anim!=44)&&(anim!=52)
y = -1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 35
physics = A

[State 0, Veladd]
type = Veladd
trigger1 = animelem=35
trigger2 = (animelemtime(43)>=1)&&(animelemtime(45)<5)&&(command="hold_z")&&(var(7)!=1)
trigger3 = (animelemtime(43)>=1)&&(animelemtime(45)<5)&&(var(7)=1)&&(power>=1000)
x = ifelse(animelemtime(37)<1,2.5,0)
y = ifelse(animelemtime(37)<1,-6,-.2)

[State 0, Veladd]
type = Veladd
trigger1 = animelemtime(39)=[1,3]
y = 4

[State 0, Velset]
type = Velset
trigger1 = (movehit=1)&&(animelemtime(40)=[1,3])
x = 0
y = -5
persistent=0

[State 0, Pause]
type = Pause
trigger1 = (gametime*2)&&(animelemtime(24)>1)&&(animelemtime(29)<4)
trigger2 = (gametime*2)&&(animelemtime(36)>=5)&&(animelemtime(38)<4)
trigger3 = (gametime*2)&&(animelemtime(71)>1)&&(animelemtime(74)<2)
trigger4 = (gametime*2)&&(animelemtime(75)>12)&&(animelemtime(76)<1)
trigger5 = (gametime*2)&&(animelemtime(83)>3)&&(animelemtime(91)<1)
trigger6 = (gametime*2)&&(animelemtime(92)>0)&&(animelemtime(92)<9)
time = 2

;[State 0, PlaySnd]; grito
;type = PlaySnd
;trigger1 =
;value = 0,0

[State 0, PlaySnd]; brilho
type = PlaySnd
trigger1 = (animelemtime(1)=1)&&(time<10) || animelemtime(47)=1
value = 205,ifelse(animelemtime(1)=1,8,3)

[State 0, PlaySnd]; partida - voada
type = PlaySnd
trigger1 = animelemtime(75)=1 || animelemtime(75)=2
value = ifelse(animelemtime(75)=1,205,110),ifelse(animelemtime(75)=1,23,0)

[State 0, PlaySnd]; explosão
type = PlaySnd
trigger1 = (animelemtime(92)=1)&&(numexplod(1117)=0)
value = 205,27

[State Hit, 1]
type = HitDef
Trigger1 = animelemtime(3) = 1 || animelemtime(10) = 1 || animelem = 17
damage = ifelse(animelemtime(3)=1,20,30),5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,ifelse(animelemtime(3)=1,1,ifelse(animelemtime(10)=1,0,2))
guardsound = s203,3
pauseTime = 5,5
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = 0,-3.5
air.velocity = 0,-3.5
airguard.velocity = -4,2
fall = 1
fall.recover=0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(3)=2)&&(numexplod(955)=0)
Trigger2 = (movehit=1)&&(animelemtime(10)=2)&&(numexplod(955)=1)
Trigger3 = (movehit=1)&&(animelemtime(17)=1)&&(numexplod(955)=1)
anim = ifelse(animelemtime(6)<1,955,ifelse(animelemtime(12)>1,965,989))
ID = 955
pos = 0,-70
facing = ifelse(animelemtime(12)>1,-1,1)
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(12)>1,.3,.4),ifelse(animelemtime(12)>1,.3,.4)

[State Hit, 2]
type = HitDef
Trigger1 = animelem = 24
damage = 35,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = up
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,ifelse(var(1)=1,4,0)
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = 0,-8
air.velocity = 0,-8
airguard.velocity = -4,2
fall = 1
fall.recover=0

[State Hit, 3]
type = HitDef
Trigger1 = animelem = 32
damage = 35,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = diagup
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -1.5,-5.5
air.velocity = -1.5,-5.5
airguard.velocity = -4,2
fall = 1
fall.recover=0

[State Hit, 4]
type = HitDef
Trigger1 = (animelem=40)&&(var(7)!=1)
Trigger2 = (animelem=40)&&(var(7)=1)&&(power<1000)
damage = 50,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = ifelse(command="hold_z",3,0),ifelse(command="hold_z",-7.5,4)
air.velocity = ifelse(command="hold_z",3,0),ifelse(command="hold_z",-7.5,4)
airguard.velocity = -4,2
fall = 1
fall.recover = 0

[State Hit, 4]
type = HitDef
Trigger1 = (animelem=40)&&(var(7)=1)&&(power>=1000)
damage = 50,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = 3,-7.5
air.velocity = 3,-7.5
airguard.velocity = -4,2
fall = 1
fall.recover = 0

; continuação   xxxxxxxxxxxxx xxxxxxxx xxxxxxxxxx xxxxxxxxxxx xxxx xx

[State 0, Turn]
type = Turn
trigger1 = (animelemtime(42)=5)&&(command="hold_z")&&(var(7)!=1)
trigger2 = (animelemtime(42)=5)&&(var(7)=1)&&(power>=1000)

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(47)=[1,48]
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = (movehit=1)&&(animelemtime(53)=[1,6]) || animelem=91
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(74)=6
physics = A

[State 0, TargetBind]
type = TargetBind
trigger1 = (movehit=1)&&(animelemtime(53)=[1,6])
pos = 55,0
ignorehitpause = 1

[State Help, 1]; helper do efeito de começo de pulo+fogo
type = Helper
trigger1 = animelem=74
stateno = 918
pos = 0,5
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Hel, 1]; Poste caido
type = Helper
trigger1 = (animelemtime(92)=2)&&(numexplod(1117)=1)
stateno = 919
facing = 1
pos = -18,5
postype = back
ignorehitpause = 1
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999

[State 0, Explod]; explosão final
type = Explod
trigger1 = (animelemtime(92)=1)&&(numexplod(1117)=0) || (animelemtime(92)=2)&&(numexplod(1117)=1)
anim = ifelse(animelemtime(92)=1,1117,1118)
ID = 1117
facing = -1
pos = 50,5
postype = p1
bindtime = 1
scale = .5,.5
sprpriority = 3
shadow = 10,10,10
ignorehitpause = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=74
time = 8

[State 0, EnvShake]
type = EnvShake
trigger1 = animelemtime(92)=1
time = 18
ampl = -15
ignorehitpause =1

[State 0, VelSet]
type = VelSet
trigger1 = (movehit=1)&&(animelemtime(53)=[1,6]) || animelemtime(74)=6
x = ifelse(animelemtime(55)<1,.5,10.5)
y = ifelse(animelemtime(55)<1,1,-8)

[State 0, VelSet]
type = VelSet
trigger1 = (movehit=1)&&(animelemtime(78)=[1,2]) || (animelemtime(91)>1)&&(pos y>=0)
x = ifelse(animelemtime(80)<1,2,0)
y = ifelse(animelemtime(80)<1,-6,0)

[State 0, PosSet]
type = PosSet
trigger1 = (animelemtime(91)>1)&&(pos y>=0)
y = 0
ignorehitpause =1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = (animelemtime(91)>1)&&(pos y>=0)
type    = S
physics = S

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (animelemtime(91)>1)&&(animelemtime(91)<480)&&(pos y>=0)
value = ifelse(var(1)=1,1115,1113)
elem = 92
ignorehitpause = 1

[State PlayS, 1]; grito do meteor
type = PlaySnd
Trigger1 = Animelem = 84
value = 1100,ifelse(var(1)=1,4,1)

[State Hit, 5]
type = HitDef
Trigger1 = animelem = 53 || animelem = 63
damage = 20,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s203,ifelse(animelemtime(55)<1,3,2)
guardsound = s203,4
pauseTime = 8,8
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -1,-3.5
air.velocity = -1,-3.5
airguard.velocity = -4,2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(53)=[1,6])&&(numexplod(996)=0)
Trigger2 = (movehit=1)&&(animelemtime(63)=[1,3])&&(numexplod(996)=0)
anim = ifelse(animelemtime(55)<1,996,989)
ID = 996
pos = 0,-70
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(55)<1,.35,.5), ifelse(animelemtime(55)<1,.35,.5)

[State Hit, 6]
type = HitDef
Trigger1 = animelem = 70
damage = 35,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = up
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s203,0
guardsound = s203,4
pauseTime = 20,20
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -7,-8
air.velocity = -7,-8
airguard.velocity = -4,2
fall = 1
fall.recover = 0

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(32)=[1,3])
Trigger2 = (movehit)&&(animelemtime(70)>0)&&(animelemtime(72)<0)
anim = ifelse(animelemtime(40)<1,963,965)
pos = 0,-70
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(40)<1,.2,.3),ifelse(animelemtime(40)<1,.2,.3)

[State Hit, 7]
type = HitDef
Trigger1 = animelem = 78 || animelem = 92
damage = 25,5
attr = A,HA
hitflag = MAFD
guardflag = HA
Animtype = diagup
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202 + ifelse(animelemtime(85)>1,1,0),4
guardsound = s203,4
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = ifelse(animelemtime(85)>1,4,-2),ifelse(animelemtime(85)>1,-15,-6)
air.velocity = ifelse(animelemtime(85)>1,4,-2),ifelse(animelemtime(85)>1,-15,-6)
airguard.velocity = -4,2
fall = 1
fall.recover = 0
palfx.Time = ifelse(animelemtime(85)>1,75,8)
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2stateno=ifelse(animelemtime(85)>1,826,-1)

[State Hit, 8]
type = HitDef
Trigger1 = animelem = 86 || animelem = 91
damage = ifelse(animelemtime(88)<1,10,35),5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,ifelse(animelemtime(88)<1,5,3)
guardsound = s203,4
pauseTime = ifelse(animelemtime(88)<1,3,5),ifelse(animelemtime(88)<1,3,10)
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = ifelse(animelemtime(88)<1,-1,0),ifelse(animelemtime(88)<1,2,10)
air.velocity = ifelse(animelemtime(88)<1,-1,0),ifelse(animelemtime(88)<1,2,10)
airguard.velocity = -4,2
fall = 1
fall.recover = 0

[State hitspark1, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(24)=[1,2])&&(numexplod(989)=0)
Trigger2 = (movehit=1)&&(animelemtime(40)=[1,3])&&(numexplod(989)=0)
Trigger3 = (movehit=1)&&(animelemtime(78)=1)&&(numexplod(989)=0)
Trigger4 = (movehit=1)&&(animelemtime(91)>=1)&&(numexplod(987)=1)
anim = ifelse(animelemtime(75)>1,987,988)
ID = 989
pos = ifelse(animelemtime(30)<1,0,ifelse(animelemtime(45)<1,-18,0)),-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(30)<1,.3,ifelse(animelemtime(45)<1,.5,.4)),ifelse(animelemtime(30)<1,.3,ifelse(animelemtime(45)<1,.5,.4))

[State hitblood1, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(24)=[1,2])&&(numexplod(990)=0)
Trigger2 = (movehit=1)&&(animelemtime(40)=[1,3])&&(numexplod(990)=0)
Trigger3 = (movehit=1)&&(animelemtime(78)=1)&&(numexplod(990)=0)
Trigger4 = (movehit=1)&&(animelemtime(91)>=1)&&(numexplod(988)=1)
anim = ifelse(animelemtime(75)>1,990,991)
ID = 990
pos = ifelse(animelemtime(30)<1,0,ifelse(animelemtime(45)<1,-18,0)),-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(30)<1,.3,ifelse(animelemtime(45)<1,.5,.4)),ifelse(animelemtime(30)<1,.3,ifelse(animelemtime(45)<1,.5,.4))

[State hitspark2, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(40)=[1,3])&&(numexplod(987)=0)
Trigger2 = (movehit=1)&&(animelemtime(78)=[1,2])&&(numexplod(987)=0)
Trigger3 = (movehit=1)&&(animelemtime(86)=1)&&(numexplod(987)=0)
Trigger4 = (movehit=1)&&(animelemtime(91)>=1)&&(numexplod(987)<=2)
anim = 988
ID = 987
facing = ifelse(animelemtime(91)>=1,-1,1)
pos = ifelse(animelemtime(45)<1,18,0),-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(80)<1,.5,.4),ifelse(animelemtime(80)<1,.5,.4)

[State hitblood2, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(40)=[1,3])&&(numexplod(988)=0)
Trigger2 = (movehit=1)&&(animelemtime(78)=[1,2])&&(numexplod(988)=0)
Trigger3 = (movehit=1)&&(animelemtime(86)=1)&&(numexplod(988)=0)
Trigger4 = (movehit=1)&&(animelemtime(91)>=1)&&(numexplod(988)=1)
anim = ifelse(animelemtime(86)=1,7022,991)
ID = 988
facing = ifelse(animelemtime(91)>=1,-1,1)
pos = ifelse(animelemtime(45)<1,18,0),-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = ifelse(animelemtime(80)<1,.5,.4),ifelse(animelemtime(80)<1,.5,.4)

[State hitspark3, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(91)>=1)&&(numexplod(987)<=2)
anim = 988
facing = -1
pos = -43,-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .4,.4

[State hitblood3, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(91)>=1)&&(numexplod(987)=1)
anim = 991
facing = -1
pos = -43,-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .3,.3

[State hitspark4, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(91)>=1)&&(numexplod(987)<=2)
anim = 988
facing = -1
pos = 43,-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .4,.4

[State hitblood4, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(91)>=1)&&(numexplod(987)=1)
anim = 991
facing = -1
pos = 43,-75
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = .3,.3

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(92)=[1,12])
value = 205, 17
persistent = 0

[State Help, 1]
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(92)=[1,12])
helpertype = normal
name = "p2fire"
Stateno = 920
pos = 0,0
postype = p2
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (animelemtime(46)=3)&&(var(7)!=1)&&(command!="hold_z")
trigger2 = (animelemtime(46)=3)&&(var(7)!=1)&&(command="hold_z")&&(power<1000)
trigger3 = (animelemtime(46)=3)&&(var(7)=1)&&(power<1000)
trigger4 = (animelemtime(46)=3)&&(var(7)=1)&&(power>=1000)&&(p2movetype!=H)
value = ifelse(var(1)=1,52,44)

[State ChangeS, 1]
type = ChangeState
Trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1040, air hipercombo fraco i2]
type    = A
movetype = I
physics = A
Anim = ifelse(var(1)=1,1109,1108);1070,1069
velset = 0,0
sprpriority = 1
poweradd = 0;-1000
ctrl = 0

[State 1037, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State 1037, AngleSet]
type = AngleSet
trigger1 = time = 0
trigger2 = backedgedist<=5
trigger3 = anim = 44+((var(1)=1)*8)
value = 0

[State 1037, NotHitBy]
type = NotHitBy
trigger1 = time <= 10
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1

[State 1037, posset]
type = posset
trigger1 = (time <= 2)&&(pos y = 0)
y = -1

[State 1037, Veladd]
type = Veladd
trigger1 = animelem = 2
x = -14
y = -7
persistent = 0

[State VarS, 1]
type = Varset
trigger1 = (animelemtime(1)=1)&&(anim=1110+(var(1)=1)*1)
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = (animelemtime(1)>1)&&(var(14)>=95)
var(14) = -12

[State Bgp, 1]
type = BGPalfx
trigger1 = (animelemtime(1)<=50)&&(anim=1110+(var(1)=1)*1)
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = (animelemtime(2)>1)&&(anim=1110+(var(1)=1)*1)
mul = 95, 95, 95
time = 25
ignorehitpause = 1

[State AngleD, 1]
type = AngleDraw
trigger1 = (time>=9)&&(backedgedist>5)&&(anim!=44+((var(1)=1)*8))&&(anim!=1036+((var(1)=1)*1))

[State AngleA, 1]
type = AngleAdd
trigger1 = (time>=9)&&(backedgedist>5)&&(anim!=44+((var(1)=1)*8))&&(anim!=1036+((var(1)=1)*1))
value = ifelse(anim=1110+((var(1)=1)*1),fvar(6)*-.5,30)

[State 0, EnvShake]
type = EnvShake
trigger1 = (animelemtime(3)=2)&&(anim=1110+(var(1)=1)*1)
time = 8

;[State 1027, PlaySnd]; grito
;type = PlaySnd
;trigger1 =
;value =

[State 0, PlaySnd]; brilho
type = PlaySnd
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=45)
value = 205,20

[State 1027, PlaySnd]; woosh
type = PlaySnd
trigger1 = animelem = 2
value = 900,0
persistent = 0

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing=1,-35,5),-35
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
helpertype = normal
name = "superbrilho"
Stateno = 906
pos = -35,-35
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
trigger2 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=2)
anim = 938
pos = -15,-90
vfacing = ifelse(animelemtime(1)=1,1,-1)
postype = p1
bindtime = -1
sprpriority = 2
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State 1027, PlaySnd]; pegando na parede
type = PlaySnd
Trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
value = 203,1

[State 1027, PlaySnd]; impulso
type = PlaySnd
Trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(2)=1)
value = 205,23

[State AfterI, 1]
type = AfterImage
Trigger1 = time = 0
Trigger2 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
timegap = 1
framegap = 3
length = 12
time = 66
palcontrast = 195,195,195
palmul = 0.75,0.75,0.75
trans = add1

[State 0, Pause]
type = Pause
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
time = 48
movetime = 48

[State 1027, Exp]; dash
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=3)
anim = 1022
pos = 0,-70
postype = p1
id = 1022
bindtime = 1
persistent = 0
sprpriority = 2
ownpal = 1
scale = .5,.5

[State 1027, Exp]; dash
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=3)
anim = 1023
pos = 0,-70
postype = p1
id = 1023
bindtime = 1
persistent = 0
sprpriority = -1
ownpal = 1
scale = .5,.5

[State Exp, 1]; brilho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])
anim = 975
pos = 0+((var(1)=1)*120),-100+((var(1)=1)*25)
postype = p1
id = 975
removetime = 5
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = ifelse(var(1)=1,2,0)
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(917)<=3)
anim = 917
ID=917
pos = 0+((var(1)=1)*120),-85+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = 0.7,0.6

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(918)<=3)
anim = 917
ID=918
pos = 0+((var(1)=1)*120),-90+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.6,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(919)<=3)
anim = 917
ID=919
pos = 0+((var(1)=1)*120),-105+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 4
ownpal = 1
scale = 0.5,0.4

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(920)<=3)
anim = 917
ID=920
pos = 0+((var(1)=1)*120),-115+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.4,0.3

[State Exp, 1]; foguinho random
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(2)=[1,3])
anim = 917
pos = 0,-80
postype = p1
random = 10,50
id = 917
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho random
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(2)=[1,3])
anim = 917
pos = 0,-30
postype = p1
random = 10,50
id = 917
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = (backedgedist <= 1)&&(anim!=44+((var(1)=1)*8))&&(anim!=1036+((var(1)=1)*1))
value = 1110+((var(1)=1)*1)
ignorehitpause = 1
persistent = 0

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = (p2dist x < 0)&&(!movehit)
value = 44+((var(1)=1)*8)
persistent = 0

[State Help, 1]; helper kabum
type = Helper
trigger1 =(p2dist x < 0)&&(movehit)
stateno = 1047
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
sprpriority = 6

[State 1027, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 1110+((var(1)=1)*1)
movetype = A
ignorehitpause = 1
persistent = 0

[State 1027, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = p2dist y = [-15,15]
fv = 6
value = 0
ignorehitpause = 1

[State 1027, Varadd]
type = Varadd
trigger1 = p2dist y < 0
fv = 6
value = -.12
ignorehitpause = 1

[State 1027, Varadd]
type = Varadd
trigger1 = p2dist y > 0
fv = 6
value = .12
ignorehitpause = 1

[State 1027, Velset]
type = Velset
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(3)<=2)
x = 0
y = 0

[State 1027, posadd]; pra quando estiver muito no canto
type = posadd
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)&&(pos y = [-1,0])
y = -3

[State 1027, Velset]
type = Velset
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(p2dist x >= 0)
x = 16
y = fvar(6)

[State Hit, 1]
type = HitDef
Trigger1 = (time>=0)&&(p2statetype=A)
damage = 5,5
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,5
guardsound = s203,4
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 24
guard.hitTime = 12
air.hitTime = 22
ground.velocity = -2,-2
air.velocity = -2,-2
airguard.velocity = -6,6
fall = 1
fall.recovertime = 60
p1stateno = 1039

[State Hit, 1]
type = HitDef
Trigger1 = (time>=0)&&(p2statetype!=A)&&(HitCount<=6)
damage = 15,5
attr = A,HA
hitflag = MAFD
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,5-(random%2)
guardsound = s203,ifelse(random<500,1,4)
pauseTime = 10,5;10,10
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -2,0
air.velocity = -2,0
airguard.velocity = -4,2

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(statetype=A)&&(p2movetype=H)&&(numexplod(987)<=2)
anim = 987
pos = 0,-75
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale =  0.2+((random%4)*0.1),0.2+((random%4)*0.1)

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit)&&(statetype=A)&&(p2movetype=H)&&(numexplod(990)<=2)
anim = 990
pos = 0,-75
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2+((random%4)*0.1),0.2+((random%4)*0.1)

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(statetype=A)&&(p2movetype=H)&&(numexplod(986)<=3)
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
sprpriority = 6
scale = 0.3+((random%3)*0.1),0.3+((random%3)*0.1)

;---------------------------------------------------------------------------
[Statedef 1051, air hipercombo inicio]
type    = A
movetype = I
physics = A
Anim = ifelse(var(1)=1,1109,1108)
velset = 0,0
sprpriority = 1
poweradd = 0;-2000
ctrl = 0

[State 1037, Powerup]
type = powerAdd
trigger1 = time<=49
value = -40

[State 1037, AngleSet]
type = AngleSet
trigger1 = time = 0
trigger2 = backedgedist<=5
trigger3 = anim = 44+((var(1)=1)*8)
value = 0

[State 1037, NotHitBy]
type = NotHitBy
trigger1 = time <= 10
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1

[State 1037, posset]
type = posset
trigger1 = (time <= 2)&&(pos y = 0)
y = -1

[State 1037, Veladd]
type = Veladd
trigger1 = animelem = 2
x = -14
y = -7
persistent = 0

[State VarS, 1]
type = Varset
trigger1 = (animelemtime(1)=1)&&(anim=1110+(var(1)=1)*1)
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = (animelemtime(1)>1)&&(var(14)>=95)
var(14) = -12

[State Bgp, 1]
type = BGPalfx
trigger1 = (animelemtime(1)<=50)&&(anim=1110+(var(1)=1)*1)
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = (animelemtime(2)>1)&&(anim=1110+(var(1)=1)*1)
mul = 95, 95, 95
time = 25
ignorehitpause = 1

[State AngleD, 1]
type = AngleDraw
trigger1 = (time>=9)&&(backedgedist>5)&&(anim!=44+((var(1)=1)*8))&&(anim!=1036+((var(1)=1)*1))

[State AngleA, 1]
type = AngleAdd
trigger1 = (time>=9)&&(backedgedist>5)&&(anim!=44+((var(1)=1)*8))&&(anim!=1036+((var(1)=1)*1))
value = ifelse(anim=1110+((var(1)=1)*1),fvar(6)*-.5,30)

[State 0, EnvShake]
type = EnvShake
trigger1 =(anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
time = 12

[State 0, EnvShake]
type = EnvShake
trigger1 = (animelemtime(3)=2)&&(anim=1110+(var(1)=1)*1)
time = 16

;[State 1027, PlaySnd]; grito
;type = PlaySnd
;trigger1 =
;value =

[State 0, PlaySnd]; brilho
type = PlaySnd
trigger1 = animelem=1
value = 0,379

[State 1027, PlaySnd]; woosh
type = PlaySnd
trigger1 = animelem = 2
value = 0,374

[State 0, PlaySnd]; eletricidade explosão
type = PlaySnd
trigger1 = (movehit)&&(p2statetype!=A)
value = 0,284
persistent=0

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing=1,-35,5),-35
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Help, 1]; brilho do especial
type = Helper
Trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
helpertype = normal
name = "superbrilho"
Stateno = 906
pos = -35,-35
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
trigger2 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=2)
anim = 938
pos = -15,-90
vfacing = ifelse(animelemtime(1)=1,1,-1)
postype = p1
bindtime = -1
sprpriority = 2
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; explosão de impulso
type = Explod
trigger1 =(anim=1110+((var(1)=1)*1))&&(animelemtime(3)=0)
anim = 1143
ID=1143
pos = -10,-50
bindtime = 1
sprpriority = 3
pausemoveTime = 5
scale = .5,.5

[State Exp, 1]; explosão no inimigo
type = Explod
trigger1 =(movehit)&&(p2statetype!=A)
anim = 1139
pos = 0,-60
postype=p2
bindtime = -1
sprpriority = 3
scale = .3,.4
persistent=0

[State 1027, PlaySnd]; pegando na parede
type = PlaySnd
Trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
value = 203,0

[State 1027, PlaySnd]; impulso
type = PlaySnd
Trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(2)=1)
value = 205,23

[State AfterI, 1]
type = AfterImage
Trigger1 = time = 0
Trigger2 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
timegap = 1
framegap = 3
length = 12
time = 66
palcontrast = 195,195,195
palmul = 0.75,0.75,0.75
trans = add1

[State 0, Pause]
type = Pause
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)
time = 48
movetime = 48

[State 0, Pause]; camera lenta
type = Pause
trigger1=(gametime*2)&&(anim=1110+((var(1)=1)*1))&&(animelemtime(2)>1)&&(animelemtime(3)<=2)
time = 12

[State 1027, Exp]; dash
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=3)
anim = 1022
pos = 0,-70
postype = p1
id = 1022
bindtime = 1
persistent = 0
sprpriority = 2
ownpal = 1
scale = .5,.5

[State 1027, Exp]; dash
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=3)
anim = 1023
pos = 0,-70
postype = p1
id = 1023
bindtime = 1
persistent = 0
sprpriority = -1
ownpal = 1
scale = .5,.5

[State Exp, 1]; brilho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])
anim = 975
pos = 0+((var(1)=1)*120),-100+((var(1)=1)*25)
postype = p1
id = 975
removetime = 5
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = ifelse(var(1)=1,2,0)
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(917)<=3)
anim = 917
ID=917
pos = 0+((var(1)=1)*120),-85+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = 0.7,0.6

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(918)<=3)
anim = 917
ID=918
pos = 0+((var(1)=1)*120),-90+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.6,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(919)<=3)
anim = 917
ID=919
pos = 0+((var(1)=1)*120),-105+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 4
ownpal = 1
scale = 0.5,0.4

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(numexplod(920)<=3)
anim = 917
ID=920
pos = 0+((var(1)=1)*120),-115+((var(1)=1)*25)
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.4,0.3

[State Exp, 1]; foguinho random
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(2)=[1,3])
anim = 917
pos = 0,-80
postype = p1
random = 10,50
id = 917
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho random
type = Explod
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(2)=[1,3])
anim = 917
pos = 0,-30
postype = p1
random = 10,50
id = 917
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = (backedgedist <= 1)&&(anim!=44+((var(1)=1)*8))&&(anim!=1036+((var(1)=1)*1))
value = 1110+((var(1)=1)*1)
ignorehitpause = 1
persistent = 0

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = (p2dist x < 0)&&(!movehit)
value = 44+((var(1)=1)*8)
persistent = 0

[State Help, 1]; helper kabum
type = Helper
trigger1 =(p2dist x < 0)&&(movehit)
stateno = 1047
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
sprpriority = 6

[State 1027, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 1110+((var(1)=1)*1)
movetype = A
ignorehitpause = 1
persistent = 0

[State 1027, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = p2dist y = [-15,15]
fv = 6
value = 0
ignorehitpause = 1

[State 1027, Varadd]
type = Varadd
trigger1 = p2dist y < 0
fv = 6
value = -.12
ignorehitpause = 1

[State 1027, Varadd]
type = Varadd
trigger1 = p2dist y > 0
fv = 6
value = .12
ignorehitpause = 1

[State 1027, Velset]
type = Velset
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(3)<=2)
x = 0
y = 0

[State 1027, posadd]; pra quando estiver muito no canto
type = posadd
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(1)=1)&&(pos y = [-1,0])
y = -3

[State 1027, Velset]
type = Velset
trigger1 = (anim=1110+((var(1)=1)*1))&&(animelemtime(4)=[1,80])&&(p2dist x >= 0)
x = 28
y = fvar(6)

[State Hit, 1]
type = HitDef
Trigger1 = (time>=0)&&(p2statetype=A)
damage = 5,20
attr = A,HA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s810,0
guardsound = s203,4
pauseTime = 0,0
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 24
guard.hitTime = 12
air.hitTime = 22
ground.velocity = -2,-2
air.velocity = -2,-2
airguard.velocity = -6,6
fall = 1
fall.recover = 0
kill=0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
p1stateno = 1052
p2stateno = 1053

[State Hit, 1]
type = HitDef
Trigger1 = (time>=0)&&(p2statetype!=A)
damage = 80,30
attr = A,HA
hitflag = MAFD
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,ifelse(random<500,1,4)
pauseTime = ifelse(p2movetype=H,40,0),ifelse(p2movetype=H,40,0)
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -2,0
air.velocity = -2,0
airguard.velocity = -4,2
persistent=0
kill=0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(statetype=A)&&(p2movetype=H)&&(numexplod(987)<=2)
anim = 987
pos = 0,-75
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale =  0.2+((random%4)*0.1),0.2+((random%4)*0.1)

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit)&&(statetype=A)&&(p2movetype=H)&&(numexplod(990)<=2)
anim = 990
pos = 0,-75
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2+((random%4)*0.1),0.2+((random%4)*0.1)

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(statetype=A)&&(p2movetype=H)&&(numexplod(986)<=3)
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
sprpriority = 6
scale = 0.3+((random%3)*0.1),0.3+((random%3)*0.1)

;---------------------------------------------------------------------------
[Statedef 1052, air hipercombo]
type    = A
movetype = A
physics = N
Anim = ifelse(var(1)=1,1141,1140)
velset = 10,0
sprpriority = 0
ctrl = 0

[State Exp, 1]; efeito sombra 1
type = Explod
trigger1 = p2stateno=1054
anim = ifelse(var(1)=1,1145,1144)
ID=1144
pos = 0,0
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1
persistent=0

[State Exp, 1]; efeito sombra 2
type = Explod
trigger1 = p2stateno=1054
anim = ifelse(var(1)=1,1145,1144)
ID=1144
pos = 0,0
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1
persistent=0

[State Exp, 1]; efeito sombra 3
type = Explod
trigger1 = p2stateno=1054
anim = ifelse(var(1)=1,1145,1144)
ID=1144
pos = 0,0
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1
persistent=0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = animelemtime(17)=2
ID = 1144
pausemovetime=999

[State 0, TargetBind]
type = TargetBind
trigger1 = animelemtime(1)<=998
pos = -20,-10

[State 0, TargetBind]
type = TargetBind
trigger1 = pos y >=0
pos = 45,0
persistent=0

[State 0, TargetBind]
type = TargetBind
trigger1 =(animelemtime(2)>=0)&&(animelemtime(4)<=998)
pos = 45,0

[State 0, TargetBind]
type = TargetBind
trigger1 = animelemtime(5)=[0,6]
pos = 50,0

[State 0, TargetBind]
type = TargetBind
trigger1 = animelemtime(8)=[0,16]
pos = 50,0

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

[State 0, posadd]; se tiver muito no canto
type = posadd
trigger1 = animelem=6
x = ifelse(p2dist x <=20,-60,-25)

[State 0, TargetState]
type = TargetState
triggerall=(animelemtime(2)>=0)&&(animelemtime(4)<=998)
trigger1 =backEdgedist<=40||frontEdgedist<=40
value = 1054
persistent =0

[State 0, SprPriority]
type = SprPriority
trigger1 =animelem=4
trigger2 =animelem=6
value = ifelse(animelemtime(5)<0,2,0)

[State Exp, 1]; derrubada 1
type = Explod
trigger1 = pos y >=0
anim = 1061
pos = -40,5
bindtime=1
sprpriority = 5
scale = .4,.4
persistent=0

[State Exp, 1]; derrubada 2
type = Explod
trigger1 = pos y >=0
anim = 1008
pos = 20,5
bindtime=1
sprpriority = 5
scale = .6,.6
persistent=0

[State Exp, 1]; arrastada
type = Explod
trigger1=animelemtime(2)=1||animelemtime(2)=4||animelemtime(2)=7||animelemtime(2)=10
trigger2=animelemtime(2)=13||animelemtime(2)=16||animelemtime(2)=19||animelemtime(2)=22
trigger3 =animelemtime(2)=25||animelemtime(2)=28||animelemtime(2)=31||animelemtime(2)=34
anim = 1007
pos = 30,6
bindtime=1
sprpriority = 4
scale = .5,.8

[State Exp, 1]; batida na parede
type = Explod
trigger1 =p2stateno=1054
anim = 1143
pos = 60,-40
facing=-1
sprpriority = 3
scale = .2,.6
persistent=0

[State Exp, 1]; batida na parede 2
type = Explod
trigger1 =p2stateno=1054
anim = 1116
pos = 60,-10
vfacing=-1
sprpriority = 3
scale = .4,.6
persistent=0

[State Exp, 1]; subida
type = Explod
trigger1 =animelemtime(6)=2
anim = 927
pos = 10,10
bindtime=18
sprpriority = 3
scale = .4,.5

[State Exp, 1]; subida 2
type = Explod
trigger1 =animelemtime(8)=8
anim = 928
pos = 25,20
bindtime=-1
sprpriority = 2
scale = .2,.5

[State Exp, 1]; foguinhos 1
type = Explod
trigger1 = (animelemtime(7)>0)&&(animelemtime(10)<0)
anim = 917
pos = 60,-20
random = 20,0
sprpriority = 7
scale = 0.3+((random%4)*0.1),0.3+((random%4)*0.1)

[State Hel, 1]; Circulo escuro
type = Helper
Trigger1=animelemtime(22)=0
stateno = 916
pos = 18,-60
postype = p1

[State Hel, 1]; fogo rodopiante
type = Helper
Trigger1=animelemtime(30)=0
stateno = 1056
ID =1056
pos = 0,0
postype = p1
keyctrl = 0

[State 0, VelAdd]
type = VelAdd
trigger1 =(animelemtime(1)<=998)&&(pos y<0)&&(vel x>1)
x = -.2
y = .4

[State 0, Velset]
type = Velset
trigger1 =pos y >=0
x = 12
y = 0
persistent=0

[State 0, Velset]
type = Velset
trigger1 =p2stateno=1054
x = 0
persistent=0

[State 0, Velset]
type = Velset
trigger1 =animelem=8
y = -10

[State 0, Velset]
type = Velset
trigger1 =animelem=9
x = -3
y = -10

[State 0, Velset]
type = Velset
trigger1 =(animelemtime(22)>0)&&(animelemtime(24)<=4)
x = 0
y = 0

[State 0, Velset]
type = Velset
trigger1 =animelem=25
y = -4

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=9
physics = A

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0
value = ifelse(var(1)=1,1141,1140)
elem = 2
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =p2stateno=1054
value = ifelse(var(1)=1,1141,1140)
elem = 5
persistent=0

[State 0, Pause]
type = Pause
trigger1 = animelemtime(22)=0
time = 26
movetime = 26

[State 0, Pause]; camera lenta
type = Pause
trigger1 =(gametime*2)&&(animelemtime(1)=[1,8])
trigger2 =(gametime*2)&&(animelemtime(2)=[1,5])
trigger3 =(gametime*2)&&(animelemtime(5)=[1,6])
trigger4 =(gametime*2)&&(animelemtime(6)>5)&&(animelemtime(8)<3)
trigger5 =(gametime*2)&&(animelemtime(10)>2)&&(animelemtime(17)<2)
time = 3

[State 0, EnvShake]; forte - caída e pechada
type = EnvShake
trigger1 = animelem=2||animelem=5
time = 12
freq = 120
ampl = -10

[State 0, EnvShake]; fraco - arrastada e levantada
type = EnvShake
trigger1 = animelem=4||animelem=8
time = 8
freq = 70
ampl = -5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = animelemtime(30)>=0

[State 0, AngleAdd]
type = AngleAdd
trigger1 = animelemtime(30)>=0
value = -70

[State 0, PlaySnd]; derrubada
type = PlaySnd
trigger1=pos y >=0
value =205,18;23
persistent=0

[State 0, PlaySnd]; pechada
type = PlaySnd
trigger1=p2stateno=1054
value =0,374
persistent=0

[State 0, PlaySnd]; levantada
type = PlaySnd
trigger1=animelemtime(8)=0||animelemtime(8)=6||animelemtime(8)=12
value =ifelse(animelemtime(8)=0,203,205),ifelse(animelemtime(8)=0,0,21);202,2

[State 0, PlaySnd]; arrastada
type = PlaySnd
trigger1=animelemtime(2)=1||animelemtime(2)=4||animelemtime(2)=7||animelemtime(2)=10
trigger2=animelemtime(2)=13||animelemtime(2)=16||animelemtime(2)=19||animelemtime(2)=22
trigger3 =animelemtime(2)=25||animelemtime(2)=28||animelemtime(2)=31||animelemtime(2)=34
value = 101,0

[State 0, PlaySnd]; fogo rodopiando
type = PlaySnd
trigger1=animelemtime(30)=0||animelemtime(30)=5||animelemtime(30)=10||animelemtime(30)=15
trigger2=animelemtime(30)=20||animelemtime(30)=25||animelemtime(30)=30
value = 201,7;6;5;2;1

[State 0, hit 1]
type = HitDef
trigger1 = animelem=9
attr = A, HA
damage = 36,0
animtype = diagup
guardflag =
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,1
ground.type = high
ground.slidetime = 5
ground.hittime  = 26
ground.velocity = -1,-1
airguard.velocity = -1,-1
air.type = low
air.velocity = 2,-8
air.hittime = 24
fall=1
fall.recover=0

[State 0, hit 2]
type = HitDef
trigger1 = animelemtime(30)=0
trigger2 = animelemtime(30)=4
trigger3 = animelemtime(30)=8
trigger4 = animelemtime(30)=14
trigger5 = animelemtime(30)=18
trigger6 = animelemtime(30)=20
trigger7 = animelemtime(30)=24
trigger8 = animelemtime(30)=27
attr = A, HA
damage = 13,5
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 0
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3+(random%3)
guardsound = s203,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -2,6
airguard.velocity = -1,-1
air.type = high
air.velocity = 0,5
air.hittime = 24
fall=1
fall.recover=0
kill=0
palfx.Time = 2
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256

[State hitspark1, Exp]
type = Explod
Trigger1 = (movehit)&&(animelemtime(9)=0)
Trigger2 = (movehit)&&(animelemtime(30)=0)
trigger3 = (movehit)&&(animelemtime(30)=4)
trigger4 = (movehit)&&(animelemtime(30)=14)
trigger5 = (movehit)&&(animelemtime(30)=24)
anim = 988
pos = 0,-75
facing=ifelse(animelemtime(30)<10,-1,1)
postype = p2
bindtime = 2
pausemovetime=1
sprpriority = 6
scale = ifelse(animelemtime(30)<10,.2,.4),ifelse(animelemtime(30)<10,.2,.4)

[State hitblood1, Exp]
type = Explod
Trigger1 = (movehit)&&(animelemtime(9)=0)
Trigger2 = (movehit)&&(animelemtime(30)=0)
trigger3 = (movehit)&&(animelemtime(30)=4)
trigger4 = (movehit)&&(animelemtime(30)=14)
trigger5 = (movehit)&&(animelemtime(30)=24)
anim = 991
pos = 0,-95
postype = p2
facing=ifelse(animelemtime(30)<10,-1,1)
bindtime = 2
pausemovetime=1
sprpriority = 6
scale = ifelse(animelemtime(30)<10,.2,.4),ifelse(animelemtime(30)<10,.2,.4)

[State hitspark2, Exp]
type = Explod
Trigger1 = (movehit)&&(animelemtime(9)=0)
Trigger2 = (movehit)&&(animelemtime(30)=8)
trigger3 = (movehit)&&(animelemtime(30)=18)
trigger4 = (movehit)&&(animelemtime(30)=20)
trigger5 = (movehit)&&(animelemtime(30)=27)
anim = 987
pos = 0,-75
facing=ifelse(animelemtime(30)<19,-1,1)
postype = p2
bindtime = 2
pausemovetime=1
sprpriority = 6
scale = ifelse(animelemtime(30)<10,.3,.5),ifelse(animelemtime(30)<10,.3,.5)

[State hitblood2, Exp]
type = Explod
Trigger1 = (movehit)&&(animelemtime(9)=0)
Trigger2 = (movehit)&&(animelemtime(30)=8)
trigger3 = (movehit)&&(animelemtime(30)=18)
trigger4 = (movehit)&&(animelemtime(30)=20)
trigger5 = (movehit)&&(animelemtime(30)=27)
anim = 990
pos = 0,-95
postype = p2
facing=ifelse(animelemtime(30)<19,-1,1)
bindtime = 2
pausemovetime=1
sprpriority = 6
scale = ifelse(animelemtime(30)<10,.3,.5),ifelse(animelemtime(30)<10,.3,.5)

[State 0, ChangeState]
type = ChangeState
trigger1 = animelemtime(30)=30
value = 1055
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 1053, state 1 air hipercombo]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 1142

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = pos y >=0
value = 1142
elem = 2
persistent=0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = pos y >=0
value = -40
persistent =0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = animelemtime(2)=8
trigger2 = animelemtime(2)=16
trigger3 = animelemtime(2)=24
trigger4 = animelemtime(2)=32
trigger5 = animelemtime(2)=40
trigger6 = animelemtime(2)=48
value = -8

;---------------------------------------------------------------------------
[Statedef 1054, state 2 air hipercombo]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 1142
elem = 3

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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time=0||animelemtime(7)=0
value = ifelse(animelemtime(6)<0,-60,-20)

;---------------------------------------------------------------------------
[Statedef 1055, air hipercombo final]
type    = S
movetype = A
physics = S
velset = 0,0
sprpriority = 0
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time=0
value = ifelse(var(1)=1,1115,1113)
elem = 91

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

[State Exp, 1]; efeito sombra 1
type = Explod
trigger1 = time=4
anim = ifelse(var(1)=1,1147,1146)
ID=1146
pos = 0,0
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1
persistent=0

[State Exp, 1]; efeito sombra 2
type = Explod
trigger1 = time=4
anim = ifelse(var(1)=1,1147,1146)
ID=1146
pos = 0,0
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1
persistent=0

[State Exp, 1]; efeito sombra 3
type = Explod
trigger1 = time=4
anim = ifelse(var(1)=1,1147,1146)
ID=1146
pos = 0,0
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time=4
value = ifelse(var(1)=1,1115,1113)
elem = 92

[State 0, PlaySnd]; explosão
type = PlaySnd
trigger1 = (animelemtime(92)=0)
value = 205,27

[State 0, PlaySnd]; explosão som 2
type = PlaySnd
trigger1 = (animelemtime(92)=0)
value = 205,22

[State Hel, 1]; Poste caido
type = Helper
trigger1 = (animelemtime(92)=1)&&(numexplod(1117)=1)
stateno = 919
facing = 1
pos = -18,5
postype = back
ignorehitpause = 1
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999

[State 0, Explod]; explosão final
type = Explod
trigger1=(animelemtime(92)=0)&&(numexplod(1117)=0)||(animelemtime(92)=1)&&(numexplod(1117)=1)
anim = ifelse(animelemtime(92)=0,1117,1118)
ID = 1117
facing = -1
pos = 50,5
postype = p1
bindtime = 1
scale = .5,.5
sprpriority = 3
shadow = 10,10,10
ignorehitpause = 1

[State 0, Explod]; explosão final
type = Explod
trigger1=(animelemtime(92)=0)&&(numexplod(1117)=0)||(animelemtime(92)=1)&&(numexplod(1117)=1)
anim = ifelse(animelemtime(92)=0,1117,1118)
ID = 1117
facing = -1
pos = 50,5
postype = p1
bindtime = 1
scale = .6,.6
sprpriority = -3
shadow = 10,10,10
ignorehitpause = 1

[State 0, Explod]; explosão final
type = Explod
trigger1=animelemtime(92)=0
anim = 1138
pos = 0,0
scale = .5,.5
sprpriority = 2
shadow = 10,10,10
ignorehitpause = 1

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time=[20,40]
anim = 917
pos = ifelse(random>500,-10,10),ifelse(random>500,-80,-20)
random = 50,100
sprpriority = 7
scale = 0.3+((random%4)*0.1),0.3+((random%4)*0.1)

[State smoke, Explod]; fumaça 1
type = Explod
trigger1 = time=0
Trigger2 = time=1
anim = 992
pos = 0,3
facing = ifelse(time=0,-1,1)
scale = .5,.5
sprpriority = 5
shadow = 10,10,10

[State smoke, Explod]; fumaça 2
type = Explod
trigger1 = time=0
Trigger2 = time=1
anim = 993
pos = 0,3
facing = ifelse(time=0,1,-1)
scale = .5,.5
sprpriority = 5
shadow = 10,10,10

[State 0, Pause]; camera lenta
type = Pause
trigger1 =(gametime*2)&&(animelemtime(93)=[1,16])
time = 3

[State 0, EnvShake]
type = EnvShake
trigger1 = animelemtime(92)=0
time = 18
ampl = -15
ignorehitpause =1

[State Hit, 7]
type = HitDef
Trigger1 = animelem = 92
damage = 150,35
attr = A,HA
hitflag = MAFD
guardflag = HA
Animtype = diagup
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s203,0
guardsound = s203,4
pauseTime = 5,5
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -10,-18
air.velocity = -10,-18
airguard.velocity = -4,2
fall = 1
fall.recover = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2stateno = 3001

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(92)=[1,12])
value = 205, 17
persistent = 0

[State Help, 1]
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(92)=[1,12])
helpertype = normal
name = "p2fire"
Stateno = 920
pos = 0,0
postype = p2
persistent = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1042, tim inicio]
type    = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,1121,1120)
velset = 0,0
sprpriority = 1
poweradd = 0;-1000
ctrl = 0

[State 0, Powerup]
type = powerAdd
trigger1 = time<=49
value = -20

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 48
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time=0
time = 48
movetime = 48

[State VarS, 1]
type = Varset
trigger1 = time=0
var(14) = 256

[State VarA, 1]
type = Varadd
trigger1 = (animelemtime(11)<1)&&(var(14)>=95)
trigger2 = (animelemtime(21)>1)&&(var(14)<=256)
var(14) = ifelse(animelemtime(20)>1,8,-8)

[State Bgp, 1]
type = BGPalfx
trigger1 = 1
mul = var(14), Var(14), Var(14)
time = 2
ignorehitpause = 1

[State Help, 1]; Bolinhas e efeito de fundo
type = Helper
trigger1 = time=0
helpertype = normal
name = "Bolinhas"
ID = 905
Stateno = 905
pos = ifelse(facing=1,-40,0),-38
postype = p1
bindtime = -1
sprpriority = 0
supermoveTime = 9999
pausemoveTime = 9999
facing = 1
keyctrl = 0

[State Hel, 1]; Circulo escuro
type = Helper
Trigger1=Time=12||time=14||time=22||time=24
stateno = 916
pos = -22,-82
postype = p1
supermoveTime = 9999
pausemoveTime = 9999

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = time=12||time=13
anim = 938
pos = ifelse(time=13,-103,62),0
postype = p1
facing = ifelse(time=13,1,-1)
bindtime = -1
id = 938
ignorehitpause = 1
sprpriority = 8
supermoveTime = 9999
pausemoveTime = 9999
scale = 0.5,0.5

[State Hel, 1]; Poste caido
type = Helper
trigger1 = time=13||time=14
stateno = 919
pos = ifelse(time=13,58,-100),0
facing = ifelse(time=13,1,-1)
postype = p1
id = 919
ignorehitpause = 1
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
size.xscale = .5
size.yscale = .5

[State Exp, 1]; poste ladeado 2
type = Explod
trigger1 = time=22||time=23
anim = 938
pos = ifelse(time=23,-103,62),0
postype = p1
facing = ifelse(time=23,1,-1)
bindtime = -1
id = 938
ignorehitpause = 1
sprpriority = 8
supermoveTime = 9999
pausemoveTime = 9999
scale = 0.5,0.5

[State Hel, 1]; Poste caido 2
type = Helper
trigger1 = time=24
stateno = 919
facing = 1
pos = -18,0
postype = back
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999

[State Exp, 1]; brilho
type = Explod
trigger1 = time=14
anim = 975
pos = -21,-83
postype = p1
bindtime = -1
sprpriority = 6
scale = 0.2,0.2
supermoveTime = 9999
pausemoveTime = 9999

[State Exp, 1]; brilho invertido
type = Explod
trigger1 = time=14
anim = 1068
pos = -21,-83
postype = p1
bindtime = -1
sprpriority = -2
scale = 0.3,0.3
supermoveTime = 9999
pausemoveTime = 9999

[State 0, AfterImage]
type = AfterImage
trigger1 = time=0
time = 120
length = 10
palbright = 30,30,30
palcontrast = 180,180,180
palmul = .65,.65,.75
timegap = 5
framegap = 1
trans = add

[State 0, Velset]
type = Velset
trigger1 = (animelemtime(12)>0)&&(animelemtime(20)<1)
x = 3.5

[State 0, PlaySnd]; grito
type = PlaySnd
trigger1 = time=21
value = 2100,0+(random%3)

[State 0, PlaySnd]; brilho 1
type = PlaySnd
trigger1 = time=12
value = 205,25

[State 0, PlaySnd]; brilho 2
type = PlaySnd
trigger1 = time=0
value = 205,5

[State 0, PlaySnd]; brilho 3
type = PlaySnd
trigger1 = time=22
value = 205,4

[State 0, PlaySnd]; derrapada
type = PlaySnd
trigger1 = animelemtime(12)=1
value = 900,0;101,0

[State Hit, 1]
type = HitDef
Trigger1 = (time>=0)&&(p2statetype!=A)&&(p2dist y>=-2)
damage = 0,0
attr = S,HA
hitflag = MAF
guardflag = ;HA
Animtype = heavy
ground.type = high
air.type = low
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = -1
guardsound = -1
pauseTime = 0,0
guard.pauseTime = 0,0
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = 0,0
air.velocity = 0,0
airguard.velocity = 0,0
p1stateno= 1043
p2stateno= 1044

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

;---------------------------------------------------------------------------
[Statedef 1043, tim]
type    = S
movetype = A
physics = S
Anim = ifelse(var(1)=1,1123,1122)
velset = 0,0
sprpriority = 2
poweradd = 0
ctrl = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = time=0||animelemtime(2)=0
pos = ifelse(time=0,30,35),ifelse(time=0,0,-4)
pausemoveTime = 9999

[State 0, TargetBind]
type = TargetBind
trigger1 = animelemtime(3)=0||animelemtime(3)=24
pos = ifelse(animelemtime(3)=0,33,70),ifelse(animelemtime(3)=0,-6,0)
pausemoveTime = 9999

[State 0, Pause]
type = Pause
trigger1 = time=0
time = 515
movetime = 515
ignorehitpause = 0

[State 0, Pause]
type = Pause
trigger1 = (gametime*2)&&(animelemtime(44)>=0)&&(animelemtime(45)<=20)
time = 3

[State 0, AfterImage]
type = AfterImage
trigger1 = time=0
time = 410
length = 10
palbright = 30,30,30
palcontrast = 180,180,180
palmul = .65,.65,.75
timegap = 8
framegap = 1
trans = add
pausemoveTime = 9999
ignorehitpause = 0

[State 0, AllPalFX1]
type = AllPalFX
trigger1 =time=0
time = 60
mul = 95,95,95
sinadd = -256,-256,-256,200
color = 256
pausemoveTime = 9999
ignorehitpause = 0

[State 0, PalFX2]
type = PalFX
trigger1 =time=45
time = 460
add = -256,-256,-256
pausemoveTime = 9999
ignorehitpause = 0

[State 0, BGPalFX3]
type = BGPalFX
trigger1 =time=50
time = 455
add = -256,-256,-256
color = 256
pausemoveTime = 9999
ignorehitpause = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time=[50,328]
flag = nobardisplay
ignorehitpause=1

[State Exp, 1]; brilho
type = Explod
trigger1 = animelemtime(9)=10
anim = 975
pos = -15,-145
postype = p1
bindtime = -1
sprpriority = 6
scale = 0.2,0.2
ownpal=1
pausemoveTime = 9999

[State Exp, 1]; brilho invertido
type = Explod
trigger1 = animelemtime(9)=10
anim = 1068
pos = -15,-145
postype = p1
bindtime = -1
sprpriority = -2
scale = 0.3,0.3
ownpal=1
pausemoveTime = 9999

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = animelemtime(9)=20||animelemtime(9)=21
anim = 938
pos = ifelse(animelemtime(9)=20,-160,128),0
postype = p1
facing = ifelse(animelemtime(9)=20,1,-1)
bindtime = -1
sprpriority = -4
scale = 0.5,0.5
ownpal=1
pausemoveTime = 9999

[State Hel, 1]; Poste caido
type = Helper
trigger1 = (animelemtime(9)>=21)&&(animelemtime(9)<40)&&(numhelper(919)<=4)
stateno = 919
ID=919
facing = 1
pos = -18,5
postype = back
ignorehitpause = 1
sprpriority = -6
ownpal=1
pausemoveTime = 9999

[State Hel, 1]; Circulo escuro
type = Helper
Trigger1=animelemtime(9)=20||animelemtime(9)=40||(animelemtime(38)=1)&&(numhelper(916)<=5)
stateno = 916
ID=916
pos = ifelse(animelemtime(20)>1,120,-13),ifelse(animelemtime(20)>1,-10,-145)
postype = p1
ownpal=1
ignorehitpause=1
pausemoveTime = 9999

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = animelemtime(9)=20
anim = 1124
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
pausemoveTime = 9999
ownpal=1
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = animelemtime(9)=20
anim = 1124
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
pausemoveTime = 9999
ownpal=1
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = animelemtime(9)=20
anim = 1124
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
pausemoveTime = 9999
ownpal=1
ignorehitpause = 0
removeongethit=1

[State 0, Explod]; fogo na espada
type = Explod
Trigger1 = animelemtime(9)=0
Trigger2 = animelemtime(9)=10
Trigger3 = animelemtime(9)=20
Trigger4 = animelemtime(9)=30
Trigger5 = animelemtime(9)=40
Trigger6 = animelemtime(9)=50
Trigger7 = animelemtime(9)=55
anim = 920
pos = -10,-120
postype = p1
random = 20,20
bindtime = -1
sprpriority = 11
scale = .4,.4
ownpal=1
pausemovetime=999

[State 0, Explod]; efeitos de fogo no chão
type = Explod
Trigger1 = animelemtime(24)=0
Trigger2 = animelemtime(43)=0
anim = ifelse(animelemtime(24)=0,1118,1117)
pos = ifelse(animelemtime(24)=0,30,-10),0
facing= ifelse(animelemtime(24)=0,1,-1)
postype = p1
bindtime = 1
sprpriority = 11
scale = .5,.5
ownpal=1
ignorehitpause=0
pausemovetime=999

[State fumaça2, Exp]
type = Explod
Trigger1 = animelemtime(43)=1
anim = 992
pos = 0,10
postype = p2
bindtime = 1
sprpriority = 3
scale = .5,.5
pausemovetime=999

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=24||animelem=30||animelem=41||animelem=42
time = 5
ignorehitpause = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=38||animelem=43
time = ifelse(animelemtime(40)>1,32,15)
ignorehitpause = 1

[State 0, PalFX]; destransformação do sol
type = PalFX
Trigger1 = (var(1)!=1)&&(animelemtime(45)=70)
time = 25
add =  125,-95,-235
sinadd = 155,95,105,12
invertall = 1
color = 256
ignorehitpause = 1

[State 0, Explod]; destransformação do sol
type = Explod
Trigger1 = (var(1)!=1)&&(animelemtime(45)=68)
Trigger2 = (var(1)!=1)&&(animelemtime(45)=72)
Trigger3 = (var(1)!=1)&&(animelemtime(45)=76)
Trigger4 = (var(1)!=1)&&(animelemtime(45)=80)
anim = 920
pos = 0,-30
postype = p1
random = 40,80
bindtime = -1
ignorehitpause = 1
sprpriority = 4
shadow = 10,10,10
scale = .5,.5

[State PlayS, 1]; som da destransformação do sol
type = PlaySnd
Trigger1 = (var(1)!=1)&&(animelemtime(45)=68)
value = 0, 321

[State 0, PlaySnd]; pegada
type = PlaySnd
trigger1 = time=0
value = 810,2

[State 0, PlaySnd]; brilho da arma 1
type = PlaySnd
trigger1 = animelemtime(8)=10
value = 0,286

[State 0, PlaySnd]; brilho da arma 2
type = PlaySnd
trigger1 = animelemtime(9)=0
value = 0,284

[State 0, PlaySnd]; brilho da arma 3
type = PlaySnd
trigger1 = animelemtime(9)=20
value = 0,285

[State 0, PlaySnd]; movimento
type = PlaySnd
trigger1 = animelemtime(10)=0
value = 201,0

[State 0, PlaySnd]; movimento
type = PlaySnd
trigger1 = animelemtime(16)=0
value = 201,1

[State 0, PlaySnd]; movimento
type = PlaySnd
trigger1 = animelemtime(21)=0
value = 201,1

[State 0, PlaySnd]; batida da espada no chão 1
type = PlaySnd
trigger1 = animelemtime(24)=0
value = 0,288

[State 0, PlaySnd]; batida da espada no chão 2
type = PlaySnd
trigger1 = animelemtime(38)=0
value = 0,306

[State 0, PlaySnd]; movimento
type = PlaySnd
trigger1 = animelemtime(27)=0
value = 201,4

[State 0, PlaySnd]; movimento
type = PlaySnd
trigger1 = animelemtime(33)=0
value = 201,7

[State 0, PlaySnd]; movimento
type = PlaySnd
trigger1 = animelemtime(37)=0
value = 201,4

[State 0, PlaySnd]; hit final 1
type = PlaySnd
trigger1 = animelemtime(40)=0
value = 205,16

[State 0, PlaySnd]; hit final 2
type = PlaySnd
trigger1 = animelemtime(43)=0
value = 205,28

[State 0, PlaySnd]; falação 1
type = PlaySnd
trigger1 = animelemtime(8)=0
value = 3450,0

[State 0, PlaySnd]; falação 1
type = PlaySnd
trigger1 = animelemtime(38)=0
value = 3002,0+(random%3)

[State Hit, 1]
type = HitDef
Trigger1 = animelemtime(3)=25
Trigger2 = animelem=23
Trigger3 = animelem=25
Trigger4 = animelem=30
Trigger5 = animelem=35
Trigger6 = animelem=41
Trigger7 = animelem=42
damage = 10,0
attr = S,HA
hitflag = MAF
guardflag = ;HA
Animtype = heavy
ground.type = high
air.type = low
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,ifelse(animelemtime(5)<1,2,5-(random%1))
guardsound = -1
pauseTime = ifelse(animelemtime(5)<1,1,ifelse(animelemtime(38)>1,25,15)),1
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = 0,0
air.velocity = 0,0
airguard.velocity = 0,0
kill=0
palfx.Time = 30
palfx.add = -256,-256,-256

[State hitspark, Exp1]
type = Explod
Trigger1 = (animelemtime(23)=1)&&(numexplod(987)=0) ;988,-1,.3
Trigger2 = (animelemtime(35)=1)&&(numexplod(987)=1) ;988,-1,.3
anim = 988
ID = 987
pos = ifelse(animelemtime(23)=1,-30,-25),-75
facing = -1
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = .3,.3
pausemoveTime = 16

[State hitspark, Exp2]
type = Explod
Trigger1 = (animelemtime(25)=1)&&(numexplod(988)=0) ;988,-1,.4
Trigger2 = (animelemtime(30)=1)&&(numexplod(988)=1) ;988,1,.4
Trigger3 = (animelemtime(41)=1)&&(numexplod(988)=2) ;988,-1,.4
Trigger4 = (animelemtime(42)=1)&&(numexplod(988)=3) ;987,-1,.2
anim = ifelse(animelemtime(42)=1,987,988)
ID = 988
pos = ifelse(animelemtime(25)=1,-10,-25),ifelse(animelemtime(25)=1,-90,ifelse(animelemtime(42)=1,-110,-75))
facing = -1
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = ifelse(animelemtime(42)=1,.2,.4),ifelse(animelemtime(42)=1,.2,.4)
pausemoveTime = 16

[State Hit, 2]
type = HitDef
Trigger1 = animelem=11
Trigger2 = animelem=13
Trigger3 = animelem=18
Trigger4 = animelem=24
Trigger5 = animelem=38
damage = 10,0
attr = S,HA
hitflag = MAF
guardflag = ;HA
Animtype = heavy
ground.type = low
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,ifelse(animelemtime(36)>1,3,5-(random%1))
guardsound = -1
pauseTime = ifelse(animelemtime(16)<1,10,ifelse(animelemtime(25)>1,25,15)),1
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = 0,0
air.velocity = 0,0
airguard.velocity = 0,0
kill=0
palfx.Time = 30
palfx.add = -256,-256,-256

[State hitspark, Exp3]
type = Explod
Trigger1 = (animelemtime(11)=1)&&(numexplod(989)=0); 987,-1,.2
Trigger2 = (animelemtime(13)=1)&&(numexplod(989)=1); 987,1,.3
Trigger3 = (animelemtime(24)=1)&&(numexplod(989)=2); 987,-1,.2
anim = 987
ID = 989
pos = ifelse(animelemtime(24)=1,-30,-20),ifelse(animelemtime(13)=1,-40,-50)
facing = ifelse(animelemtime(13)=1,1,-1)
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = ifelse(animelemtime(13)=1,.3,.2),ifelse(animelemtime(13)=1,.3,.2)
pausemoveTime = 16

[State hitspark, Exp4]
type = Explod
Trigger1 = (animelemtime(18)=1)&&(numexplod(990)=0); 987,-1,.4
Trigger2 = (animelemtime(38)=1)&&(numexplod(990)=1); 988,1,.5
Trigger3 = (animelemtime(38)=2)&&(numexplod(990)=2); 987,-1,.3
anim = ifelse(animelemtime(38)=1,988,987)
ID=990
pos = -40,ifelse(animelemtime(18)=1,-60,ifelse(animelemtime(38)=1,-75,-20))
facing = ifelse(animelemtime(38)=1,1,-1)
postype = p2
bindtime = 2
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = ifelse(animelemtime(18)=1,.4,ifelse(animelemtime(38)=1,.5,.3)),ifelse(animelemtime(18)=1,.4,ifelse(animelemtime(38)=1,.5,.3))
pausemoveTime = 16

[State Hit, 3]
type = HitDef
Trigger1 = animelem=43
damage = 30,0
attr = S,HA
hitflag = MAFD
guardflag = ;HA
Animtype = heavy
ground.type = low
air.type = high
priority = 7,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = -1
pauseTime = 35,30
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = 0,0
air.velocity = 0,0
airguard.velocity = 0,0
kill=0
palfx.Time = 15
palfx.add = -256,-256,-256
p2stateno=1046

[State hitsblood, Exp1]
type = Explod
Trigger1 = (animelemtime(44)=1)&&(numexplod(991)=0);990,1,
Trigger2 = (animelemtime(44)=2)&&(numexplod(991)=1);990,-1,
Trigger3 = (animelemtime(44)=3)&&(numexplod(991)=2);7022,1,
anim = ifelse(animelemtime(44)=3,7022,990)
ID=991
pos = 0,-75
facing = ifelse(animelemtime(44)=2,-1,1)
postype = p2
bindtime = 2
sprpriority = 6
ownpal = 1
scale = .25,.25
pausemovetime=1

[State hitsblood, Exp2]
type = Explod
Trigger1 = (animelemtime(44)=1)&&(numexplod(992)=0);991,1,
Trigger2 = (animelemtime(44)=2)&&(numexplod(992)=1);991,-1,
Trigger3 = (animelemtime(44)=3)&&(numexplod(992)=2);7022,-1,
anim = ifelse(animelemtime(44)=3,7022,991)
ID=992
pos = 0,-50
facing = ifelse(animelemtime(44)=1,1,-1)
postype = p2
bindtime = 2
sprpriority = 6
ownpal = 1
scale = .4,.4
pausemovetime=1

[State ChangeS, 1]; COMBO LV1 - order
type = ChangeState
trigger1=(var(7)=1)&&(var(1)=0)&&(power>1000)&&(power<2000)&&(animelemtime(40)=1)&&(random=[0,100])
value = 900
ctrl = 0

[State ChangeS, 1]; COMBO LV1 - hyper3 1
type = ChangeState
trigger1=(var(7)=1)&&(power>1000)&&(power<2000)&&(animelemtime(40)=1)&&(random=[101,250])
value = 930
ctrl = 0

[State ChangeS, 1]; COMBO LV1 - hyper3 2
type = ChangeState
trigger1=(var(7)=1)&&(power>1000)&&(power<2000)&&(animelemtime(40)=1)&&(random=[251,400])
value = 941
ctrl = 0

[State ChangeS, 1]; COMBO LV1 - hyper gunflame 1
type = ChangeState
trigger1=(var(7)=1)&&(power>1000)&&(power<2000)&&(animelemtime(40)=1)&&(random=[401,550])
value = 1049
ctrl = 0

[State ChangeS, 1]; COMBO LV1 - hypercombo fraco
type = ChangeState
trigger1=(var(7)=1)&&(power>1000)&&(power<2000)&&(animelemtime(40)=1)&&(random=[551,700])
value = 1028
ctrl = 0

[State ChangeS, 1]; COMBO LV1 - hypercombo medio
type = ChangeState
trigger1=(var(7)=1)&&(power>1000)&&(power<2000)&&(animelemtime(40)=1)&&(random=[701,850])
value = 1045
ctrl = 0

[State ChangeS, 1]; COMBO LV1 - hyper explod
type = ChangeState
trigger1=(var(7)=1)&&(power>1000)&&(power<2000)&&(animelemtime(40)=1)&&(random=[851,999])
value = 904
ctrl = 0

[State ChangeS, 1]; COMBO LV2 - hyper gunflame 2
type = ChangeState
trigger1=(var(7)=1)&&(power>=2000)&&(animelemtime(40)=1)&&(random=[0,500])
value = 1050
ctrl = 0

[State ChangeS, 1]; COMBO LV2 - hypercombo
type = ChangeState
trigger1=(var(7)=1)&&(power>=2000)&&(animelemtime(40)=1)&&(random=[501,999])
value = 1022
ctrl = 0

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

;---------------------------------------------------------------------------
[Statedef 1044, tim state]
type    = S
movetype = H
physics = S
velset = 0,0
sprpriority = 1
poweradd = 0
ctrl = 0

[State Changeanim2, 1]
type = Changeanim2
trigger1 = time=0
value = 1125

;---------------------------------------------------------------------------
[Statedef 1046, tim state 2]
type    = S
movetype = H
physics = S
velset = -8,0
sprpriority = 1
poweradd = 0
ctrl = 0

[State Changeanim, 1]
type = Changeanim
trigger1 = time=0
value = 5017

[State Changeanim, 1]
type = Changeanim
trigger1 = (anim=5017)&&(animtime=0)
value = 5010

[State Changeanim, 1]
type = Changeanim
trigger1 = (anim=5010)&&(time<=40)
value = 5010

[State Changeanim, 1]
type = Changeanim
trigger1 = time=[41,50]
value = 5120
elem=5

[State Changeanim, 1]
type = Changeanim
trigger1 = time=[51,60]
value = 5120
elem=4

[State Changeanim, 1]
type = Changeanim
trigger1 = time=[61,70]
value = 5120
elem=3

[State Changeanim, 1]
type = Changeanim
trigger1 = time=[71,80]
value = 5120
elem=2

[State Changeanim, 1]
type = Changeanim
trigger1 = time=[81,90]
value = 5120

[State Changeanim, 1]
type = Changeanim
trigger1 = time>=91
value = 5110

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time=40
value = -100
kill = 1

[State 0, SelfState]
type = SelfState
trigger1 = (time=206)&&(life=0)
value =5150

[State 0, SelfState]
type = SelfState
trigger1 = time=206
value =5120

;---------------------------------------------------------------------------
[Statedef 910, shoryuken fraco]
type    = S
movetype = A
physics = N
Anim = 910
sprpriority = 2
ctrl = 0

[State 910, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1) = 1) && (time = 0) && (anim != 913)
value = 913

[State NotH, 1]
type = NotHitBy
Trigger1 = time<=20
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 910, PowerAdd]
type = PowerAdd
trigger1 = (prevstateno = 150)&&(time=0)
trigger2 = (prevstateno = 152)&&(time=0)
trigger3 = (prevstateno = 154)&&(time=0)
value = -1000

[State 910, PlaySnd]; narrador falando counter
type = PlaySnd
trigger1 = (prevstateno = 150)&&(time=0)
trigger2 = (prevstateno = 152)&&(time=0)
trigger3 = (prevstateno = 154)&&(time=0)
value = 205,10

[State 910, Pause]; pause do counter
type = Pause
trigger1 = (prevstateno = 150)&&(time=0)
trigger2 = (prevstateno = 152)&&(time=0)
trigger3 = (prevstateno = 154)&&(time=0)
time = 16
movetime = 4

[State 910, posAdd]; velocidade do inicio do counter
type = posAdd
trigger1 = (prevstateno = 150)&&(time=0)
trigger2 = (prevstateno = 152)&&(time=0)
trigger3 = (prevstateno = 154)&&(time=0)
x = 25

[State 910, PalFX]
type = PalFX
trigger1 = (prevstateno = 150)&&(time=0)
trigger2 = (prevstateno = 152)&&(time=0)
trigger3 = (prevstateno = 154)&&(time=0)
time = 8
add = 120,120,255

[State Hel, 1]; Circulo escuro
type = Helper
trigger1 = (prevstateno = 150)&&(time=0)
trigger2 = (prevstateno = 152)&&(time=0)
trigger3 = (prevstateno = 154)&&(time=0)
stateno = 916
pos = 12,-45
postype = p1
id = 916
ignorehitpause = 1
persistent = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State 910, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = command != "hold_a"
trigger3 = command != "hold_b"
trigger4 = command != "hold_c"
v = 15
value = 0

[State 910, VarSet]
type = VarSet
trigger1 = (command = "hold_a") && (time > 0)
v = 15
value = 1

[State 910, VarSet]
type = VarSet
trigger1 = (command = "hold_b") && (time > 0)
v = 15
value = 2

[State 910, VarSet]
type = VarSet
trigger1 = (command = "hold_c") && (time > 0)
v = 15
value = 3

[State VelS, 1]
type = Velset
trigger1 = (time=[0,11])&&(prevstateno=1027)
y = 0

[State VelS, 1]
type = Velset
Trigger1 = animelem = 3
x = 1.5
y = -8

[State VelA, 1]
type = Veladd
Trigger1 = animelemtime(3) > 1
Trigger1 = animelemtime(5) < 0
y = .54

[State VelA, 1]
type = Veladd
Trigger1 = animelemtime(5) >= 0
Trigger1 = animelemtime(8) < 0
y = .3

[State VelA, 1]
type = Veladd
Trigger1 = animelemtime(8) > 0
y = .62

[State StateTypeS, 1]
type = StateTypeSet
Trigger1 = time >= 20
trigger2 = (pos y <= -1)&&(time=0)
statetype = A

[State PlayS, 1]; grito do golpe
type = PlaySnd
Trigger1 = Animelem = 1
value = 1160, 2

[State PlayS, 1]; começo do pulo
type = PlaySnd
Trigger1 = Animelem = 3
value = 205, 23

[State PlayS, 1]
type = PlaySnd
Trigger1 = Animelem = 3
value = 205, 21

[State PlayS, 1]
type = PlaySnd
Trigger1 = (var(1) != 1) && (Animelem = 6)
Trigger2 = (var(1) = 1) && (Animelem = 4)
value = 201, 3

[State Env, 1]
type = Envshake
trigger1 = animelem = 3
time = 12

[State Help, 1]; helper do efeito de começo de pulo+fogo
type = Helper
trigger1 = animelem = 3
stateno = 918
id = 918
pos = 0,10
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Exp, 1]
type = Explod
trigger1 = animelemtime(2) = 4
anim = 916
pos = 0,0
postype = p1
id = 916
bindtime = -1
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Hit, 1]
type = HitDef
Trigger1 = AnimElem = 3
damage = 40,10
attr = S,SA
hitflag = MAFD
guardflag = MA
Animtype = up
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,0
pauseTime = 13,13
guard.pauseTime = 13,13
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 15
guard.hitTime = 12
air.hitTime = 16
ground.velocity = -1.5,-11.5
air.velocity = -1.5,-10.5
airguard.velocity = -3,1.5
yaccel = .52
air.fall = 1
fall = 1
fall.recoverTime = 37
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2facing = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State Hit, 1]
type = HitDef
trigger1 = (var(1) != 1) && (AnimElem = 6)
trigger2 = (var(1) = 1) && (AnimElem = 4)
damage = 40,10
attr = A,SA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,0
pauseTime = 13,13
guard.pauseTime = 13,13
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 15
guard.hitTime = 12
air.hitTime = 16
ground.velocity = -3,-9.5
air.velocity = -3,-8.5
airguard.velocity = -3,1.5
yaccel = .52
air.fall = 1
fall = 1
fall.recoverTime = 37
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2facing = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State 910, Pause]
type = Pause
trigger1 = gametime*2
trigger1 = (movehit) && (time = [19,25])
time = 3

[State Help, 1];p2 em fogo
type = Helper
triggerall = movehit
trigger1 = animelem = 3
trigger2 = (var(1) != 1) && (animelem = 6)
trigger3 = (var(1) = 1) && (animelem = 4)
;Trigger1 = animelemtime(4) < 0
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]
type = Explod
trigger1 = animelemtime(3) = [0,7]
anim = 917
pos = 13,-22
postype = p1
random = 10,10
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 917
pos = 23,-40
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 917
pos = 40,-55
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 917
pos = 48,-85
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 917
pos = 40,-115
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 917
pos = 30,-125
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = 5,2
postype = p1
random = 10,10
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = 2+((random%10)*0.1),-1+((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = 2,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = 1+((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = 2,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = 1+((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = -2,2
postype = p1
random = 10,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -0.5+((random%10)*0.1),-1.5-((random%5)*0.1)
accel = 0,0.1

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = -6,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -1-((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = -6,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -1-((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit = 1
Trigger1 = animelemtime(4) < 0
value = 205, 17
persistent = 0
ignorehitpause = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit = 1
Trigger1 = animelemtime(4) >= 0
value = 205, 17
persistent = 0
ignorehitpause = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(15) = 1) && (var(1) != 1) && (time = 31)
Trigger2 = (var(15) = 1) && (var(1) = 1) && (time = 37)
Trigger3 = (var(7)=1)&&(var(1)!=1)&&(time=31)&&(random=[0,200])
Trigger4 = (var(7)=1)&&(var(1)=1)&&(time=37)&&(random=[0,200])
value = 921
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(15) = 2) && (var(1) != 1) && (time = 31)
Trigger2 = (var(15) = 2) && (var(1) = 1) && (time = 33)
Trigger3 = (var(7)=1)&&(var(1)!=1)&&(time=31)&&(random=[201,400])
Trigger4 = (var(7)=1)&&(var(1)=1)&&(time=33)&&(random=[201,400])
value = 922
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(15) = 3) && (var(1) != 1) && (time = 31)
Trigger2 = (var(15) = 3) && (var(1) = 1) && (time = 36)
Trigger3 = (var(7)=1)&&(var(1)!=1)&&(time=31)&&(random=[401,600])
Trigger4 = (var(7)=1)&&(var(1)=1)&&(time=36)&&(random=[401,600])
value = 923
ctrl = 0

[State 910, ChangeState]; COMBO - explod hyper
type = ChangeState
triggerall = (var(7)=1)&&(movehit)&&(power>=1000)&&(p2dist x > 0)
trigger1 = (time=23)&&(p2movetype=H)&&(random=[0,333])
value = 904

[State ChangeS, 1]
type = ChangeState
Trigger1 = (pos y >= 0) && (time > 30)
trigger2 = (pos y >= 0)&&(vel y >= 1)
value = 52
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 911, shoryuken medio]
type    = S
movetype = A
physics = N
Anim = 911
sprpriority = 2
ctrl = 0

[State 911, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1) = 1) && (time = 0) && (anim != 914)
value = 914

[State NotH, 1]
type = NotHitBy
Trigger1 = time<=20
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 911, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = command != "hold_a"
trigger3 = command != "hold_b"
trigger4 = command != "hold_c"
v = 15
value = 0

[State 911, VarSet]
type = VarSet
trigger1 = (command = "hold_a") && (time > 0)
v = 15
value = 1

[State 911, VarSet]
type = VarSet
trigger1 = (command = "hold_b") && (time > 0)
v = 15
value = 2

[State 911, VarSet]
type = VarSet
trigger1 = (command = "hold_c") && (time > 0)
v = 15
value = 3

[State VelS, 1]
type = Velset
Trigger1 = animelem = 3
x = 1.5
y = -10

[State VelA, 1]
type = Veladd
Trigger1 = animelemtime(3) > 1
Trigger1 = animelemtime(5) < 0
y = .54

[State VelA, 1]
type = Veladd
Trigger1 = animelemtime(5) >= 0
Trigger1 = animelemtime(8) < 0
y = .3

[State VelA, 1]
type = Veladd
Trigger1 = animelemtime(8) > 0
y = .62

[State StateTypeS, 1]
type = StateTypeSet
Trigger1 = time >= 20
trigger2 = (pos y <= -1)&&(time=0)
statetype = A

[State PlayS, 1]; grito do golpe
type = PlaySnd
Trigger1 = Animelem = 1
value = 1160, 0

[State PlayS, 1]
type = PlaySnd
Trigger1 = Animelem = 3
value = 205, 23

[State PlayS, 1]
type = PlaySnd
Trigger1 = Animelem = 3
value = 205, 21

[State PlayS, 1];woosh
type = PlaySnd
Trigger1 = (var(1) = 1) && (Animelem = 4)
trigger2 = (var(1) = 1) && (Animelem = 6)
Trigger3 = (var(1) != 1) && (Animelem = 10)
value = 201, 3

[State Env, 1]
type = Envshake
trigger1 = animelem = 3
time = 12

[State Help, 1]; helper do efeito de começo de pulo+fogo
type = Helper
trigger1 = animelem = 3
stateno = 918
id = 918
pos = 0,10
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Exp, 1]
type = Explod
trigger1 = animelemtime(2) = 4
anim = 919
pos = 0,0
postype = p1
id = 919
bindtime = -1
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Hit, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = (var(1) != 1) && (AnimElem = 6)
trigger3 = (var(1) = 1) && (AnimElem = 4)
damage = 33,10
attr = S,SA
hitflag = MAFD
guardflag = MA
Animtype = up
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,0
pauseTime = 13,13
guard.pauseTime = 13,13
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 15
guard.hitTime = 12
air.hitTime = 16
ground.velocity = -2.5,-11.5
air.velocity = -2.5,-10.5
airguard.velocity = -3,1.5
yaccel = .52
air.fall = 1
fall = 1
fall.recoverTime = 37
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2facing = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State Hit, 1]
type = HitDef
trigger1 = (var(1) != 1) && (AnimElem = 10)
trigger2 = (var(1) = 1) && (AnimElem = 6)
damage = 34,10
attr = A,SA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,4
pauseTime = 18,18
guard.pauseTime = 13,13
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 15
guard.hitTime = 12
air.hitTime = 16
ground.velocity = -4,-9.5
air.velocity = -4+((var(15) = 1)*2),-8.5+(var(15) = 1)
airguard.velocity = -3,1.5
yaccel = .52
air.fall = 1
fall = 1
fall.recoverTime = 37
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2facing = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State 911, Pause]
type = Pause
trigger1 = gametime*2
trigger1 = (movehit) && (time = [22,33])
time = 3

[State Help, 1];p2 em fogo
type = Helper
triggerall = movehit
trigger1 = animelem = 3
trigger2 = (var(1) != 1) && (animelem = 6)
trigger3 = (var(1) = 1) && (animelem = 4)
trigger4 = (var(1) != 1) && (animelem = 10)
trigger5 = (var(1) = 1) && (animelem = 6)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]
type = Explod
trigger1 = animelemtime(3) = [0,7]
anim = 917
pos = 13,-22
postype = p1
random = 10,10
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(6) = 0
anim = 917
pos = 23,-40
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(6) = 0
anim = 917
pos = 40,-55
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(6) = 0
anim = 917
pos = 48,-85
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(6) = 0
anim = 917
pos = 40,-115
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(6) = 0
anim = 917
pos = 30,-125
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = 5,2
postype = p1
random = 10,10
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = 2+((random%10)*0.1),-1+((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = 2,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = 1+((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = 2,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = 1+((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = -2,2
postype = p1
random = 10,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -0.5+((random%10)*0.1),-1.5-((random%5)*0.1)
accel = 0,0.1

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = -6,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -1-((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = -6,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -1-((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit = 1
Trigger1 = animelemtime(4) < 0
value = 205, 17
persistent = 0
ignorehitpause = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit = 1
Trigger1 = animelemtime(4) >= 0
value = 205, 17
persistent = 0
ignorehitpause = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(15) = 1) && (var(1) != 1) && (time = 31)
Trigger2 = (var(15) = 1) && (var(1) = 1) && (time = 45)
Trigger3 = (var(7)=1)&&(var(1)!=1)&&(time=31)&&(random=[0,200])
Trigger4 = (var(7)=1)&&(var(1)=1)&&(time=45)&&(random=[0,200])
value = 921
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(15) = 2) && (var(1) != 1) && (time = 28)
Trigger2 = (var(15) = 2) && (var(1) = 1) && (time = 37)
Trigger3 = (var(7)=1)&&(var(1)!=1)&&(time=28)&&(random=[201,400])
Trigger4 = (var(7)=1)&&(var(1)=1)&&(time=37)&&(random=[201,400])
value = 922
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(15) = 3) && (var(1) != 1) && (time = 36)
Trigger2 = (var(15) = 3) && (var(1) = 1) && (time = 47)
Trigger3 = (var(7)=1)&&(var(1)!=1)&&(time=36)&&(random=[401,600])
Trigger4 = (var(7)=1)&&(var(1)=1)&&(time=47)&&(random=[401,600])
value = 923
ctrl = 0

[State 911, ChangeState]; COMBO - explod hyper
type = ChangeState
triggerall = (var(7)=1)&&(movehit)&&(power>=1000)&&(p2dist x > 0)
trigger1 = (time=29)&&(p2movetype=H)&&(random=[0,333])
value = 904

[State ChangeS, 1]
type = ChangeState
Trigger1 = (pos y >= 0) && (time > 30)
trigger2 = (pos y >= 0)&&(vel y >= 1)
value = 52
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 912, shoryuken forte]
type    = S
movetype = A
physics = N
Anim = 912
sprpriority = 2
ctrl = 0

[State 912, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1) = 1) && (time = 0) && (anim != 915)
value = 915

[State NotH, 1]
type = NotHitBy
Trigger1 = time<=20
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 912, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = command != "hold_a"
trigger3 = command != "hold_b"
trigger4 = command != "hold_c"
v = 15
value = 0

[State 912, VarSet]
type = VarSet
trigger1 = (command = "hold_a") && (time > 0)
v = 15
value = 1

[State 912, VarSet]
type = VarSet
trigger1 = (command = "hold_b") && (time > 0)
v = 15
value = 2

[State 912, VarSet]
type = VarSet
trigger1 = (command = "hold_c") && (time > 0)
v = 15
value = 3

[State VelS, 1]
type = Velset
Trigger1 = (var(1) != 1) && (animelem = 4)
x = 2.2
y = -10

[State VelS, 1]
type = Velset
Trigger1 = (var(1) = 1) && (animelem = 4)
x = 2.4
y = -12

[State VelA, 1]
type = Veladd
Trigger1 = animelemtime(4) > 1
Trigger1 = animelemtime(5) < 0
y = .54

[State VelA, 1]
type = Veladd
Trigger1 = animelemtime(5) >= 0
Trigger1 = animelemtime(8) < 0
y = .3

[State VelA, 1]
type = Veladd
Trigger1 = animelemtime(8) > 0
y = .62;.72

[State StateTypeS, 1]
type = StateTypeSet
Trigger1 = time >= 20
trigger2 = (pos y <= -1)&&(time=0)
statetype = A

[State PlayS, 1]; grito do golpe
type = PlaySnd
Trigger1 = Animelem = 1
value = 910, ifelse(var(1)=1,0,1)

[State PlayS, 1]
type = PlaySnd
Trigger1 = Animelem = 4
value = 205, 21

[State PlayS, 1]
type = PlaySnd
Trigger1 = Animelem = 4
value = 205, 23

[State PlayS, 1];woosh
type = PlaySnd
Trigger1 = Animelem = 4
value = 201, 3

[State Env, 1]
type = Envshake
trigger1 = animelem = 4
time = 12

[State Help, 1]; helper do efeito de começo de pulo+fogo 2
type = Helper
trigger1 = time = 5
stateno = 929
id = 929
pos = 40,10
postype = p1
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1

[State Exp, 1]; animação de fogo do golpe
type = Explod
trigger1 = time = 7
anim = 927
pos = 0,0
postype = p1
id = 927
bindtime = -1
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo do golpe do order
type = Explod
trigger1 = (var(1) = 1) && (animelem = 5)
anim = 928
pos = 0,0
postype = p1
id = 928
bindtime = -1
removetime = 12
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo do golpe do order 2
type = Explod
trigger1 = (var(1) = 1) && (time = 13)
anim = 928
pos = 0,0
postype = p1
id = 928
removetime = 16
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo do golpe do order 2
type = Explod
trigger1 = (var(1) = 1) && (time = 15)
anim = 928
pos = 0,0
postype = p1
id = 928
removetime = 16
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo do golpe do order 2
type = Explod
trigger1 = (var(1) = 1) && (time = 17)
anim = 928
pos = 0,0
postype = p1
id = 928
removetime = 16
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo do golpe do order 2
type = Explod
trigger1 = (var(1) = 1) && (time = 19)
anim = 928
pos = 0,0
postype = p1
id = 928
removetime = 16
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo do golpe do order 2
type = Explod
trigger1 = (var(1) = 1) && (time = 21)
anim = 928
pos = 0,0
postype = p1
id = 928
removetime = 16
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo do golpe do order 2
type = Explod
trigger1 = (var(1) = 1) && (time = 23)
anim = 928
pos = 0,0
postype = p1
id = 928
removetime = 16
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo do golpe do order 2
type = Explod
trigger1 = (var(1) = 1) && (time = 25)
anim = 928
pos = 0,0
postype = p1
id = 928
removetime = 16
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo do golpe do order 2
type = Explod
trigger1 = (var(1) = 1) && (time = 27)
anim = 928
pos = 0,0
postype = p1
id = 928
removetime = 16
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Hit, 1]
type = HitDef
Trigger1 = AnimElem = 3
damage = 40,10
attr = S,SA
hitflag = MAFD
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,4
pauseTime = 13,13
guard.pauseTime = 13,13
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 15
guard.hitTime = 12
air.hitTime = 16
ground.velocity = -2,-4.5
air.velocity = -1,-4.5
airguard.velocity = -3,1.5
yaccel = .49
air.fall = 1
fall = 1
fall.recoverTime = 35
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 32
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2facing = 1

[State Hit, 1]
type = HitDef
Trigger1 = AnimElem = 5
trigger2 = (var(1) = 1) && (time = [17,25])
damage = 40-((var(1) = 1)*32),10
attr = A,SA
hitflag = MAF
guardflag = MA
Animtype = up
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,4
pauseTime = 10-((var(1) = 1)*7),10-((var(1) = 1)*8)
guard.pauseTime = 13,13
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 15
guard.hitTime = 12
air.hitTime = 16
ground.velocity = -2,-11.5
air.velocity = -2,-15
airguard.velocity = -3,1.5
yaccel = .48
air.fall = 1
fall = 1
fall.recoverTime = 35
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 32
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2facing = 1

[State Hit, 1]
type = HitDef
Trigger1 = time = 26
damage = 40,10
attr = A,SA
hitflag = MAF
guardflag = MA
Animtype = diagup
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,4
pauseTime = 18,18
guard.pauseTime = 13,13
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 15
guard.hitTime = 12
air.hitTime = 16
ground.velocity = -3,11.5
air.velocity = -4,-9
airguard.velocity = -3,1.5
yaccel = .48
air.fall = 1
fall = 1
fall.recoverTime = 50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.Time = 32
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
p2facing = 1

[State 911, Pause]
type = Pause
trigger1 = gametime*2
trigger1 = (movehit) && (time = [25,36])
time = 3

[State Help, 1];p2 em fogo
type = Helper
triggerall = movehit
trigger1 = animelem = 3
trigger2 = animelem >= 5
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]; foguinhos
type = Explod
trigger1 = animelemtime(3) = [0,7]
trigger2 = animelemtime(5) = [0,7]
trigger3 = animelemtime(6) = [0,7]
anim = 917
pos = 13,-22
postype = p1
random = 10,10
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
anim = 917
pos = 23,-40
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
anim = 917
pos = 40,-55
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
anim = 917
pos = 48,-85
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
anim = 917
pos = 40,-115
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
anim = 917
pos = 30,-125
postype = p1
random = 20,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 5
anim = 917
pos = 5,2
postype = p1
random = 10,10
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = 2+((random%10)*0.1),-1+((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 5
anim = 917
pos = 2,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = 1+((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 5
anim = 917
pos = 2,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = 1+((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 5
anim = 917
pos = -2,2
postype = p1
random = 10,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -0.5+((random%10)*0.1),-1.5-((random%5)*0.1)
accel = 0,0.1

[State Exp, 1]
type = Explod
trigger1 = animelem = 5
anim = 917
pos = -6,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -1-((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = animelem = 5
anim = 917
pos = -6,-5
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -1-((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = time = 20
trigger2 = time = 22
trigger3 = time = 24
trigger4 = time = 26
anim = 917
pos = -6,25
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -1-((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State Exp, 1]
type = Explod
trigger1 = time = 20
trigger2 = time = 22
trigger3 = time = 24
trigger4 = time = 26
anim = 917
pos = -6,35
postype = p1
random = 15,15
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.6,0.6
vel = -1-((random%5)*0.1),-1-((random%10)*0.1)
accel = 0,0.15

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit = 1
Trigger1 = animelemtime(5) < 0
value = 205, 17
persistent = 0
ignorehitpause = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit = 1
Trigger1 = animelemtime(5) >= 0
value = 205, 17
persistent = 0
ignorehitpause = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(15) = 1) && (var(1) != 1) && (time = 46)
Trigger2 = (var(15) = 1) && (var(1) = 1) && (time = 45)
Trigger3 = (var(7)=1)&&(var(1)!=1)&&(time=46)&&(random=[0,200])
Trigger4 = (var(7)=1)&&(var(1)=1)&&(time=45)&&(random=[0,200])
value = 921
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(15) = 2) && (var(1) != 1) && (time = 46)
Trigger2 = (var(15) = 2) && (var(1) = 1) && (time = 45)
Trigger3 = (var(7)=1)&&(var(1)!=1)&&(time=46)&&(random=[201,400])
Trigger4 = (var(7)=1)&&(var(1)=1)&&(time=45)&&(random=[201,400])
value = 922
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(15) = 3) && (var(1) != 1) && (time = 46)
Trigger2 = (var(15) = 3) && (var(1) = 1) && (time = 45)
Trigger3 = (var(7)=1)&&(var(1)!=1)&&(time=46)&&(random=[401,600])
Trigger4 = (var(7)=1)&&(var(1)=1)&&(time=45)&&(random=[401,600])
value = 923
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (pos y >= 0) && (time > 30)
trigger2 = (pos y >= 0)&&(vel y >= 1)
value = 52
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 921, kick 1 pos shoryuken]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 30
ctrl = 0
anim = 921
sprpriority = 1

[State 921, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1) = 1) && (time = 0)
value = 924

[State 921, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(time=0)

[State 921, VelAdd]
type = VelAdd
trigger1 = time = 0
x = 1
y = -7

[State 921, VelAdd]
type = VelAdd
trigger1 = (var(1) = 1) && (prevstateno = 912) && (time = 1)
y = 4

[State 921, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 921, Pause]
type = Pause
trigger1 = gametime*2
trigger1 = (p2movetype = H) && (time = [0,8])
time = 3

[State 921, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 16, 10			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,3
ground.type = trip		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;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 = trip;low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,15		;X-velocity at which opponent is pushed,
air.hittime = 10
fall = 1
fall.recover = 0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State ChangeS, 1]
type = ChangeState
Trigger1 = pos y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 922, kick 2 pos shoryuken]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 30
ctrl = 0
anim = 922
sprpriority = 1

[State 922, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1) = 1) && (time = 0)
value = 925

[State 922, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(time=0)

[State 922, VelAdd]
type = VelAdd
trigger1 = time = 0
x = 1
y = -7

[State 922, VelAdd]
type = VelAdd
trigger1 = (prevstateno = 911) && (time = 1)
x = 1
y = 1

[State 922, VelAdd]
type = VelAdd
trigger1 = (var(1) = 1) && (prevstateno = 912) && (time = 1)
y = 4

[State 922, VelAdd]
type = VelAdd
trigger1 = (prevstateno = 910) && (var(1) = 1) && (time = 1)
y = 2

[State 922, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 922, Pause]
type = Pause
trigger1 = gametime*2
trigger1 = (p2movetype = H) && (time = [0,8])
time = 3

[State 922, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 16, 10			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,3
ground.type = trip		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;Time opponent is in hit state
ground.velocity = -10,-3	;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,-2		;X-velocity at which opponent is pushed,
air.hittime = 10
fall = 1
fall.recover = 0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State ChangeS, 1]
type = ChangeState
Trigger1 = pos y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 923, kick 3 pos shoryuken]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 30
ctrl = 0
anim = 923
sprpriority = 1

[State 923, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1) = 1) && (time = 0)
value = 926

[State 923, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(time=0)

[State 923, VelAdd]
type = VelAdd
trigger1 = time = 0
x = 1
y = -7

[State 923, VelAdd]
type = VelAdd
trigger1 = (prevstateno = 911) && (time = 1)
y = -1

[State 923, VelAdd]
type = VelAdd
trigger1 = (p2movetype = H)&&(prevstateno = 911)&&(time = 1)
x = 3

[State 923, VelAdd]
type = VelAdd
trigger1 = (var(1)=1)&&(prevstateno=911)&&(time=1)
y = -3


[State 923, VelAdd]
type = VelAdd
trigger1 = (var(1)=1)&&(prevstateno=910)&&(time=1)
y = -1

[State 923, VelAdd]
type = VelAdd
trigger1 = animelem = 9
x = 3
y = 6

[State 923, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 923, Pause]
type = Pause
trigger1 = gametime*2
trigger1 = (p2movetype = H) && (time = [10,18])
time = 3

[State PlayS, 1]; grito do golpe
type = PlaySnd
Trigger1 = Animelem = 8
value = 1100, 2

[State 923, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 35, 10			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 15, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,0
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;Time opponent is in hit state
ground.velocity = -6,20	;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 = -6,20		;X-velocity at which opponent is pushed,
air.hittime = 10
fall = 1
fall.recover = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
trigger1 = movehit
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Env, 1]
type = Envshake
trigger1 = (movehit)&&(p2stateno = 5100)
time = 12

[State ChangeS, 1]
type = ChangeState
Trigger1 = pos y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 997, avanço reto fraco]
type    = S
movetype = A
physics = S
Anim = 997
sprpriority = 1
poweradd = 0
ctrl = 0

[State 997, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1000

[State 997, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(animelem=10+((var(1)=1)*1))
trigger2 = (p2dist x < 0)&&(animelem=16+((var(1)=1)*1))

[State 997, VelAdd]
type = VelAdd
trigger1 = time = [13,14]
x = 2

[State 997, VelAdd]
type = VelAdd
trigger1 = time = [15,16]
trigger2 = time = [39,41]
x = 4

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = (var(1)!=1)&&(Animelem=5)
value = 3400,3+(random%3)
channel = 7

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = (var(1)=1)&&(Animelem=5)
value = 3400,0+(random%3)
channel = 7

[State PlayS, 1]; woosh
type = PlaySnd
Trigger1 = Animelem = 5
value = 205, 21

[State PlayS, 1]; espadada
type = PlaySnd
Trigger1 = (var(1)!=1)&&(animelem=18)
trigger2 = (var(1)=1)&&(animelem=14)
value = 201, 4

[State PlayS, 1]; soco
type = PlaySnd
Trigger1 = (var(1)!=1)&&(animelem=12)
trigger2 = (var(1)=1)&&(animelem=18)
value = 201, 3

[State Exp, 1]; fogo na mão
type = Explod
trigger1 = animelem = 5
anim = 970
pos = ifelse(var(1)=1,0,-60),ifelse(var(1)=1,0,-10)
postype = p1
id = 970
bindtime = -1
removetime = 18
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[state RemoveEXP, 1]
type = RemoveExplod
Trigger1 = (var(1)!=1)&&(animelem=7)
trigger2 = (var(1)=1)&&(animelem=11)
trigger3 = movereversed = 1
ignorehitpause = 1
ID = 970

[State Exp, 1]; fogo na mão fim
type = Explod
trigger1 = time = 23
anim = 996
pos = ifelse(var(1)=1,130,70),ifelse(var(1)=1,-50,-60)
postype = p1
id = 996
bindtime = -1
removetime = -2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Hel, 2]; fogo do ataque
type = Helper
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
stateno = 995
pos = ifelse(var(1)=1,-2,78),0
postype = p1
ignorehitpause = 1
id = 995
persistent = 0
ownpal = 1
size.xscale = .6
size.yscale = .6

[State firefloor, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
anim = 994
pos = ifelse(var(1)=1,0,80),10
postype = p1
id = 994
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = .6,.6

[State fumaça2, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
anim = 993
pos = ifelse(var(1)=1,-22,58),8
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 4
ownpal = 1
scale = .4,.4

[State fumaça2, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
anim = 993
pos = ifelse(var(1)=1,30,110),8
facing = -1
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 4
ownpal = 1
scale = .4,.4

[State 997, Env]
type = Envshake
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
time = 12
ignorehitpause = 1

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
damage = 25,5
attr = S,SA
hitflag = MAFP
guardflag = MA
Animtype = medium
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,0
guardsound = s203,0
pauseTime = 8,8
guard.pauseTime = 8,8
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 30
guard.hitTime = 12
air.hitTime = 28
ground.velocity = -4,0
air.velocity = -4,-2
airguard.velocity = -4,1.5
air.fall = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(time<=30)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1]
type = Helper
trigger1 = (movehit=1)&&(time<=30)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(time<=30)
anim = 989
pos = 0,-50
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(time<=30)
anim = 984
pos = 7,-50
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.6,0.6

[State Hit, 2]
type = HitDef
trigger1 = (var(1)!=1)&&(animelem =15)
damage = 20,5
attr = S,SA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,0
guardsound = s203,3
pauseTime = 8,8
guard.pauseTime = 8,8
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -10,0
air.velocity = -10,-2
airguard.velocity = -4,1.5
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(15)=[1,3])
anim = 955
pos = 0,-95
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded=1)&&(animelemtime(15)=[1,3])
anim = 984
pos = 7,-95
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 3]
type = HitDef
Trigger1 = (var(1)!=1)&&(animelem=22)
trigger2 = (var(1)=1)&&(animelem=15)
damage = 25+((var(1)=1)*10),8
attr = S,SA
hitflag = MAFD
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -7,0
air.velocity = -7,-4
airguard.velocity = -3,1.5
air.fall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(22)=1)
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(15)=[1,3])
anim = 988
pos = 0,-75
facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(22)=1)
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(15)=[1,3])
anim = 991
pos = 0,-75
facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded=1)&&(animelemtime(22)=1)
Trigger2 = (var(1)=1)&&(moveguarded=1)&&(animelemtime(15)=[1,3])
anim = 985
pos = 7,-75
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 4]
type = HitDef
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=20)
damage = 40,10
attr = S,SA
hitflag = MAFD
guardflag = MA
Animtype = up
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,0
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -1,-10
air.velocity = -1,-9
airguard.velocity = -2,1.5
fall = 1
fall.recovertime = 30
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(24)=[1,4])
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(20)=[1,4])
anim = 996
pos = 0,-85
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded=1)&&(animelemtime(24)=[1,4])
Trigger2 = (var(1)=1)&&(moveguarded=1)&&(animelemtime(20)=[1,4])
anim = 986
pos = 7,-85
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 997, ChangeState]; COMBO - explod hyper
type = ChangeState
triggerall = (var(7)=1)&&(movehit)&&(power>=1000)&&(p2dist x > 0)&&(p2statetype=A)
trigger1 = (time=ifelse(var(1)=1,66,69))&&(p2movetype=H)&&(random=[334,666])
value = 904

[State 997, ChangeState]; COMBO - order
type = ChangeState
triggerall = (var(7)=1)&&(movehit)&&(power>=1000)&&(p2dist x = [-20,40])
trigger1 = (time=ifelse(var(1)=1,66,69))&&(var(1)!=1)
trigger1 = (p2movetype=H)&&(random=[667,999])&&(p2statetype=A)
value = 900

[State ChangeS, 1]
type = ChangeState
Trigger1 = (command="hold_x")&&(animelem=17)
trigger2 = (var(7)=1)&&(animelem=17)&&(moveguarded)&&(p2statetype!=C)
trigger3 = (var(7)=1)&&(animelem=17)&&(random=[0,150])&&(p2statetype=A)
value = 998
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (command="hold_z")&&(animelem=17)
trigger2 = (var(7)=1)&&(animelem=17)&&(moveguarded)&&(p2statetype=C)
trigger3 = (var(7)=1)&&(animelem=17)&&(random=[849,999])&&(p2statetype=A)
value = 999
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(7)=1)&&(var(1)=1)&&(movehit)&&(animtime=0)&&(p2dist x > 0)
value = 40
ctrl = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1000, avanço reto medio]
type    = S
movetype = A
physics = S
Anim = 997
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1000

[State 1000, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(animelem=10+((var(1)=1)*1))
trigger2 = (p2dist x < 0)&&(animelem=16+((var(1)=1)*1))

[State 1000, VelAdd]
type = VelAdd
trigger1 = time = [13,14]
x = 3

[State 1000, VelAdd]
type = VelAdd
trigger1 = time = [15,16]
trigger2 = time = [39,41]
x = 5

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = (var(1)!=1)&&(Animelem=5)
value = 3400,3+(random%3)
channel = 7

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = (var(1)=1)&&(Animelem=5)
value = 3400,0+(random%3)
channel = 7

[State PlayS, 1]; woosh
type = PlaySnd
Trigger1 = Animelem = 5
value = 205, 21

[State PlayS, 1]; espadada
type = PlaySnd
Trigger1 = (var(1)!=1)&&(animelem=18)
trigger2 = (var(1)=1)&&(animelem=14)
value = 201, 4

[State PlayS, 1]; soco
type = PlaySnd
Trigger1 = (var(1)!=1)&&(animelem=12)
trigger2 = (var(1)=1)&&(animelem=18)
value = 201, 3

[State Exp, 1]; fogo na mão
type = Explod
trigger1 = animelem = 5
anim = 970
pos = ifelse(var(1)=1,0,-60),ifelse(var(1)=1,0,-10)
postype = p1
id = 970
bindtime = -1
removetime = 18
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[state RemoveEXP, 1]
type = RemoveExplod
Trigger1 = (var(1)!=1)&&(animelem=7)
trigger2 = (var(1)=1)&&(animelem=11)
trigger3 = movereversed = 1
ignorehitpause = 1
ID = 970

[State Exp, 1]; fogo na mão fim
type = Explod
trigger1 = time = 23
anim = 996
pos = ifelse(var(1)=1,130,70),ifelse(var(1)=1,-50,-60)
postype = p1
id = 996
bindtime = -1
removetime = -2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Hel, 2]; fogo do ataque
type = Helper
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
stateno = 995
pos = ifelse(var(1)=1,-2,78),0
postype = p1
ignorehitpause = 1
id = 995
persistent = 0
ownpal = 1
size.xscale = .6
size.yscale = .6

[State firefloor, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
anim = 994
pos = ifelse(var(1)=1,0,80),10
postype = p1
id = 994
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = .6,.6

[State fumaça2, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
anim = 993
pos = ifelse(var(1)=1,-22,58),8
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 4
ownpal = 1
scale = .4,.4

[State fumaça2, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
anim = 993
pos = ifelse(var(1)=1,30,110),8
facing = -1
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 4
ownpal = 1
scale = .4,.4

[State 1000, Env]
type = Envshake
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
time = 12
ignorehitpause = 1

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
damage = 25,5
attr = S,SA
hitflag = MAFP
guardflag = MA
Animtype = medium
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,0
pauseTime = 8,8
guard.pauseTime = 8,8
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 30
guard.hitTime = 12
air.hitTime = 28
ground.velocity = -4,0
air.velocity = -4,-2
airguard.velocity = -4,1.5
air.fall = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(time<=30)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1]
type = Helper
trigger1 = (movehit=1)&&(time<=30)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(time<=30)
anim = 989
pos = 0,-50
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(time<=30)
anim = 984
pos = 7,-50
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.6,0.6

[State Hit, 2]
type = HitDef
trigger1 = (var(1)!=1)&&(animelem =15)
damage = 20,5
attr = S,SA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,3
pauseTime = 8,8
guard.pauseTime = 8,8
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -10,0
air.velocity = -10,-2
airguard.velocity = -4,1.5
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(15)=[1,3])
anim = 955
pos = 0,-95
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded=1)&&(animelemtime(15)=[1,3])
anim = 984
pos = 7,-95
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 3]
type = HitDef
Trigger1 = (var(1)!=1)&&(animelem=22)
trigger2 = (var(1)=1)&&(animelem=15)
damage = 25+((var(1)=1)*10),8
attr = S,SA
hitflag = MAFD
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -7,0
air.velocity = -7,-4
airguard.velocity = -3,1.5
air.fall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(22)=1)
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(15)=[1,3])
anim = 988
pos = 0,-75
facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(22)=1)
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(15)=[1,3])
anim = 991
pos = 0,-75
facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded=1)&&(animelemtime(22)=1)
Trigger2 = (var(1)=1)&&(moveguarded=1)&&(animelemtime(15)=[1,3])
anim = 985
pos = 7,-75
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 4]
type = HitDef
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=20)
damage = 40,10
attr = S,SA
hitflag = MAFD
guardflag = MA
Animtype = diagup
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,0
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -3,-12
air.velocity = -3,-11
airguard.velocity = -2,1.5
fall = 1
fall.recovertime = 30
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(24)=[1,4])
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(20)=[1,4])
anim = 996
pos = 0,-85
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded=1)&&(animelemtime(24)=[1,4])
Trigger2 = (var(1)=1)&&(moveguarded=1)&&(animelemtime(20)=[1,4])
anim = 986
pos = 7,-85
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 1000, ChangeState]; COMBO - explod hyper
type = ChangeState
triggerall = (var(7)=1)&&(movehit)&&(power>=1000)&&(p2dist x > 0)
trigger1 = (time=ifelse(var(1)=1,44,63))&&(p2movetype=H)&&(random=[0,250])
value = 904

[State 1000, ChangeState]; COMBO - order
type = ChangeState
triggerall = (var(7)=1)&&(movehit)&&(power>=1000)&&(p2dist x =[-20,40])
trigger1 = (var(1)!=1)&&(time=ifelse(var(1)=1,44,63))&&(p2movetype=H)&&(random=[749,999])
value = 900

[State ChangeS, 1]
type = ChangeState
Trigger1 = (command="hold_x")&&(animelem=17)
trigger2 = (var(7)=1)&&(animelem=17)&&(moveguarded)&&(p2statetype!=C)
trigger3 = (var(7)=1)&&(animelem=17)&&(random=[0,250])
value = 998
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (command="hold_z")&&(animelem=17)
trigger2 = (var(7)=1)&&(animelem=17)&&(moveguarded)&&(p2statetype=C)
trigger3 = (var(7)=1)&&(animelem=17)&&(random=[749,999])
value = 999
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1001, avanço reto forte]
type    = S
movetype = A
physics = S
Anim = 997
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1001, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1000

[State 1001, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(animelem=10+((var(1)=1)*1))
trigger2 = (p2dist x < 0)&&(animelem=16+((var(1)=1)*1))

[State 1001, VelAdd]
type = VelAdd
trigger1 = time = [13,14]
x = 4

[State 1001, VelAdd]
type = VelAdd
trigger1 = time = [15,16]
trigger2 = time = [39,41]
x = 6

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = (var(1)!=1)&&(Animelem=5)
value = 3400,3+(random%3)
channel = 7

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = (var(1)=1)&&(Animelem=5)
value = 3400,0+(random%3)
channel = 7

[State PlayS, 1]; woosh
type = PlaySnd
Trigger1 = Animelem = 5
value = 205, 21

[State PlayS, 1]; espadada
type = PlaySnd
Trigger1 = (var(1)!=1)&&(animelem=18)
trigger2 = (var(1)=1)&&(animelem=14)
value = 201, 4

[State PlayS, 1]; soco
type = PlaySnd
Trigger1 = (var(1)!=1)&&(animelem=12)
trigger2 = (var(1)=1)&&(animelem=18)
value = 201, 3

[State Exp, 1]; fogo na mão
type = Explod
trigger1 = animelem = 5
anim = 970
pos = ifelse(var(1)=1,0,-60),ifelse(var(1)=1,0,-10)
postype = p1
id = 970
bindtime = -1
removetime = 18
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[state RemoveEXP, 1]
type = RemoveExplod
Trigger1 = (var(1)!=1)&&(animelem=7)
trigger2 = (var(1)=1)&&(animelem=11)
trigger3 = movereversed = 1
ignorehitpause = 1
ID = 970

[State Exp, 1]; fogo na mão fim
type = Explod
trigger1 = time = 23
anim = 996
pos = ifelse(var(1)=1,130,70),ifelse(var(1)=1,-50,-60)
postype = p1
id = 996
bindtime = -1
removetime = -2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Hel, 2]; fogo do ataque
type = Helper
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
stateno = 995
pos = ifelse(var(1)=1,-2,78),0
postype = p1
ignorehitpause = 1
id = 995
persistent = 0
ownpal = 1
size.xscale = .6
size.yscale = .6

[State firefloor, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
anim = 994
pos = ifelse(var(1)=1,0,80),10
postype = p1
id = 994
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = .6,.6

[State fumaça2, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
anim = 993
pos = ifelse(var(1)=1,-22,58),8
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 4
ownpal = 1
scale = .4,.4

[State fumaça2, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
anim = 993
pos = ifelse(var(1)=1,30,110),8
facing = -1
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 4
ownpal = 1
scale = .4,.4

[State 1001, Env]
type = Envshake
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=18)
time = 12
ignorehitpause = 1

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
damage = 25,5
attr = S,SA
hitflag = MAFP
guardflag = MA
Animtype = medium
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,0
pauseTime = 8,8
guard.pauseTime = 8,8
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 30
guard.hitTime = 12
air.hitTime = 28
ground.velocity = -4,0
air.velocity = -4,-2
airguard.velocity = -4,1.5
air.fall = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(time<=30)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1]
type = Helper
trigger1 = (movehit=1)&&(time<=30)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(time<=30)
anim = 989
pos = 0,-50
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(time<=30)
anim = 984
pos = 7,-50
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.6,0.6

[State Hit, 2]
type = HitDef
trigger1 = (var(1)!=1)&&(animelem =15)
damage = 20,5
attr = S,SA
hitflag = MAF
guardflag = MA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,3
pauseTime = 8,8
guard.pauseTime = 8,8
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -10,0
air.velocity = -10,-2
airguard.velocity = -4,1.5
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(15)=[1,3])
anim = 955
pos = 0,-95
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded=1)&&(animelemtime(15)=[1,3])
anim = 984
pos = 7,-95
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 3]
type = HitDef
Trigger1 = (var(1)!=1)&&(animelem=22)
trigger2 = (var(1)=1)&&(animelem=15)
damage = 25+((var(1)=1)*10),8
attr = S,SA
hitflag = MAFD
guardflag = MA
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,3
guardsound = s203,4
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -7,0
air.velocity = -7,-4
airguard.velocity = -3,1.5
air.fall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(22)=1)
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(15)=[1,3])
anim = 988
pos = 0,-75
facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(22)=1)
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(15)=[1,3])
anim = 991
pos = 0,-75
facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded=1)&&(animelemtime(22)=1)
Trigger2 = (var(1)=1)&&(moveguarded=1)&&(animelemtime(15)=[1,3])
anim = 985
pos = 7,-75
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 4]
type = HitDef
Trigger1 = (var(1)!=1)&&(animelem=24)
trigger2 = (var(1)=1)&&(animelem=20)
damage = 40,10
attr = S,SA
hitflag = MAFD
guardflag = MA
Animtype = up
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,0
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -8,-8
air.velocity = -8,-7
airguard.velocity = -2,1.5
fall = 1
fall.recovertime = 30
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(24)=[1,4])
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(20)=[1,4])
anim = 996
pos = 0,-85
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded=1)&&(animelemtime(24)=[1,4])
Trigger2 = (var(1)=1)&&(moveguarded=1)&&(animelemtime(20)=[1,4])
anim = 986
pos = 7,-85
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 1001, ChangeState]; COMBO - explod hyper
type = ChangeState
triggerall = (var(7)=1)&&(movehit)&&(power>=1000)&&(p2dist x > 0)
trigger1 = (time=ifelse(var(1)=1,44,63))&&(p2movetype=H)&&(random=[0,200])
value = 904

[State 1001, ChangeState]; COMBO - order
type = ChangeState
triggerall = (var(7)=1)&&(movehit)&&(power>=1000)&&(p2dist x =[-20,40])
trigger1 = (var(1)!=1)&&(time=ifelse(var(1)=1,44,63))&&(p2movetype=H)&&(random=[800,999])
value = 900

[State ChangeS, 1]
type = ChangeState
Trigger1 = (command="hold_x")&&(animelem=17)
trigger2 = (var(7)=1)&&(animelem=17)&&(moveguarded)&&(p2statetype!=C)
trigger3 = (var(7)=1)&&(animelem=17)&&(random=[0,150])
value = 998
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = (command="hold_z")&&(animelem=17)
trigger2 = (var(7)=1)&&(animelem=17)&&(moveguarded)&&(p2statetype=C)
trigger3 = (var(7)=1)&&(animelem=17)&&(random=[749,999])
value = 999
ctrl = 0

[State ChangeS, 1]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 998, avanço reto baixo]
type    = C
movetype = A
physics = C
Anim = 998
sprpriority = 1
poweradd = 0
ctrl = 0

[State 998, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1001

[State 998, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(time=0)

[State stopSnd, 1]
type = StopSnd
Trigger1 = time = 0
channel = 7

[State PlayS, 1]
type = PlaySnd
Trigger1 = Animelem = 4
value = 1650, 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = Animelem = 5
trigger2 = (var(1)=1)&&(animelem=7)
value = 201, 1

[State 998, Env]
type = Envshake
Trigger1 = (var(1)=1)&&(animelem=9)
time = 6
ignorehitpause = 1

[State 998, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0

[State AngleA, 1]
type = AngleAdd
trigger1 = (anim=998)&&(animelem=5)
value = -135

[State AngleA, 1]
type = AngleAdd
trigger1 = (anim=1001)&&(animelem=5)
value = -90

[State AngleA, 1]
type = AngleAdd
trigger1 = (anim=1001)&&(time=[31,35])
value = 22

[State AngleD, 1]
type = AngleDraw
trigger1 = (anim=998)&&(time=[12,23])
trigger2 = (anim=1001)&&(time=[12,35])

[State 998, VelAdd]
type = VelAdd
trigger1 = (anim=998)&&(animelemtime(7)=[1,3])
trigger2 = (anim=1001)&&(animelemtime(5)=[1,3])
x = 6

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
trigger2 = (var(1)!=1)&&(animelem=7)
trigger3 = (var(1)=1)&&(animelem=9)
damage = 50-((var(1)=1)*25),15-((var(1)=1)*7)
attr = C,SA
hitflag = MAFD
guardflag = L
Animtype = heavy
ground.type = trip
air.type = trip
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,4
guardsound = s203,1
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 16
guard.hitTime = 12
air.hitTime = 14
ground.velocity = ifelse(p2statetype=L,4,0),ifelse(p2statetype=L,-4,-3);1.5)
air.velocity = ifelse(p2statetype=L,4,0),ifelse(p2statetype=L,-2,-2);.5)
airguard.velocity = -2,1.5
fall = 1
fall.recover = 0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 987
pos = 0,ifelse(var(1)=1,-25,-35)
facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 987
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(9)=[1,5])
anim = 987
pos = 0,-25
postype = p2
id = 987
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 990
pos = 0,ifelse(var(1)=1,-25,-35)
facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 990
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(9)=[1,5])
anim = 990
pos = 0,-25
postype = p2
id = 990
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,ifelse(var(1)=1,-25,-35)
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(moveguarded=1)&&(animelemtime(9)=[1,5])
anim = 985
pos = 7,-25
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 998, Turn]
type = Turn
trigger1 = (anim=1001)&&(animelem=13)

[State ChangeS, 1]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 999, avanço reto alto]
type    = S
movetype = A
physics = S
Anim = 999
sprpriority = 1
poweradd = 0
ctrl = 0

[State 999, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1002

[State 999, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(time=0)

[State stopSnd, 1]
type = StopSnd
Trigger1 = time = 0
channel = 7

[State PlayS, 1]
type = PlaySnd
Trigger1 = time = 0
value = 1650, 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = time = 12
value = 201, 7

[State 999, StateTypeSet]
type = StateTypeSet
trigger1 = time = 8
statetype = A
physics = A

[State 999, VelAdd]
type = VelAdd
trigger1 = time = 8
x = 3
y = -6

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
damage = 50,15
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,4
guardsound = s203,1
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 16
guard.hitTime = 12
air.hitTime = 14
ground.velocity = -3,0
air.velocity = -3,0
airguard.velocity = -2,1.5
fall = 1
fall.recover = 0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = ifelse(var(1)=1,988,987)
pos = 0,-75
facing = -1
postype = p2
id = ifelse(var(1)=1,988,987)
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = ifelse(var(1)=1,991,990)
pos = 0,-75
facing = -1
postype = p2
id = ifelse(var(1)=1,991,990)
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = ifelse(var(1)=1,987,988)
pos = 0,-75
facing = -1
postype = p2
id = ifelse(var(1)=1,987,988)
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = ifelse(var(1)=1,990,991)
pos = 0,-75
facing = -1
postype = p2
id = ifelse(var(1)=1,990,991)
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,-75
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

;---------------------------------------------------------------------------
[Statedef 1003, avanço baixo fraco]
type    = C
movetype = A
physics = C
Anim = 1003
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1003, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1005

[State 1003, Velset]
type = Velset
trigger1 = time = 13
trigger2 = (time=27)&&(anim!=1006)
x = 8

[State 1003, Velset]
type = Velset
trigger1 = time = 15
x = 28

[State 1003, Veladd]
type = Veladd
trigger1 = (time=27)&&(anim!=1006)
x = -5

[State 1003, Veladd]
type = Veladd
trigger1 = (anim=1006)&&(animelem=1)
x = 4

[State 1003, PlaySnd]; grito
type = PlaySnd
trigger1 = (time=10)&&(p2movetype!=H)
value = 1310,2

[State 1003, PlaySnd]; grito
type = PlaySnd
trigger1 = (time=10)&&(p2movetype=H)
value = ifelse(var(1)=1,1310,1400),ifelse(var(1)=1,2,0)

[State 1003, PlaySnd]; largada
type = PlaySnd
trigger1 = time = 13
value = 205,18
channel = 3

[State 1003, StopSnd]
type = StopSnd
trigger1 = animtime = 0
trigger2 = (anim=1006)&&(animelemtime(3)=18)
channel = 3

[State largada, Exp]
type = Explod
Trigger1 = time=13
anim = 1008
pos = 0,5
postype = p1
id = 1008
bindtime = 1
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = ifelse(var(1)=1,0.6,0.5),ifelse(var(1)=1,0.6,0.5)

[State ponta, Exp]
type = Explod
Trigger1 = time = 15
anim = 996
pos = ifelse(var(1)=1,95,80),ifelse(var(1)=1,-40,-20)
postype = p1
id = 996
bindtime = ifelse(var(1)=1,1,-1)
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State rastro, Exp]
type = Explod
Trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
trigger4 = time = 24
trigger5 = time = 27
anim = 1007
pos = 0,5
postype = p1
id = 1007
bindtime = 1
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State rastro, Exp]
type = Explod
Trigger1 = (movehit)&&(anim=1006)
anim = 1007
pos = 0,5
postype = p2
id = 1007
bindtime = 1
persistent = 0
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State faisca, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(time=27)
anim = 1009
pos = 30,0
postype = p1
id = 1009
bindtime = -1
persistent = 0
ignorehitpause = 0
sprpriority = -1
ownpal = 1
scale = .5,.5

[State Hel, 1]; kaboom
type = Helper
Trigger1 = (time=46)&&(anim!=1006)
stateno = 1010
pos = -100,5
postype = p1
ignorehitpause = 1
id = 1010
ownpal = 1
size.xscale = .5
size.yscale = .5

[State Hel, 1]; kaboom
type = Helper
trigger1 = (anim=1006)&&(animelem=3)
stateno = 1010
pos = 0,5
postype = p2
ignorehitpause = 1
id = 1010
ownpal = 1
size.xscale = .5
size.yscale = .5

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
trigger2 = (anim=1006)&&(animelem=1)
damage = 30,10
attr = C,SA
hitflag = MAFPD
guardflag = L
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,ifelse(var(1)=1,4,2)
guardsound = s203,ifelse(anim=1006,1,4)
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 30
guard.hitTime = 12
air.hitTime = 30
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = -2,1.5
kill = 0
palfx.Time = 12
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(anim!=1006)
anim = 989
pos = 0,-25
postype = p2
id = 989
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(anim=1006)
anim = 987
pos = 0,-45
postype = p2
id = 987
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit)&&(anim=1006)
anim = 990
pos = 0,-45
facing = -1
postype = p2
id = 990
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(anim!=1006)
anim = 986
pos = 7,-25
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(anim=1006)
anim = 985
pos = 7,-45
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 1003, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(movehit)&&(anim!=1006)
value = 1006

[State 1003, Turn]
type = Turn
trigger1 = (var(1)=1)&&(animelem=14)&&(p2dist x < 0)
ignorehitpause = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(1)!=1)&&(movehit)
value = 1006

[State ChangeS, 1]
type = ChangeState
Trigger1 = animtime = 0
trigger2 = (anim=1006)&&(animelemtime(3)=18)
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1004, avanço baixo medio]
type    = C
movetype = A
physics = C
Anim = 1003
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1004, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1013

[State 1004, Velset]
type = Velset
trigger1 = time = 13
trigger2 = (time=33)&&(anim!=1006)
x = 10

[State 1004, Velset]
type = Velset
trigger1 = time = 15
x = 35

[State 1004, Veladd]
type = Veladd
trigger1 = (time=33)&&(anim!=1006)
x = -5

[State 1004, Veladd]
type = Veladd
trigger1 = (anim=1006)&&(animelem=1)
x = 10

[State 1004, PlaySnd]; grito
type = PlaySnd
trigger1 = (var(1)!=1)&&(time=10)&&(p2movetype!=H)
trigger2 = (var(1)=1)&&(time=10)
value = 1310,0

[State 1004, PlaySnd]; grito
type = PlaySnd
trigger1 = (var(1)!=1)&&(time=10)&&(p2movetype=H)
value = 1400,1

[State 1004, PlaySnd]; largada
type = PlaySnd
trigger1 = time = 13
value = 205,18
channel = 3

[State 1004, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 3

[State largada, Exp]
type = Explod
Trigger1 = time=13
anim = 1008
pos = 0,5
postype = p1
id = 1008
bindtime = 1
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = ifelse(var(1)=1,0.6,0.5),ifelse(var(1)=1,0.6,0.5)

[State ponta, Exp]
type = Explod
Trigger1 = time=15
Trigger2 = time=18
anim = 996
pos = ifelse(var(1)=1,95,80),ifelse(var(1)=1,-40,-20)
postype = p1
id = 996
bindtime = ifelse(var(1)=1,1,-1)
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State rastro, Exp]
type = Explod
Trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
trigger4 = time = 24
trigger5 = time = 27
trigger6 = time = 30
trigger7 = time = 33
anim = 1007
pos = 0,5
postype = p1
id = 1007
bindtime = 1
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State rastro, Exp]
type = Explod
Trigger1 = (movehit)&&(anim=1006)
anim = 1007
pos = 0,5
postype = p2
id = 1007
bindtime = 1
persistent = 0
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State faisca, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(time=33)&&(anim!=1006)
anim = 1009
pos = 30,0
postype = p1
id = 1009
bindtime = -1
persistent = 0
ignorehitpause = 0
sprpriority = -1
ownpal = 1
scale = .5,.5

[State Hel, 1]; kaboom
type = Helper
Trigger1 = (time=20)&&(anim!=1006)
Trigger2 = (time=52)&&(anim!=1006)
stateno = 1010
pos = -100,5
postype = p1
ignorehitpause = 1
id = 1010
;persistent = 0
ownpal = 1
size.xscale = .5
size.yscale = .5

[State Hel, 1]; kaboom
type = Helper
trigger1 = (anim=1006)&&(animelem=3)
stateno = 1010
pos = 0,5
postype = p2
ignorehitpause = 1
id = 1010
;persistent = 0
ownpal = 1
size.xscale = .5
size.yscale = .5

[State Hel, 1]; kaboom
type = Helper
trigger1 = (anim=1006)&&(animelemtime(3)=40)
stateno = 1010
pos = 0,5
postype = p1
ignorehitpause = 1
id = 1010
;persistent = 0
ownpal = 1
size.xscale = .5
size.yscale = .5

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
trigger2 = (anim=1006)&&(animelem=1)
damage = 30,10
attr = C,SA
hitflag = MAFPD
guardflag = L
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,ifelse(var(1)=1,4,2)
guardsound = s203,4
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 30
guard.hitTime = 12
air.hitTime = 30
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = -2,1.5
kill = 0
palfx.Time = 12
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(anim!=1006)
anim = 989
pos = 0,-25
postype = p2
id = 989
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit)&&(anim=1006)
anim = 987
pos = 0,-45
;facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 987
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit)&&(anim=1006)
anim = 990
pos = 0,-45
facing = -1
postype = p2
id = 990
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(anim!=1006)
anim = 986
pos = 7,-25
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded)&&(anim=1006)
anim = 985
pos = 7,-45
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 1004, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(movehit)&&(anim!=1006)
value = 1006

[State 1004, Turn]
type = Turn
trigger1 = (var(1)=1)&&(animelem=14)&&(p2dist x < 0)
ignorehitpause = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(1)!=1)&&(movehit)
value = 1006

[State ChangeS, 1]
type = ChangeState
Trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1005, avanço baixo forte]
type    = C
movetype = A
physics = C
Anim = 1003
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1005, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1001

[State 1005, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0

[State AngleA, 1]
type = AngleAdd
trigger1 = (anim=1001)&&(animelem=5)
value = -90

[State AngleA, 1]
type = AngleAdd
trigger1 = (anim=1001)&&(time=[31,35])
value = 22

[State AngleD, 1]
type = AngleDraw
trigger1 = (anim=1001)&&(time=[12,35])

[State 1005, Velset]
type = Velset
trigger1 = time = 14
trigger2 = time=ifelse(var(1)=1,28,32)
x = 10

[State 1005, Velset]
type = Velset
trigger1 = time = 14
x = ifelse(var(1)=1,35,45)

[State 1005, Veladd]
type = Veladd
trigger1 = time=ifelse(var(1)=1,28,32)
x = -5

[State 1005, EnvShake]
type = EnvShake
trigger1 = (var(1)=1)&&(animelem=9)
time = 18
ampl = -8
ignorehitpause = 1

[State 1005, PlaySnd]; grito
type = PlaySnd
trigger1 = (time=10)&&(p2movetype!=H)
value = ifelse(var(1)=1,1310,910),ifelse(var(1)=1,1,0)

[State 1005, PlaySnd]; grito
type = PlaySnd
trigger1 = (time=10)&&(p2movetype=H)
value = ifelse(var(1)=1,910,1400),ifelse(var(1)=1,0,2)

[State 1005, PlaySnd]; largada
type = PlaySnd
trigger1 = time = 14
value = 205,18
channel = 3

[State 1005, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 3

[State largada, Exp]
type = Explod
Trigger1 = time=12
anim = 1008
pos = 0,5
postype = p1
id = 1008
bindtime = 1
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = ifelse(var(1)=1,0.6,0.5),ifelse(var(1)=1,0.6,0.5)

[State ponta, Exp]
type = Explod
Trigger1 = time=14
Trigger2 = time=17
Trigger3 = time=20
anim = 996
pos = ifelse(var(1)=1,95,80),ifelse(var(1)=1,-40,-20)
postype = p1
id = 996
bindtime = ifelse(var(1)=1,1,-1)
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State rastro, Exp]
type = Explod
Trigger1 = time = 14
anim = 1007
pos = 0,5
postype = p1
id = 1007
bindtime = 1
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State rastro, Exp]
type = Explod
Trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
trigger4 = time = 24
trigger5 = time = 27
anim = 1007
pos = 50,5
postype = p1
id = 1007
bindtime = 1
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State faisca, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(time=12)
anim = 1009
pos = 0,0
postype = p1
id = 1009
bindtime = 35
persistent = 0
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = .5,.5

[State Hel, 1]; kaboom
type = Helper
Trigger1 = (var(1)!=1)&&(animelem=11)
stateno = 1010
pos = -105,5
postype = p1
ignorehitpause = 0
id = 1010
ownpal = 1
size.xscale = .5
size.yscale = .5

[State Hel, 1]; kaboom
type = Helper
Trigger1 = time=16
Trigger2 = (var(1)!=1)&&(animelem=13)
Trigger3 = (var(1)=1)&&(time=26)
Trigger4 = (var(1)=1)&&(time=37)
stateno = 1010
pos = ifelse(time>=37,-60,0),5
postype = p1
ignorehitpause = 0
id = 1010
ownpal = 1
size.xscale = .5
size.yscale = .5

[State Hel, 2]; fogo do ataque
type = Helper
Trigger1 = (var(1)=1)&&(time=37)
stateno = 995
pos = -60,0
facing = -1
postype = p1
ignorehitpause = 1
id = 995
persistent = 0
ownpal = 1
size.xscale = .5+((var(1)=1)*0.25)
size.yscale = .5+((var(1)=1)*0.25)

[State firefloor, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(time=37)
anim = 994
pos = -60,10
facing = -1
postype = p1
id = 994
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = .5+((var(1)=1)*0.25),.5+((var(1)=1)*0.25)

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
trigger2 = animelem = 9
damage = 30,10
attr = C,SA
hitflag = MAFPD
guardflag = L
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,ifelse(var(1)=1,4,2)
guardsound = s203,ifelse(anim=1006,1,0)
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 30
guard.hitTime = 12
air.hitTime = 30
ground.velocity = -4
air.velocity = -4,-2
airguard.velocity = -2,1.5
kill = ifelse(var(1)=1,1,0)
palfx.Time = 12
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(time<28)
anim = 987
pos = 0,-25
facing = -1
postype = p2
id = 987
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(time>28)
anim = 988
pos = 0,-45
facing = -1
postype = p2
id = 988
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(time<28)
anim = 990
pos = 0,-25
facing = -1
postype = p2
id = 990
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(time>28)
anim = 991
pos = 0,-45
facing = -1
postype = p2
id = 991
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(time<28)
anim = 986
pos = 7,-25
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(time>28)
anim = 985
pos = 7,-45
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 1005, Turn]
type = Turn
trigger1 = (animelem=13)&&(p2dist x < 0)
ignorehitpause = 1

[State ChangeS, 1]
type = ChangeState
Trigger1 = (var(1)!=1)&&(movehit)
value = 1006

[State ChangeS, 1]
type = ChangeState
Trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1006, avanço baixo hit]
type    = C
movetype = A
physics = C
Anim = 1004
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1006, Velset]
type = Velset
trigger1 = time = 0
x = 0
ignorehitpause = 1

[State 1006, VelAdd]
type = VelAdd
trigger1 = time = 0
x = 3
ignorehitpause = 1

[State 1006, VelAdd]
type = VelAdd
trigger1 = animelem = 4
x = 3
y = -6
ignorehitpause = 1

[State 1006, VelAdd]
type = VelAdd
trigger1 = animelem = 8
x = 0
y = -9

[State 1006, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A
physics = A
ignorehitpause = 1

[State rastro, Exp]
type = Explod
Trigger1 = (movehit)&&(animelemtime(2)=[1,3])
anim = 1007
pos = 0,5
postype = p2
id = 1007
bindtime = 1
persistent = 0
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State Hel, 1]; kaboom
type = Helper
Trigger1 = (movehit)&&(animelemtime(2)=[1,3])
stateno = 1010
pos = 0,5
postype = p2
persistent = 0
ignorehitpause = 0
id = 1010
ownpal = 1
size.xscale = .5
size.yscale = .5

[State Exp, 1]; animação de fogo do golpe
type = Explod
trigger1 = (animelem=6)&&(command!="hold_x")&&(command!="hold_y")
anim = 927
pos = 0,0
postype = p1
id = 927
bindtime = -1
ignorehitpause = 0
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Hit, 1]
type = HitDef
Trigger1 = animelem = 2
damage = 10,5
attr = C,SA
hitflag = MAFD
guardflag = L
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,0
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -2
air.velocity = -2,1
airguard.velocity = -2,1.5
kill = 0
palfx.Time = 12
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(2)=[1,3])
anim = 989
pos = 0,-25
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(2)=[1,3])
anim = 986
pos = 7,-25
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 2]
type = HitDef
Trigger1 = animelemtime(5) = [3,5]
damage = 15,5
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,3
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -4,ifelse(command="hold_x" || command="hold_y",-9,-16-((var(7)=1)*5))
air.velocity = -4,ifelse(command="hold_x" || command="hold_y",-8,-15-((var(7)=1)*5))
airguard.velocity = -2,1.5
fall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(5)=[1,5])
anim = 955
pos = 0,-85
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(5)=[1,5])
anim = 984
pos = 7,-85
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 3]
type = HitDef
Trigger1 = animelem = 9
damage = 35,10
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -8,-8
air.velocity = -8,-8
airguard.velocity = -5,1.5
fall = 1
fall.recovertime = 45
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,6])
anim = 996
pos = 0,-75
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(9)=[1,6])
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit)&&(animelemtime(9)=6)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (movehit)&&(animelemtime(9)=6)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State ChangeS, 1]; COMBO - hyper3
type = ChangeState
Trigger1 = (var(1)!=1)&&(var(7)=1)&&(power>=1000)&&(animelem=3)&&(random=[0,250])
value = 930

[State ChangeS, 1]; COMBO - order
type = ChangeState
Trigger1 = (var(1)!=1)&&(var(7)=1)&&(power>=1000)&&(animelem=3)&&(random=[750,999])
value = 900

[State ChangeS, 1]; COMBO - hyper explod
type = ChangeState
Trigger1 = (var(1)!=1)&&(var(7)=1)&&(power>=1000)&&(animelem=6)&&(random=[0,500])
value = 904

[State ChangeS, 1]
type = ChangeState
Trigger1 = (command="hold_x")&&(animelem=6)
trigger2 = (var(7)=1)&&(animelem=6)&&(random<250)
value = 622

[State ChangeS, 1]
type = ChangeState
Trigger1 = (command="hold_y")&&(animelem=6)
trigger2 = (var(7)=1)&&(animelem=6)&&(random>750)
value = 909

;---------------------------------------------------------------------------
[Statedef 1014, diporva fraco]
type    = S
movetype = A
physics = S
Anim = 1014
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1014, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1017

[State 1014, VelAdd]
type = VelAdd
trigger1 = animelem = 4
x = 4
y = -7.5

[State 1014, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A
physics = A

[State 1014, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=4)&&(p2movetype!=H)
value = 1220,0

[State 1014, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=4)&&(p2movetype=H)
value = 1200,7-((var(1)=1)*5)

[State 1014, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=8)&&(movehit)
value = 1200,6

[State 1014, PlaySnd]; pulo
type = PlaySnd
trigger1 = animelem = 4
value = 40,0

[State 1014, PlaySnd]; chute
type = PlaySnd
trigger1 = animelem = 7
value = 201,3

[State 1014, PlaySnd]; fogo
type = PlaySnd
trigger1 = animelem = 8
value = 205,23

[State 1015, Pause]
type = Pause
trigger1 = (gametime*2)&&(p2movetype=H)&&(time=[10,16])
time = 3

[State fumaça1, Exp]
type = Explod
Trigger1 = animelem = 3
anim = 992
pos = -5,0
postype = p1
id = 992
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = 0.3,0.3

[State Exp, 1]
type = Explod
trigger1 = animelem = 7
anim = 917
pos = -40,-100
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State fogochute, Exp]
type = Explod
Trigger1 = animelem = 8
anim = 1020
pos = -45,10
postype = p1
id = 1020
bindtime = 7
persistent = 0
ignorehitpause = 0
removeongethit = 1
sprpriority = 6
ownpal = 1
scale = .5,.5

[State Exp, 1]
type = Explod
trigger1 = animelemtime(8) = [1,2]
anim = 917
pos = 0,-100
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 9
anim = 917
pos = 35,-90
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 10
anim = 917
pos = 70,-60
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 11
anim = 917
pos = 60,-40
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 12
anim = 917
pos = 5,-20
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 13
anim = 917
pos = -10,10
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Hit, 1]
type = HitDef
Trigger1 = animelem = 4
damage = 25,5
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,3
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -6,-6
air.velocity = -6,-5
airguard.velocity = -3,1.5
fall = 1
fall.recover = 0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(4)=[1,8])
anim = 955
pos = 0,-75
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(4)=[1,8])
anim = 984
pos = 7,-75
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 2]
type = HitDef
Trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
damage = ifelse(time>=32,35,20),10
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,ifelse(time>=32,2,0)
guardsound = s203,0
pauseTime = ifelse(time>=32,18,6),ifelse(time>=32,14,4)
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = ifelse(time>=32,-10,-1),ifelse(time>=32,14,2)
air.velocity = ifelse(time>=32,-10,-1),ifelse(time>=32,14,2)
airguard.velocity = -1,1.5
fall = ifelse(time>=32,1,0)
palfx.Time = ifelse(time>=32,75,12)
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(10)=1)
anim = 955
pos = 0,-85
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(10)=1)
anim = 986
pos = 7,-85
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(11)=1)
anim = 989
pos = 0,-65
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(11)=1)
anim = 986
pos = 7,-65
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(12)=1)
anim = 996
pos = 0,-20
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(12)=1)
anim = 986
pos = 7,-20
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(12)=1)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(12)=1)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

;---------------------------------------------------------------------------
[Statedef 1015, diporva medio]
type    = S
movetype = A
physics = S
Anim = 1015
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1014, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1018

[State 1014, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(animelem=11)

[State 1014, VelAdd]
type = VelAdd
trigger1 = animelem = 4
x = 5
y = -7.3

[State 1014, VelAdd]
type = VelAdd
trigger1 = animelem = 19
x = -7
y = -7

[State 1015, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A
physics = A

[State 1015, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=4)&&(p2movetype!=H)
value = 1220,1

[State 1015, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=4)&&(p2movetype=H)
value = ifelse(var(1)=1,1200,0),ifelse(var(1)=1,0,283)

[State 1015, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=18)&&(movehit)
value = ifelse(var(1)=1,1200,0),ifelse(var(1)=1,3,282)

[State 1015, PlaySnd]; pulo
type = PlaySnd
trigger1 = animelem = 4
value = 40,0

[State 1015, PlaySnd]; espadada
type = PlaySnd
trigger1 = animelem = 6
value = 201,4

[State 1015, PlaySnd]; fogo
type = PlaySnd
trigger1 = animelem = 19
value = 205,ifelse(var(1)=1,14,21)

[State 1015, Pause]
type = Pause
trigger1 = (gametime*2)&&(movehit)&&(time=[31,39])
time = 3

[State fumaça1, Exp]
type = Explod
Trigger1 = animelem = 3
anim = 992
pos = -5,0
postype = p1
id = 992
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = 0.3,0.3

[State fogogolpe, Exp]
type = Explod
Trigger1 = animelem = 12
anim = 1021
pos = 60,-95
postype = p1
id = 1021
bindtime = 11
persistent = 0
ignorehitpause = 0
removeongethit = 1
sprpriority = 6
ownpal = 1
scale = .5+((var(1)=1)*0.1),.5+((var(1)=1)*0.1)

[State Exp, 1]; foguinhos
type = Explod
trigger1 = animelem = 17
anim = 917
pos = 40,-80
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(18) = [1,2]
anim = 917
pos = 40,-75
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(19) = [1,4]
anim = 917
pos = 55,-90
postype = p1
random = 35,35
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(19) = [1,4]
anim = 917
pos = 45,-45
postype = p1
random = 35,35
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(20) = [2,3]
anim = 917
pos = 60,-120
postype = p1
random = 35,35
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(20) = [2,3]
anim = 917
pos = 60,-20
postype = p1
random = 35,35
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 21
anim = 917
pos = 40,-80
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Hit, 1]
type = HitDef
Trigger1 = animelem = 4
damage = 25,5
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,3
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -8,-6
air.velocity = -8,-5
airguard.velocity = -3,1.5
fall = 1
fall.recover = 0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(4)=[1,8])
anim = 955
pos = 0,-75
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(4)=[1,8])
anim = 984
pos = 7,-75
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 2]
type = HitDef
Trigger1 = animelem = 7
damage = 35,10
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,4
guardsound = s203,1
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 16
guard.hitTime = 12
air.hitTime = 14
ground.velocity = -5,-4
air.velocity = -5,-4
airguard.velocity = -2,1.5
fall = 1
fall.recover = 0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(7)=1)
anim = ifelse(var(1)=1,988,987)
pos = 0,-75
facing = -1
postype = p2
id = ifelse(var(1)=1,988,987)
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(7)=1)
anim = ifelse(var(1)=1,991,990)
pos = 0,-75
facing = -1
postype = p2
id = ifelse(var(1)=1,991,990)
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitspark, Exp]
type = Explod
Trigger1 =(movehit=1)&&(animelemtime(7)=1)
anim = ifelse(var(1)=1,987,988)
pos = 0,-75
facing = -1
postype = p2
id = ifelse(var(1)=1,987,988)
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(7)=1)
anim = ifelse(var(1)=1,990,991)
pos = 0,-75
facing = -1
postype = p2
id = ifelse(var(1)=1,990,991)
bindtime = 2
persistent = 0
ignorehitpause = 1
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(7)=1)
anim = 985
pos = 7,-75
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 3]
type = HitDef
Trigger1 = animelem = 19
damage = 50,15
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s203,2;202,2
guardsound = s203,4
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -8,-3
air.velocity = -8,-3
airguard.velocity = -5,1.5
fall = 1
fall.recovertime = 50
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,6])
anim = 996
pos = 0,-75
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(19)=[1,4])
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(19)=[1,4])
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(19)=[1,4])
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1015, velset]
type = velset
trigger1 = animelem = 22
y = 0

[State 1015, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 22
statetype = C
physics = C

[State 1015, posset]
type = posset
trigger1 = animelem = 22
y = 0

[State fumaça2, Exp]
type = Explod
Trigger1 = animelem = 22
anim = 993
pos = -8,3
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
sprpriority = 3
ownpal = 1
scale = 0.2,0.2

[State fumaça2, Exp]
type = Explod
Trigger1 = animelem = 22
anim = 993
pos = 6,3
facing = -1
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
sprpriority = 3
ownpal = 1
scale = 0.2,0.2

[State 1015, PlaySnd]
type = PlaySnd
trigger1 = animelem = 22
value = 47,0

[State 1015, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1016, diporva forte]
type    = S
movetype = A
physics = S
Anim = 1016
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1016, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1019

[State 1016, Turn]
type = Turn
trigger1 = (p2dist x < 0)&&(animelem=12)

[State 1016, VelAdd]
type = VelAdd
trigger1 = animelem = 4
x = 8.5
y = -8

[State 1016, Velset]
type = Velset
trigger1 = time = [40,48]
x = 0
y = 0

[State 1016, VelAdd]
type = VelAdd
trigger1 = animelem = 25
x = -1.5
y = -5

[State 1016, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A
physics = A

[State 1016, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=4)&&(p2movetype!=H)
value = 1220,2

[State 1016, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=4)&&(p2movetype=H)
value = 1200,1

[State 1016, PlaySnd]; grito
type = PlaySnd
trigger1 = (animelem=19)&&(movehit)
value = 1200,4+((var(1)=1)*1)

[State 1016, PlaySnd]; pulo
type = PlaySnd
trigger1 = animelem = 4
value = 40,0

[State PlayS, 1]; inga
type = PlaySnd
trigger1 = animelem=9
value = 201, 4

[State PlayS, 1]; inga
type = PlaySnd
trigger1 = animelem=9
value = 201, 7

[State 1016, PlaySnd]; chute
type = PlaySnd
trigger1 = animelem = 16
value = 201,3

[State 1016, PlaySnd]; fogo
type = PlaySnd
trigger1 = animelem = 17
value = 205,21

[State 1016, PlaySnd]; fogo acertando
type = PlaySnd
trigger1 = animelem = 19
value = 205,8;12

[State 1016, PlaySnd]; fogo acertando 2
type = PlaySnd
trigger1 = animelem = 19
value = 205,12

[State 1016, Pause]
type = Pause
trigger1 = (gametime*2)&&(movehit)&&(time=[29,39])
time = 3

[State fumaça1, Exp]
type = Explod
Trigger1 = animelem = 3
anim = 992
pos = -5,0
postype = p1
id = 992
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = 0.3,0.3

[State 1016, Explod]; inga
type = Explod
trigger1 = animelem = 3
anim = 624
ID = 624
pos = -10,-95
postype = p1  ;p2,front,back,left,right
bindtime = 14
scale = .5+((var(1)=1)*.1),.5+((var(1)=1)*.1)
sprpriority = 4
ownpal = 0
removeongethit = 1
ignorehitpause = 0

[State fogochute, Exp]
type = Explod
Trigger1 = animelem = 17
anim = 1020
pos = -45,10
postype = p1
id = 1020
bindtime = 7
persistent = 0
ignorehitpause = 0
removeongethit = 1
sprpriority = 6
ownpal = 1
scale = .5,.5

[State brilho, Exp]
type = Explod
Trigger1 = animelem = 16
anim = 975
pos = ifelse(var(1)=1,45,40),ifelse(var(1)=1,-35,-40)
postype = p1
id = 975
bindtime = 12
persistent = 0
ignorehitpause = 0
removeongethit = 1
sprpriority = 3
ownpal = 1
scale = .2,.4

[State kabum, Exp]
type = Explod
Trigger1 = animelem = 19
anim = 932
pos = 40,-35
postype = p1
id = 932
bindtime = 1
persistent = 0
ignorehitpause = 0
removeongethit = 1
sprpriority = 8
ownpal = 1
scale = .5,.5

[State Exp, 1]; foguinhos
type = Explod
trigger1 = animelem = 16
trigger2 = animelem = 23
anim = 917
pos = -40,-100
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(17) = [1,2]
trigger2 = animelem = 22
anim = 917
pos = 0,-100
postype = p1
random = 25,25
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 18
trigger2 = animelem = 23
anim = 917
pos = 35,-90
postype = p1
random = 25,25
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(18) = 2
trigger2 = animelem = 22
anim = 917
pos = 70,-60
postype = p1
random = 25,25
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelemtime(18) = 3
trigger2 = animelem = 21
anim = 917
pos = 60,-40
postype = p1
random = 25,25
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 19
trigger2 = animelem = 21
anim = 917
pos = 5,-20
postype = p1
random = 25,25
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = animelem = 20
trigger2 = animelem = 24
anim = 917
pos = -10,10
postype = p1
random = 35,35
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Hit, 1]
type = HitDef
Trigger1 = animelem = 4
Trigger2 = animelem = 5
damage = 20,5
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,3
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -9,-2.5
air.velocity = -9,-1.5
airguard.velocity = -3,1.5
fall = 1
fall.recover = 0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(4)=[1,2])
anim = 955
pos = 0,-75
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(4)=[1,2])
anim = 984
pos = 7,-75
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(5)=[1,2])
anim = 955
pos = 0,-75
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(5)=[1,2])
anim = 984
pos = 7,-75
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 2]
type = HitDef
Trigger1 = animelem = 9
trigger2 = animelem = 19
damage = ifelse(time>=32,70,25),ifelse(time>=32,20,5)
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = diagup
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,ifelse(time>=32,2,0)
guardsound = s203,ifelse(time>=32,4,0)
pauseTime = ifelse(time>=32,18,6),ifelse(time>=32,18,4)
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = ifelse(time>=32,-16,-6),ifelse(time>=32,14,-3.5)
air.velocity = ifelse(time>=32,-16,-6),ifelse(time>=32,14,-3.5)
airguard.velocity = -4,2.5
fall = 1
fall.recover = 0
palfx.Time = ifelse(time>=32,75,12)
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=[1,3])
anim = 989
pos = 0,-75
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(9)=[1,3])
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(19)=[1,4])
anim = 996
pos = 0,-50
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(19)=[1,4])
anim = 986
pos = 7,-50
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(19)=[1,4])
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(19)=[1,4])
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

;---------------------------------------------------------------------------
[Statedef 1024, voadora fraca]
type    = A
movetype = A
physics = A
Anim = 1024
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1024, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1027

[State 1024, VelSet]
type = VelSet
trigger1 = time = [0,23]
x = 0
y = 0

[State 1024, Veladd]
type = Veladd
trigger1 = time >= 24
y = 2

[State 1024, PlaySnd]; grito
type = PlaySnd
trigger1 = time = 0
value = ifelse(random<500,1610,1650),0

[State 1024, PlaySnd]; fogo
type = PlaySnd
trigger1 = animelem = 5
value = 205,17
channel = 4

[State 1024, PlaySnd]; golpe
type = PlaySnd
trigger1 = animelem = 7
value = S201,3

[State 1024, PlaySnd]; roupa
type = PlaySnd
trigger1 = animelem = 8
value = S205,0

[State Exp, 1]; fogo 1
type = Explod
trigger1 = time = 8
anim = 962
pos = 10,-75
postype = p1
bindtime = 12
id = 962
ignorehitpause = 0
removeongethit = 1
sprpriority = 3
ownpal = 1
scale = 0.4,0.4

[State Exp, 1]; fogo 2
type = Explod
trigger1 = time = 24
anim = 994
pos = -8,15
postype = p1
bindtime = -1
id = 994
ignorehitpause = 0
removeongethit = 1
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time >= 22
anim = 917
pos = -5,-10
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.6,0.8

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time >= 23
anim = 917
pos = -25,-5
postype = p1
id = 917
ignorehitpause = 0
sprpriority = -1
ownpal = 1
scale = 0.4,0.5

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time >= 23
anim = 917
pos = 13,-15
postype = p1
id = 917
ignorehitpause = 0
sprpriority = -1
ownpal = 1
scale = 0.4,0.5

[State Hit, 1]
type = HitDef
Trigger1 = animelem = 5
damage = 20,5
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,0
guardsound = s203,3
pauseTime = 8,8
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 24
guard.hitTime = 12
air.hitTime = 22
ground.velocity = 2,2
air.velocity = 2,2
airguard.velocity = -1,2.5
fall = ifelse(p2statetype=A,1,0)
palfx.Time = 12
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(5)=[1,8])
anim = 989
pos = 0,-75
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(5)=[1,8])
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hit, 1]
type = HitDef
Trigger1 = animelem = 9
damage = 50,10
attr = A,SA
hitflag = MAFD
guardflag = HA
Animtype = heavy
ground.type = trip
air.type = trip
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,0
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = 0,10
air.velocity = 0,10
airguard.velocity = 0,6
fall = 1
fall.recover = 0
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)>=1)
anim = 996
pos = 0,ifelse(p2statetype=S,-85,-25)
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(9)>=1)
anim = 986
pos = 7,ifelse(p2statetype=S,-85,-25)
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State PlayS, 1]
type = PlaySnd
Trigger1 = (movehit=1)&&(animelemtime(9)>=1)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (movehit=1)&&(animelemtime(9)>=1)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

;---------------------------------------------------------------------------
[Statedef 1025, voadora media]
type    = A
movetype = A
physics = A
Anim = 1025
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1025, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1028

[State 1025, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0

[State 1025, VelSet]
type = VelSet
trigger1 = time = [0,16]
x = 0
y = 0

[State 1025, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 14
y = 8

[State AngleD, 1]
type = AngleDraw
trigger1 = time >= 5

[State AngleA, 1]
type = AngleAdd
trigger1 = time = [5,16]
value = -4

[State 1025, PlaySnd]; grito - talvez retirar
type = PlaySnd
trigger1 = (var(1)!=1)&&(time=0)
value = ifelse(random<300,1610,3115),1

[State 1025, PlaySnd]; fogo
type = PlaySnd
trigger1 = animelem = 1
value = S205,17
channel = 4

[State 1025, PlaySnd]; golpe
type = PlaySnd
trigger1 = animelem = 7
value = S201,3

[State 1025, PlaySnd]; roupa
type = PlaySnd
trigger1 = animelem = 8
value = S205,0

[State Exp, 1]; fogo 1
type = Explod
trigger1 = time = 0
anim = 962
pos = 10,-75
postype = p1
bindtime = 12
id = 962
ignorehitpause = 0
removeongethit = 1
sprpriority = 3
ownpal = 1
scale = 0.4,0.4

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time >= 15
anim = 917
pos = 55,-20
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]; foguinhos
type = Explod
trigger1 = time >= 15
anim = 917
pos = -40,-75
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.4,0.4

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
damage = 60,10
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = heavy
ground.type = high
air.type = high
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,3
pauseTime = 8,8
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 20
ground.velocity = -3,0
air.velocity = -3,-2
airguard.velocity = -1,2.5
air.fall = 1
fall.recovertime = 60
palfx.Time = 12
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-75
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

;---------------------------------------------------------------------------
[Statedef 1026, voadora forte]
type    = A
movetype = A
physics = A
Anim = 1026
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1026, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1029

[State 1026, VelSet]
type = VelSet
trigger1 = time = [0,15]
x = 0
y = 0

[State 1026, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 14
y = 0

[State 1026, PlaySnd]; grito
type = PlaySnd
trigger1 = time = 0
value = ifelse(random<500,1610,1650),2

[State 1026, PlaySnd]; fogo
type = PlaySnd
trigger1 = time = 0
value = S205,17
channel = 4

[State 1026, PlaySnd]; golpe
type = PlaySnd
trigger1 = animelem = 5
value = S201,3

[State 1026, PlaySnd]; roupa
type = PlaySnd
trigger1 = animelem = 6
value = S205,0

[State Exp, 1]; fogo 1
type = Explod
trigger1 = time = 0
anim = 962
pos = 10,-75
postype = p1
bindtime = 12
id = 962
ignorehitpause = 0
removeongethit = 1
sprpriority = 3
ownpal = 1
scale = 0.4,0.4

[State Exp, 1]; foguinhos
type = Explod
trigger1 = (time>=14)&&(pos y <= -20)&&(!movehit)
anim = 917
pos = 60,-75
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]; foguinhos
type = Explod
trigger1 = (time>=14)&&(pos y <= -20)&&(!movehit)
anim = 917
pos = -10,-45
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.4,0.4

[State Hit, 1]
type = HitDef
Trigger1 = time = 0
damage = 70,15
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = diagup
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 24
guard.hitTime = 12
air.hitTime = 22
ground.velocity = -10,-4
air.velocity = -10,-4
airguard.velocity = -6,6
fall = 1
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 996
pos = 0,-75
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = movehit
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1026, veladd]
type = veladd
trigger1 = movehit
x = -15
y = -6
persistent = 0

[State 1026, ChangeAnim]
type = ChangeAnim
trigger1 = movehit
value = ifelse(var(1)=1,1037,1036)
persistent = 0

[State 1026, ChangeAnim]
type = ChangeAnim
trigger1 = time = 32
trigger2 = animtime = 0
value = ifelse(var(1)=1,52,44)

;---------------------------------------------------------------------------
[Statedef 1027, chute voador]
type    = A
movetype = I
physics = A
Anim = 1069
velset = ifelse(prevstateno=814,10,0)
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1070

[State 1027, AngleSet]
type = AngleSet
trigger1 = time = 0
trigger2 = backedgedist<=5
trigger3 = anim = 44+((var(1)=1)*8) || anim = 1036+((var(1)=1)*1)
value = 0

[State 1027, NotHitBy]
type = NotHitBy
trigger1 = time <= 10
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1

[State 1027, posset]
type = posset
trigger1 = (time <= 2)&&(pos y = 0)
y = -1

[State 1027, Veladd]
type = Veladd
trigger1 = animelem = 2
x = -14
y = -7
persistent = 0

[State AngleD, 1]
type = AngleDraw
trigger1 = (time>=6)&&(backedgedist>5)&&(anim!=44+((var(1)=1)*8))&&(anim != 1036+((var(1)=1)*1))

[State AngleA, 1]
type = AngleAdd
trigger1 = (time>=6)&&(backedgedist>5)&&(anim!=44+((var(1)=1)*8))&&(anim != 1036+((var(1)=1)*1))
value = ifelse(anim=1071+((var(1)=1)*1),fvar(6)*-.5,30)

;[State 1027, PlaySnd]; grito
;type = PlaySnd
;trigger1 =
;value =

[State 1027, PlaySnd]; woosh
type = PlaySnd
trigger1 = animelem = 2
value = 900,0
persistent = 0

[State 1027, PlaySnd]; pegando na parede
type = PlaySnd
Trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(1)=1)
value = 203,1

[State 1027, PlaySnd]; impulso
type = PlaySnd
Trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(2)=1)
value = 205,23

[State AfterI, 1]
type = AfterImage
Trigger1 = time = 0
Trigger2 = (anim=1071+((var(1)=1)*1))&&(animelemtime(1)=1)
timegap = 1
framegap = 3
length = 12
time = 18
palcontrast = 195,195,195
palmul = 0.75,0.75,0.75
trans = add1

[State 1027, Exp]; dash
type = Explod
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(1)=6)
anim = 1022
pos = 0,-70
postype = p1
id = 1022
bindtime = 1
persistent = 0
sprpriority = 2
ownpal = 1
scale = .5,.5

[State 1027, Exp]; dash
type = Explod
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(1)=6)
anim = 1023
pos = 0,-70
postype = p1
id = 1023
bindtime = 1
persistent = 0
sprpriority = -1
ownpal = 1
scale = .5,.5

[State Exp, 1]; brilho
type = Explod
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(2)=[1,80])
anim = 975
pos = -36,-65
postype = p1
id = 975
removetime = 5
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = ifelse(var(1)=1,2,0)
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(2)=[1,80])
anim = 917
pos = -40,-50
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = 0.7,0.6

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(2)=[1,80])
anim = 917
pos = -38,-60
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 5
ownpal = 1
scale = 0.6,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(2)=[1,80])
anim = 917
pos = -36,-70
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 4
ownpal = 1
scale = 0.5,0.4

[State Exp, 1]; foguinho
type = Explod
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(2)=[1,80])
anim = 917
pos = -34,-80
postype = p1
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.4,0.3

[State Exp, 1]; foguinho random
type = Explod
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(1)=[1,6])
anim = 917
pos = 0,-90
postype = p1
random = 10,50
id = 917
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho random
type = Explod
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(1)=[1,6])
anim = 917
pos = 0,-30
postype = p1
random = 10,50
id = 917
ignorehitpause = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = (backedgedist <= 1)&&(anim!=44+((var(1)=1)*8))&&(anim != 1036+((var(1)=1)*1))
value = 1071+((var(1)=1)*1)
ignorehitpause = 1
persistent = 0

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = movecontact
value = 1036+((var(1)=1)*1)
persistent = 0

[State 1027, ChangeAnim]
type = ChangeAnim
trigger1 = p2dist x < 0
trigger2 = (anim = 1036+((var(1)=1)*1))&&(animtime=0)
value = 44+((var(1)=1)*8)
persistent = 0

[State 1027, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 1071+((var(1)=1)*1)
movetype = A
ignorehitpause = 1
persistent = 0

[State 1027, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = p2dist y = [-15,15]
fv = 6
value = 0
ignorehitpause = 1

[State 1027, Varadd]
type = Varadd
trigger1 = p2dist y < 0
fv = 6
value = -.15
ignorehitpause = 1

[State 1027, Varadd]
type = Varadd
trigger1 = p2dist y > 0
fv = 6
value = .15
ignorehitpause = 1

[State 1027, Velset]
type = Velset
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(1)=[1,6])
x = 0
y = 0

[State 1027, posadd]; pra quando estiver muito no canto
type = posadd
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(1)=1)&&(pos y = [-1,0])
y = -3

[State 1027, Velset]
type = Velset
trigger1 = (anim=1071+((var(1)=1)*1))&&(animelemtime(2)=[1,80])&&(p2dist x >= 0)
x = 14
y = fvar(6)

[State Hit, 1]
type = HitDef
Trigger1 = (time=0)&&(p2statetype=A)
damage = 60,10
attr = A,SA
hitflag = MAF
guardflag = HA
Animtype = diagup
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 24
guard.hitTime = 12
air.hitTime = 22
ground.velocity = -10,-4
air.velocity = -10,-4
airguard.velocity = -6,6
fall = 1
fall.recovertime = 60
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State Hit, 1]
type = HitDef
Trigger1 = (time=0)&&(p2statetype!=A)
damage = 60,10
attr = A,SA
hitflag = MAFD
guardflag = HA
Animtype = heavy
ground.type = high
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = s202,2
guardsound = s203,4
pauseTime = 12,12
guard.pauseTime = 12,12
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 26
guard.hitTime = 12
air.hitTime = 24
ground.velocity = -5,0
air.velocity = -5,0
airguard.velocity = -6,2
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-60
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-60
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 1027, ChangeState]; air fireflame medio (ou forte)
type = ChangeState
trigger1 = (var(7)!=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)>=5)&&(command="hold_x")
trigger2 = (var(7)!=1)&&(movecontact)&&(command="hold_x")
trigger3 = (var(7)=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)>=5)&&(enemy, numproj > 0)
trigger4 = (var(7)=1)&&(movehit)&&(random=[0,165])
value = ifelse(p2movetype=H,1019,1018)
ctrl = 0

[State 1027, ChangeState]; esquiva aérea ou air baixo soco forte
type = ChangeState
trigger1 = (var(7)!=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)>=5)&&(command="hold_y")
trigger2 = (var(7)!=1)&&(movecontact)&&(command="hold_y")
trigger3 = (var(7)=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)>=5)&&(p2movetype=A)
trigger3 = (p2dist x = [0,80])&&(p2dist y = [-80,80])
trigger4 = (var(7)=1)&&(movehit)&&(random=[166,330])
value = ifelse(p2movetype=H,622,909)
ctrl = 0

[State 1027, ChangeState]; shoryuken fraco
type = ChangeState
trigger1 = (var(7)!=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)>=0)&&(command="hold_z")
trigger2 = (var(7)!=1)&&(movecontact)&&(command="hold_z")
trigger3 = (var(7)=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)=0)&&(p2movetype=A)
trigger3 = (p2dist x = [-10,55])&&(p2dist y <= 25)
trigger4 = (var(7)=1)&&(movehit)&&(random=[331,495])
trigger5 = (var(7)=1)&&(moveguarded)&&(random=[0,333])
value = 910
ctrl = 0

[State 1027, ChangeState]; voadora fraca
type = ChangeState
trigger1 = (var(7)!=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)>=5)&&(command="hold_a")
trigger2 = (var(7)!=1)&&(movecontact)&&(command="hold_a")
trigger3 = (var(7)=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)>=5)
trigger3 = (p2dist x = [-15,30])&&(p2dist y > 50)
trigger4 = (var(7)=1)&&(movehit)&&(p2statetype=C)&&(random=[496,660])
trigger5 = (var(7)=1)&&(moveguarded)&&(random=[334,666])
value = 1024
ctrl = 0

[State 1027, ChangeState]; voadora media
type = ChangeState
trigger1 = (var(7)!=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)>=5)&&(command="hold_b")
trigger2 = (var(7)!=1)&&(movecontact)&&(command="hold_b")
trigger3 = (var(7)=1)&&(movehit)&&(p2statetype!=A)&&(random=[661,825])
value = 1025
ctrl = 0

[State 1027, ChangeState]; voadora forte
type = ChangeState
trigger1 = (var(7)!=1)&&(anim=1071+((var(1)=1)*1))&&(animelemtime(2)>=5)&&(command="hold_c")
trigger2 = (var(7)!=1)&&(movecontact)&&(command="hold_c")
trigger3 = (var(7)=1)&&(movehit)&&(random=[826,999])
trigger4 = (var(7)=1)&&(moveguarded)&&(random=[667,999])
value = 1026
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 963, fireflame fraco]
type    = S
movetype = A
physics = S
Anim = 964
sprpriority = 1
poweradd = 0
ctrl = 0

[State 963, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1) = 1) && (time = 0)
value = 967

[State 963, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 963, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = command != "hold_x"
v = 17
value = 0

[State 963, VarSet]
type = VarSet
trigger1 = (var(1)=1)&&(time=[1,22])&&(command="hold_x")
v = 17
value = 1

[State 963, ChangeAnim]
type = ChangeAnim
trigger1 = (var(17)=1)&&(time=22)
trigger2 = (var(7)=1)&&(var(1)=1)&&(time=22)&&(random=[0,150])
value = 972

[State 963, ChangeAnim]
type = ChangeAnim
triggerall = anim=972
trigger1 = (command!="hold_x")&&(time>=45)
trigger2 = (var(7)=1)&&(var(1)=1)&&(time=45)&&(random=[0,500])
trigger3 = (var(7)=1)&&(var(1)=1)&&(time=96)&&(random=[501,750])
trigger4 = (var(7)=1)&&(var(1)=1)&&(time=171)&&(random=[750,900])
trigger5 = (var(7)=1)&&(var(1)=1)&&(time>=200)&&(random=[901,999])
trigger6 = (var(7)=1)&&(var(1)=1)&&(time>=45)&&(p2dist x < 0)
value = 973

[State 963, VarSet]
type = VarSet
trigger1 = (anim=973)&&(animelem=1)&&(time=[96,170])
v = 15
value = 5

[State 964, VarSet]
type = VarSet
trigger1 = (anim=973)&&(animelem=1)&&(time>=181)
v = 15
value = 6

[State 963, Env]
type = Envshake
trigger1 = (animelem = 5)&&(anim=964)
trigger2 = (animelem = 5)&&(anim=967)
trigger3 = (animelem = 7)&&(anim=964)
trigger4 = (animelem = 7)&&(anim=967)
trigger5 = (anim=973)&&(animelem=1)
time = 8

[State 963, Helper]
type = Helper
trigger1 = (animelem = 7)&&(anim=964)
trigger2 = (animelem = 7)&&(anim=967)
trigger3 = (anim=973)&&(animelem=1)
helpertype = normal
name = "fireflameproj"
ID = 971
stateno = 971
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = -1
size.xscale = 0.5
size.yscale = 0.5

[State 963, Explod]; fincada
type = Explod
trigger1 = (anim=964)&&(animelem=6)
trigger2 = (anim=967)&&(animelem=6)
anim = 969
ID = 969
pos = 40+((var(1)=1)*10),0+((var(1)=1)*5)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .3,.3
sprpriority = 2
shadow = 10,10,10

[State 963, Explod]; bolinha
type = Explod
trigger1 = (anim=972)&&(animelem=6)
anim = 955
ID = 967
pos = 85,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 3
shadow = 10,10,10

[State 963, Explod]; bolinhas carregando
type = Explod
trigger1 = (anim=972)&&(time=96)
anim = 966
ID = 967
pos = 85,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 3
shadow = 10,10,10

[State 963, Explod]; bola cheia
type = Explod
trigger1 = (anim=972)&&(time=181)
anim = 937
ID = 967
pos = 85,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .3,.3
sprpriority = 3
shadow = 10,10,10

[State Bgp, 1]
type = BGPalfx
trigger1 = time = [96,180]
mul = 200,200,200
time = 1
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time >= 181
mul = 150,150,150
time = 1
ignorehitpause = 1

[State Hel, 1]; Circulo escuro
type = Helper
trigger1 = (anim=973)&&(animelem=1)
stateno = 916
pos = 85,-59
postype = p1
id = 916
ignorehitpause = 1
persistent = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)!=1)&&(Animelem=4)
value = 1000, 0

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)=1)&&(Animelem=4)&&(anim!=973)&&(anim!=972)
value = 1000, 2

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)=1)&&(anim=973)&&(Animelem=1)&&(time < 181)
value = 1000, 1

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)=1)&&(anim=973)&&(Animelem=1)&&(time>=181)
value = 963, 0

[State PlayS, 1]; fincada
type = PlaySnd
Trigger1 = (Animelem=5)&&(anim!=973)&&(anim!=972)
value = 203, 0

[State PlayS, 1]
type = PlaySnd
Trigger1 = (anim=972)&&(Animelem=3)
value = 201, 3

[State PlayS, 1];tiro
type = PlaySnd
Trigger1 = (anim!=972)&&(Animelem=6)
trigger2 = (anim=973)&&(animelem=1)
value = 205, 20

[State 963, 1]
type = HitDef
trigger1 = (anim=964)&&(animelem=5)
trigger2 = (anim=967)&&(animelem=5)
trigger3 = (anim=972)&&(animelem=3)
trigger4 = (anim=972)&&(time>=96)&&(p2movetype!=H)
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 20, 5			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,1
guardsound = s203,2
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 18		;Time that the opponent slides back
ground.hittime  = 18
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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-1		;X-velocity at which opponent is pushed,
air.hittime = 10
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State 963, ChangeState]; COMBO - hiper 3
type = ChangeState
trigger1 = (var(1)!=1)&&(var(7)=1)&&(movehit)&&(power>=1000)&&(random=[0,500])
trigger2 = (var(1)=1)&&(var(7)=1)&&(anim=967)&&(movehit)&&(power>=1000)&&(random=[0,250])
trigger3 = (var(1)=1)&&(var(7)=1)&&(anim=972)&&(movehit)&&(power>=1000)&&(random=[251,500])
trigger4 = (var(7)=1)&&(projhit=1)&&(p2dist x = [20,60])&&(power>=1000)
value = ifelse(random<250,930,1049)

[State 963, ChangeState]; COMBO - hiper explod
type = ChangeState
triggerall = p2dist x = [10,35]
trigger1 = (var(1)!=1)&&(var(7)=1)&&(movehit)&&(power>=1000)&&(random=[501,999])
trigger2 = (var(1)=1)&&(var(7)=1)&&(anim=967)&&(movehit)&&(power>=1000)&&(random=[501,750])
trigger3 = (var(1)=1)&&(var(7)=1)&&(anim=972)&&(movehit)&&(power>=1000)&&(random=[751,999])
value = 904

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

;---------------------------------------------------------------------------
[Statedef 964, fireflame medio]
type    = S
movetype = A
physics = S
Anim = 964
sprpriority = 1
poweradd = 0
ctrl = 0

[State 964, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1) = 1) && (time = 0)
value = 967

[State 964, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 964, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = command != "hold_y"
v = 17
value = 0

[State 964, VarSet]
type = VarSet
trigger1 = (var(1)=1)&&(time=[1,22])&&(command="hold_y")
v = 17
value = 2

[State 964, ChangeAnim]
type = ChangeAnim
trigger1 = (var(17)=2)&&(time=22)
trigger2 = (var(7)=1)&&(var(1)=1)&&(time=22)&&(random=[0,150])
value = 972

[State 964, ChangeAnim]
type = ChangeAnim
triggerall = anim=972
trigger1 = (command!="hold_y")&&(time>=45)
trigger2 = (var(7)=1)&&(var(1)=1)&&(time=45)&&(random=[0,500])
trigger3 = (var(7)=1)&&(var(1)=1)&&(time=96)&&(random=[501,750])
trigger4 = (var(7)=1)&&(var(1)=1)&&(time=171)&&(random=[750,900])
trigger5 = (var(7)=1)&&(var(1)=1)&&(time>=200)&&(random=[901,999])
trigger6 = (var(7)=1)&&(var(1)=1)&&(time>=45)&&(p2dist x < 0)
value = 973

[State 964, VarSet]
type = VarSet
trigger1 = (anim=973)&&(animelem=1)&&(time=[96,170])
v = 15
value = 5

[State 964, VarSet]
type = VarSet
trigger1 = (anim=973)&&(animelem=1)&&(time>=181)
v = 15
value = 6

[State 964, Env]
type = Envshake
trigger1 = (animelem = 5)&&(anim=964)
trigger2 = (animelem = 5)&&(anim=967)
trigger3 = (animelem = 7)&&(anim=964)
trigger4 = (animelem = 7)&&(anim=967)
trigger5 = (anim=973)&&(animelem=1)
time = 8

[State 964, Helper]
type = Helper
trigger1 = (animelem = 7)&&(anim=964)
trigger2 = (animelem = 7)&&(anim=967)
trigger3 = (anim=973)&&(animelem=1)
helpertype = normal
name = "fireflameproj"
ID = 971
stateno = 971
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = -1
size.xscale = 0.5
size.yscale = 0.5

[State 964, Explod]; fincada
type = Explod
trigger1 = (anim=964)&&(animelem=6)
trigger2 = (anim=967)&&(animelem=6)
anim = 969
ID = 969
pos = 40+((var(1)=1)*10),0+((var(1)=1)*5)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .3,.3
sprpriority = 2
shadow = 10,10,10

[State 964, Explod]; bolinha
type = Explod
trigger1 = (anim=972)&&(animelem=6)
anim = 955
ID = 967
pos = 85,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 3
shadow = 10,10,10

[State 964, Explod]; bolinhas carregando
type = Explod
trigger1 = (anim=972)&&(time=96)
anim = 966
ID = 967
pos = 85,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 3
shadow = 10,10,10

[State 964, Explod]; bola cheia
type = Explod
trigger1 = (anim=972)&&(time=181)
anim = 937
ID = 967
pos = 85,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .3,.3
sprpriority = 3
shadow = 10,10,10

[State Bgp, 1]
type = BGPalfx
trigger1 = time = [96,180]
mul = 200,200,200
time = 1
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time >= 181
mul = 150,150,150
time = 1
ignorehitpause = 1

[State Hel, 1]; Circulo escuro
type = Helper
trigger1 = (anim=973)&&(animelem=1)
stateno = 916
pos = 85,-59
postype = p1
id = 916
ignorehitpause = 1
persistent = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)!=1)&&(Animelem=4)
value = 1000, 0

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)=1)&&(Animelem=4)&&(anim!=973)&&(anim!=972)
value = 1000, 2

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)=1)&&(anim=973)&&(Animelem=1)&&(time < 181)
value = 1000, 1

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)=1)&&(anim=973)&&(Animelem=1)&&(time>=181)
value = 963, 0

[State PlayS, 1];fincada
type = PlaySnd
Trigger1 = (Animelem=5)&&(anim!=973)&&(anim!=972)
value = 203, 0

[State PlayS, 1]
type = PlaySnd
Trigger1 = (anim=972)&&(Animelem=3)
value = 201, 3

[State PlayS, 1];tiro
type = PlaySnd
Trigger1 = (anim!=972)&&(Animelem=6)
trigger2 = (anim=973)&&(animelem=1)
value = 205, 20

[State 964, 1]
type = HitDef
trigger1 = (anim=964)&&(animelem=5)
trigger2 = (anim=967)&&(animelem=5)
trigger3 = (anim=972)&&(animelem=3)
trigger4 = (anim=972)&&(time>=96)&&(p2movetype!=H)
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 20, 5			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,0
guardsound = s203,2
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 18		;Time that the opponent slides back
ground.hittime  = 18
ground.velocity = -4,-2		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-1		;X-velocity at which opponent is pushed,
air.hittime = 10
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State 964, ChangeState]; COMBO - hiper 3
type = ChangeState
trigger1 = (var(1)!=1)&&(var(7)=1)&&(movehit)&&(power>=1000)&&(random=[0,500])
trigger2 = (var(1)=1)&&(var(7)=1)&&(anim=967)&&(movehit)&&(power>=1000)&&(random=[0,250])
trigger3 = (var(1)=1)&&(var(7)=1)&&(anim=972)&&(movehit)&&(power>=1000)&&(random=[251,500])
trigger4 = (var(7)=1)&&(projhit=1)&&(p2dist x = [20,60])&&(power>=1000)
value = ifelse(random<300,930,941)

[State 964, ChangeState]; COMBO - hiper explod
type = ChangeState
triggerall = p2dist x = [10,35]
trigger1 = (var(1)!=1)&&(var(7)=1)&&(movehit)&&(power>=1000)&&(random=[501,999])
trigger2 = (var(1)=1)&&(var(7)=1)&&(anim=967)&&(movehit)&&(power>=1000)&&(random=[501,750])
trigger3 = (var(1)=1)&&(var(7)=1)&&(anim=972)&&(movehit)&&(power>=1000)&&(random=[751,999])
value = 904

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

;---------------------------------------------------------------------------
[Statedef 965, fireflame forte]
type    = S
movetype = A
physics = S
Anim = 964
sprpriority = 1
poweradd = 0
ctrl = 0

[State 965, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1) = 1) && (time = 0)
value = 967

[State 965, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 965, VarSet]
type = VarSet
trigger1 = time = 0
trigger2 = command != "hold_z"
v = 17
value = 0

[State 965, VarSet]
type = VarSet
trigger1 = (var(1)=1)&&(time=[1,22])&&(command="hold_z")
v = 17
value = 3

[State 965, ChangeAnim]
type = ChangeAnim
trigger1 = (var(17)=3)&&(time=22)
trigger2 = (var(7)=1)&&(var(1)=1)&&(time=22)&&(random=[0,150])
value = 972

[State 965, ChangeAnim]
type = ChangeAnim
triggerall = anim=972
trigger1 = (command!="hold_z")&&(time>=45)
trigger2 = (var(7)=1)&&(var(1)=1)&&(time=45)&&(random=[0,500])
trigger3 = (var(7)=1)&&(var(1)=1)&&(time=96)&&(random=[501,750])
trigger4 = (var(7)=1)&&(var(1)=1)&&(time=171)&&(random=[750,900])
trigger5 = (var(7)=1)&&(var(1)=1)&&(time>=200)&&(random=[901,999])
trigger6 = (var(7)=1)&&(var(1)=1)&&(time>=45)&&(p2dist x < 0)
value = 973

[State 965, VarSet]
type = VarSet
trigger1 = (anim=973)&&(animelem=1)&&(time=[96,170])
v = 15
value = 5

[State 965, VarSet]
type = VarSet
trigger1 = (anim=973)&&(animelem=1)&&(time>=181)
v = 15
value = 6

[State 965, Env]
type = Envshake
trigger1 = (animelem = 5)&&(anim=964)
trigger2 = (animelem = 5)&&(anim=967)
trigger3 = (animelem = 7)&&(anim=964)
trigger4 = (animelem = 7)&&(anim=967)
trigger5 = (anim=973)&&(animelem=1)
time = 8

[State 965, Helper]
type = Helper
trigger1 = (animelem = 7)&&(anim=964)
trigger2 = (animelem = 7)&&(anim=967)
trigger3 = (anim=973)&&(animelem=1)
helpertype = normal
name = "fireflameproj"
ID = 971
stateno = 971
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = -1
size.xscale = 0.5
size.yscale = 0.5

[State 965, Explod]; fincada
type = Explod
trigger1 = (anim=964)&&(animelem=6)
trigger2 = (anim=967)&&(animelem=6)
anim = 969
ID = 969
pos = 40+((var(1)=1)*10),0+((var(1)=1)*5)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .3,.3
sprpriority = 2
shadow = 10,10,10

[State 965, Explod]; bolinha
type = Explod
trigger1 = (anim=972)&&(animelem=6)
anim = 955
ID = 967
pos = 85,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 3
shadow = 10,10,10

[State 965, Explod]; bolinhas carregando
type = Explod
trigger1 = (anim=972)&&(time=96)
anim = 966
ID = 967
pos = 85,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 3
shadow = 10,10,10

[State 965, Explod]; bola cheia
type = Explod
trigger1 = (anim=972)&&(time=181)
anim = 937
ID = 967
pos = 85,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .3,.3
sprpriority = 3
shadow = 10,10,10

[State Bgp, 1]
type = BGPalfx
trigger1 = time = [96,180]
mul = 200,200,200
time = 1
ignorehitpause = 1

[State Bgp, 1]
type = BGPalfx
trigger1 = time >= 181
mul = 150,150,150
time = 1
ignorehitpause = 1

[State Hel, 1]; Circulo escuro
type = Helper
trigger1 = (anim=973)&&(animelem=1)
stateno = 916
pos = 85,-59
postype = p1
id = 916
ignorehitpause = 1
persistent = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)!=1)&&(Animelem=4)
value = 1000, 0

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)=1)&&(Animelem=4)&&(anim!=973)&&(anim!=972)
value = 1000, 2

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)=1)&&(anim=973)&&(Animelem=1)&&(time < 181)
value = 1000, 1

[State PlayS, 1]; Grito do golpe
type = PlaySnd
Trigger1 = (var(1)=1)&&(anim=973)&&(Animelem=1)&&(time>=181)
value = 963, 0

[State PlayS, 1];fincada
type = PlaySnd
Trigger1 = (Animelem=5)&&(anim!=973)&&(anim!=972)
value = 203, 0

[State PlayS, 1]
type = PlaySnd
Trigger1 = (anim=972)&&(Animelem=3)
value = 201, 3

[State PlayS, 1];tiro
type = PlaySnd
Trigger1 = (anim!=972)&&(Animelem=6)
trigger2 = (anim=973)&&(animelem=1)
value = 205, 20

[State 965, 1]
type = HitDef
trigger1 = (anim=964)&&(animelem=5)
trigger2 = (anim=967)&&(animelem=5)
trigger3 = (anim=972)&&(animelem=3)
trigger4 = (anim=972)&&(time>=96)&&(p2movetype!=H)
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 20, 5			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,2
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 18		;Time that the opponent slides back
ground.hittime  = 18
ground.velocity = -4,-2		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-1		;X-velocity at which opponent is pushed,
air.hittime = 10
fall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State 965, ChangeState]; COMBO - hiper 3
type = ChangeState
trigger1 = (var(1)!=1)&&(var(7)=1)&&(movehit)&&(power>=1000)&&(random=[0,500])
trigger2 = (var(1)=1)&&(var(7)=1)&&(anim=967)&&(movehit)&&(power>=1000)&&(random=[0,250])
trigger3 = (var(1)=1)&&(var(7)=1)&&(anim=972)&&(movehit)&&(power>=1000)&&(random=[251,500])
trigger4 = (var(7)=1)&&(projhit=1)&&(p2dist x = [20,60])&&(power>=1000)
value = ifelse(random<300,930,941)

[State 965, ChangeState]; COMBO - hiper explod
type = ChangeState
triggerall = p2dist x = [10,35]
trigger1 = (var(1)!=1)&&(var(7)=1)&&(movehit)&&(power>=1000)&&(random=[501,999])
trigger2 = (var(1)=1)&&(var(7)=1)&&(anim=967)&&(movehit)&&(power>=1000)&&(random=[501,750])
trigger3 = (var(1)=1)&&(var(7)=1)&&(anim=972)&&(movehit)&&(power>=1000)&&(random=[751,999])
value = 904

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

;---------------------------------------------------------------------------
[Statedef 1017, air fireflame fraco]
type    = A
movetype = A
physics = A
Anim = 1030
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1017, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1033

[State velset, 1]
type = velset
Trigger1 = (time<=10)&&(p2movetype=H)
y = 0

[State velset, 1]
type = velset
Trigger1 = (time=0)&&(prevstateno=110)
x = 2

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = time = 0
value = 1050,ifelse(var(1)=1,7,0)

[State Exp, 1]; brilho
type = Explod
trigger1 = time = 0
anim = 975
pos = -23,-85
postype = p1
id = 975
removetime = 6
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 2
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; brilho invertido
type = Explod
trigger1 = time = 0
anim = 1068
pos = -23,-85
postype = p1
id = 1068
removetime = 6
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 0
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho random
type = Explod
trigger1 = time <= 6
anim = 917
pos = -23,-85
postype = p1
random = 20,20
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; brilho
type = Explod
trigger1 = time = 6
anim = 975
pos = 20,-65
postype = p1
id = 975
removetime = 3
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 2
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; brilho invertido
type = Explod
trigger1 = time = 6
anim = 1068
pos = 20,-65
postype = p1
id = 1068
removetime = 3
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 0
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho random
type = Explod
trigger1 = time = [7,9]
anim = 917
pos = 20,-65
postype = p1
random = 10,10
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho random
type = Explod
trigger1 = animelemtime(3) = [1,3]
anim = 917
pos = 50,-55
postype = p1
random = 50,50
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.6,0.6

[State 1017, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "airfireflameproj"
ID = 1020
stateno = 1020
pos = 50,-55
postype = p1    ;p2,front,back,left,right
facing = -1
persistent = 0
size.xscale = 0.5
size.yscale = 0.5

[State 1017, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0
value = 44+((var(1)=1)*8)
persistent = 0

[State 1017, CtrlSet]
type = CtrlSet
trigger1 = time >= 22
value = 1

;---------------------------------------------------------------------------
[Statedef 1018, air fireflame medio]
type    = A
movetype = A
physics = A
Anim = 1031
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1018, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1034

[State velset, 1]
type = velset
Trigger1 = time<=10
Trigger2 = (time<=26)&&(p2movetype=H)
Trigger3 = (time<=26)&&(prevstateno=1027)
y = 0

[State velset, 1]
type = velset
Trigger1 = (time=0)&&(prevstateno=110) || (time=0)&&(prevstateno=1027)
x = 2

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = time = 0
value = ifelse(var(1)=1,0,1050),ifelse(var(1)=1,275,4)

[State PlayS, 1]; segundo tiro
type = PlaySnd
Trigger1 = time = 26
value = 205,21

[State Exp, 1]; brilho
type = Explod
trigger1 = time = 0
anim = 975
pos = -23,-85
postype = p1
id = 975
removetime = 6
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 2
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; brilho invertido
type = Explod
trigger1 = time = 0
anim = 1068
pos = -23,-85
postype = p1
id = 1068
removetime = 6
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 0
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho random
type = Explod
trigger1 = time <= 6
trigger2 = time = [16,21]
anim = 917
pos = ifelse(time>15,20,-23),ifelse(time>15,-75,-85)
postype = p1
random = 20,20
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; brilho
type = Explod
trigger1 = time = 6
anim = 975
pos = 20,-65
postype = p1
id = 975
removetime = 3
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 2
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; brilho invertido
type = Explod
trigger1 = time = 6
anim = 1068
pos = 20,-65
postype = p1
id = 1068
removetime = 3
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 0
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho random
type = Explod
trigger1 = time = [7,9]
trigger2 = time = [22,25]
anim = 917
pos = ifelse(time>15,45,20),ifelse(time>15,-100,-65)
postype = p1
random = 10,10
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho random
type = Explod
trigger1 = animelemtime(3) = [1,2]
trigger2 = time = [26,32]
anim = 917
pos = ifelse(time>15,45,20),ifelse(time>15,-100,-65)
postype = p1
random = 50,50
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]; fogo do segundo tiro
type = Explod
trigger1 = time = 15
anim = 1021
pos = 60,-100
postype = p1
id = 1021
removetime = -2
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 2
ownpal = 1
scale = 0.35,0.35

[State 1018, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "airfireflameproj"
ID = 1020
stateno = 1020
pos = 50,-55
postype = p1    ;p2,front,back,left,right
facing = -1
persistent = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, 1]
type = projectile
trigger1 = time=26
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 40+((var(1)=1)*10), 10
ProjID = 977
projanim = 1074
projhitanim = 965;963
projscale = .5,.5
projremovetime = 100
velocity = 7,ifelse(command="holdup",-3,0)+(ifelse(command="holddown",3,0))
projpriority = 1
postype = p1
offset = 50,-100
animtype = back		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 5			;Time attacker pauses, time opponent shakes
hitsound = s202,2			;Sound to play on hit
guardsound = s203,0
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = -5+((var(1)=1)*2)
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5+((var(1)=1)*2),-2
air.hittime = 20
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = ProjHittime(977) = 1
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = ProjHittime(977) = 1
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]; foguinho random
type = Explod
Trigger1 = Projcontacttime(977) = 1
anim = 917
pos = -15,0
postype = p2
random = 50,0
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.3,0.3

[State Exp, 1]; foguinho random
type = Explod
Trigger1 = Projcontacttime(977) = 1
anim = 917
pos = 0,0
postype = p2
random = 50,0
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]; foguinho random
type = Explod
Trigger1 = Projcontacttime(977) = 1
anim = 917
pos = 15,0
postype = p2
random = 50,0
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.3,0.3

[State 1018, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0
value = 44+((var(1)=1)*8)
persistent = 0

[State 1018, CtrlSet]
type = CtrlSet
trigger1 = time >= 40
value = 1

;---------------------------------------------------------------------------
[Statedef 1019, air fireflame forte]
type    = A
movetype = A
physics = A
Anim = 1032
sprpriority = 1
poweradd = 0
ctrl = 0

[State 1019, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(time=0)
value = 1035

[State velset, 1]
type = velset
Trigger1 = time<=10
Trigger2 = (time<=25)&&(p2movetype=H)
y = 0

[State velset, 1]
type = velset
Trigger1 = (time=0)&&(prevstateno=110) || (time=0)&&(prevstateno=1027)
x = 2

[State PlayS, 1]; grito
type = PlaySnd
Trigger1 = time = 0
value = 1050,7-((var(1)=1)*5)

[State Exp, 1]; brilho
type = Explod
trigger1 = time = 0
trigger2 = animelem = 7
anim = 975
pos = ifelse(time>15,-20,-23),ifelse(time>15,-140,-85)
postype = p1
id = 975
removetime = 6
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 2
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; brilho invertido
type = Explod
trigger1 = time = 0
trigger2 = animelem = 7
anim = 1068
pos = ifelse(time>15,-20,-23),ifelse(time>15,-140,-85)
postype = p1
id = 1068
removetime = 6
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 0
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho random
type = Explod
trigger1 = time <= 6
trigger2 = animelemtime(7) = [1,6]
anim = 917
pos = ifelse(time>15,-20,-23),ifelse(time>15,-140,-85)
postype = p1
random = 20,20
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; brilho
type = Explod
trigger1 = time = 6
trigger2 = time = 22
anim = 975
pos = ifelse(time>15,45,20),ifelse(time>15,-100,-65)
postype = p1
id = 975
removetime = 3
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 2
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; brilho invertido
type = Explod
trigger1 = time = 6
trigger2 = time = 22
anim = 1068
pos = ifelse(time>15,45,20),ifelse(time>15,-100,-65)
postype = p1
id = 1068
removetime = 3
bindtime = -1
ignorehitpause = 0
removeongethit = 1
sprpriority = 0
ownpal = 1
scale = 0.2,0.2

[State Exp, 1]; foguinho random
type = Explod
trigger1 = time = [7,9]
trigger2 = time = [22,25]
anim = 917
pos = ifelse(time>15,45,20),ifelse(time>15,-100,-65)
postype = p1
random = 10,10
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho random
type = Explod
trigger1 = animelemtime(3) = [1,2]
trigger2 = animelemtime(10) = [1,6]
anim = 917
pos = ifelse(time>15,45,20),ifelse(time>15,-100,-65)
postype = p1
random = 50,50
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.6,0.6

[State 1019, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "airfireflameproj"
ID = 1020
stateno = 1020
pos = 50,-55
postype = p1    ;p2,front,back,left,right
facing = -1
persistent = 0
size.xscale = 0.5
size.yscale = 0.5

[State 1019, Helper]
type = Helper
trigger1 = animelem = 10
helpertype = normal
name = "airfireflameproj2"
ID = 1021
stateno = 1021
pos = 50,-55
postype = p1    ;p2,front,back,left,right
persistent = 0
size.xscale = 0.3
size.yscale = 0.3

[State 1019, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0
value = 44+((var(1)=1)*8)
persistent = 0

[State 1019, CtrlSet]
type = CtrlSet
trigger1 = time >= 36
value = 1

;---------------------------------------------------------------------------
[Statedef 1020, helper airfireflameproj]
type    = A
movetype = A
physics = N
sprpriority = 3
anim = 971
ctrl = 0

[State 1020, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

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

[State 0, Angleadd]
type = Angleadd
trigger1 = time = 0
value = 45

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0

[State 0, Trans]
type = Trans
trigger1 = time >= 0
trans = add

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=1017
fvar(2) = -1.5

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=1018
fvar(2) = -3

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=1019
fvar(2) = -5

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=1017
fvar(3) = 1.5

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=1018
fvar(3) = 3

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=1019
fvar(3) = 5

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = fvar(2)
y = fvar(3)

[State PlayS, 1]; som da magia saindo
type = PlaySnd
Trigger1 = time = 0
value = 205,21

[State PlayS, 1]; magia acertando o chão
type = PlaySnd
Trigger1 = (anim=955)&&(animelemtime(1)=1)
value = 203,0
channel = 6

[State stopsnd, 1]
type = stopsnd
Trigger1 = (anim=955)&&(animtime=0)
channel = 6

[State 0, 1]
type = projectile
trigger1 = time=0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 40+((root,var(1)=1)*10), 10
ProjID = 975
projanim = 975
projhitanim = 955
projscale = .1,.1
projremovetime = -1
velocity = ifelse(root,stateno=1018,-3,ifelse(root,stateno=1019,-5,-1.5)),ifelse(root,stateno=1018,3,ifelse(root,stateno=1019,5,1.5))
projpriority = 1
postype = p1         ;p2,front,back,left,right
animtype = back		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 5			;Time attacker pauses, time opponent shakes
hitsound = s202,2			;Sound to play on hit
guardsound = s203,0
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20
ground.velocity = -5+((root,var(1)=1)*2)
airguard.velocity = 1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5+((root,var(1)=1)*2),-2
air.hittime = 18
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = (root,ProjHittime(975)=1)&&(root,p2movetype=H)
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (root,ProjHittime(975)=1)&&(root,p2movetype=H)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]; foguinho random
type = Explod
Trigger1 = root,Projcontacttime(975) = 1
trigger2 = pos y > 0
anim = 917
pos = -15,0
postype = p1
random = 50,0
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.3,0.3

[State Exp, 1]; foguinho random
type = Explod
Trigger1 = root,Projcontacttime(975) = 1
trigger2 = pos y > 0
anim = 917
pos = 0,0
postype = p1
random = 50,0
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]; foguinho random
type = Explod
Trigger1 = root,Projcontacttime(975) = 1
trigger2 = pos y > 0
anim = 917
pos = 15,0
postype = p1
random = 50,0
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.3,0.3

[State changeanim, 1]
type = changeanim
Trigger1 = root,Projcontacttime(975) = 1
trigger2 = pos y > 0
value = 955
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 955
trigger2 = pos y > 0
x = 0
y = 0
ignorehitpause = 1

[State destroyself, 1]
type = destroyself
Trigger1 = (anim=955)&&(animtime=0)
trigger2 = (vel y = 0)&&(anim!=955)

;---------------------------------------------------------------------------
[Statedef 1021, helper airfireflameproj2]
type    = A
movetype = A
physics = N
sprpriority = 3
anim = 1073
ctrl = 0

[State 1021, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

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

[State 0, Angleadd]
type = Angleadd
trigger1 = time = 0
value = -45

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0

[State 0, Trans]
type = Trans
trigger1 = time >= 0
trans = add

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 7
y = 7

[State PlayS, 1]; som da magia saindo
type = PlaySnd
Trigger1 = time = 0
value = 205,26

[State PlayS, 1]; magia acertando o chão
type = PlaySnd
Trigger1 = (anim=963)&&(animelemtime(1)=1)
value = 205,22
channel = 7

[State stopsnd, 1]
type = stopsnd
Trigger1 = (anim=963)&&(animtime=0)
channel = 7

[State 0, 1]
type = projectile
trigger1 = time=0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 50+((root,var(1)=1)*10), 10
ProjID = 976
projanim = 975
projhitanim = 965
projscale = .2,.2
projremovetime = -1
velocity = 7,7
projpriority = 1
postype = p1         ;p2,front,back,left,right
animtype = back		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 5			;Time attacker pauses, time opponent shakes
hitsound = s203,0			;Sound to play on hit
guardsound = s203,4
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 26
ground.velocity = -5+((root,var(1)=1)*2)
airguard.velocity = -2.9,1	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5+((root,var(1)=1)*2),-2
air.hittime = 24
fall = 1
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = root,ProjHittime(976) = 1
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = root,ProjHittime(976) = 1
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]; foguinho random
type = Explod
Trigger1 = root,Projcontacttime(976) = 1
trigger2 = pos y > 0
anim = 917
pos = -15,0
postype = p1
random = 50,0
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.3,0.3

[State Exp, 1]; foguinho random
type = Explod
Trigger1 = root,Projcontacttime(976) = 1
trigger2 = pos y > 0
anim = 917
pos = 0,0
postype = p1
random = 50,0
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]; foguinho random
type = Explod
Trigger1 = root,Projcontacttime(976) = 1
trigger2 = pos y > 0
anim = 917
pos = 15,0
postype = p1
random = 50,0
id = 917
ignorehitpause = 0
sprpriority = 3
ownpal = 1
scale = 0.3,0.3

[State changeanim, 1]
type = changeanim
Trigger1 = root,Projcontacttime(976) = 1
trigger2 = pos y > 0
value = 963
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 963
trigger2 = pos y > 0
x = 0
y = 0
ignorehitpause = 1

[State Hel, 1]; kaboom
type = Helper
Trigger1 = pos y > 0
stateno = 1010
pos = 0,5
postype = p1
ignorehitpause = 1
persistent = 0
id = 1010
ownpal = 1
size.xscale = .5
size.yscale = .5

[State destroyself, 1]
type = destroyself
Trigger1 = (anim=963)&&(animtime=0)

;---------------------------------------------------------------------------
[Statedef 971, helper fireflameproj]
type    = S
movetype = A
physics = S
sprpriority = 3
anim = 971
ctrl = 0

[State 971, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 971, VarSet]; fireflame medio
type = VarSet
trigger1 = (root,stateno=963)&&(root,anim!=973)
v = 15
value = 1

[State 971, VarSet]; fireflame medio
type = VarSet
trigger1 = (root,stateno=964)&&(root,anim!=973)
v = 15
value = 2

[State 971, VarSet]; fireflame medio
type = VarSet
trigger1 = (root,stateno=965)&&(root,anim!=973)
v = 15
value = 3

[State 971, VarSet]; fireball fraca
type = VarSet
trigger1 = (root,anim=973)&&(root,time=[45,95])
v = 15
value = 4

[State 971, VarSet]; fireball media
type = VarSet
trigger1 = (root,anim=973)&&(root,time=[96,180])
v = 15
value = 5

[State 971, VarSet]; fireball forte
type = VarSet
trigger1 = (root,anim=973)&&(root,time>=181)
v = 15
value = 6

[State 971, VelSet]; velocidade fraca
type = VelSet
trigger1 = (var(15)=1)&&(anim!=955)
x = -1.5

[State 971, VelSet]; velocidade media
type = VelSet
trigger1 = (var(15)=2)&&(anim!=955)
x = -3.5

[State 971, VelSet]; velocidade forte
type = VelSet
trigger1 = (var(15)=3)&&(anim!=955)
x = -6.5

[State 971, VelSet]; velocidade 1 fireball
type = VelSet
trigger1 = (var(15)=4)&&(anim!=955)
x = -6

[State 971, VelSet]; velocidade 1 fireball
type = VelSet
trigger1 = (var(15)=4)&&(anim!=955)&&(time=0)
y = ifelse(root,command="holdup",-2,0)+(ifelse(root,command="holddown",2,0))

[State 971, VelSet]; velocidade 2 fireball
type = VelSet
trigger1 = (var(15)=5)&&(anim!=955)
x = -10

[State 971, VelSet]; velocidade 2 fireball
type = VelSet
trigger1 = (var(15)=5)&&(anim!=955)&&(time=0)
y = ifelse(root,command="holdup",-2,0)+(ifelse(root,command="holddown",2,0))

[State 971, VelSet]; velocidade 3 fireball
type = VelSet
trigger1 = (var(15)=6)&&(anim!=955)
x = -14

[State 971, VelSet]; velocidade 3 fireball
type = VelSet
trigger1 = (var(15)=6)&&(anim!=955)&&(time=0)
y = ifelse(root,command="holdup",-2,0)+(ifelse(root,command="holddown",2,0))

[State 971, AfterImage]
type = AfterImage
trigger1 = (root,var(1)=1)&&(time=0)
time = 65
length = 10
palbright = 0,60,60
palcontrast = 0,150,250
palpostbright = 0,80,80
timegap = 1
framegap = 1
trans = sub ;"none","add1","sub"
ignorehitpause = 1

[State PlayS, 1]
type = PlaySnd
trigger1 = (root,anim=973)&&(root,animelem=1)
value = 205, 19
channel = 4

[State PlayS, 1]
type = PlaySnd
triggerall = (var(15)<=3)&&(p2movetype!=H)
trigger1 = time = 0
trigger2 = time = 9
trigger3 = time = 19
trigger4 = time = 29
trigger5 = time = 39
value = 205, 19
channel = 4

[State 971, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 4

[State 971, Explod]
type = Explod
triggerall = (var(15)<=3)&&(anim!=955)
trigger1 = time = 0
trigger2 = time = 9
trigger3 = time = 19
trigger4 = time = 29
trigger5 = time = 39
anim = 969
ID = 969
pos = 55,55
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 2
shadow = 10,10,10

[State 971, Explod]; fireball
type = Explod
trigger1 = (root,anim=973)&&(root,animelem=1)
anim = 970
ID = 970
pos = 115,51
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 68
removetime = -2
scale = .5,.5
sprpriority = 4
shadow = 10,10,10

[State Exp, 1]; foguinho
type = Explod
trigger1 = (time=[0,60])&&(anim!=955)
anim = 917
pos = 30,0
postype = p1
random = 50,50
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = (time=[0,60])&&(anim!=955)
anim = 917
pos = 30,30
postype = p1
random = 50,50
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 3]; foguinho
type = Explod
trigger1 = root,ProjContacttime(971) = 1
anim = 917
pos = 0,0
postype = p1
random = 50,50
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 3]; foguinho
type = Explod
trigger1 = root,ProjContacttime(971) = 1
anim = 917
pos = 0,30
postype = p1
random = 50,50
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State 971, 1]
type = projectile
trigger1 = (time=0)&&(var(15)<=3)
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 40+((root,var(1)=1)*10), 10
ProjID = 971
projanim = 968
projhitanim = 955
projscale = .5,.5
projremovetime = 51
velocity = -1.5-((var(15)=2)*2)-((var(15)=3)*5),0
projpriority = 1
postype = p1         ;p2,front,back,left,right
animtype = back		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 5			;Time attacker pauses, time opponent shakes
hitsound = s202,2			;Sound to play on hit
guardsound = s203,4
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20
ground.velocity = -5+((root,var(1)=1)*2)
airguard.velocity = 1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5+((root,var(1)=1)*2),-2
air.hittime = 18
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State 971, 1]
type = projectile
trigger1 = (time=0)&&(var(15)>=4)
attr = S, HP			;Attribute: Standing, Normal Attack
damage = 55, 10
ProjID = 971
projanim = 968
projhitanim = 955
projscale = .5,.5
projremovetime = 51
velocity = -6-((var(15)=5)*4.5)-((var(15)=6)*8),ifelse(root,command="holdup",-2,0)+(ifelse(root,command="holddown",2,0))
projpriority = 1
postype = p1         ;p2,front,back,left,right
animtype = back		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 5			;Time attacker pauses, time opponent shakes
hitsound = s202,2			;Sound to play on hit
guardsound = s203,4
ground.type = low
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = 1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -7,-2
air.hittime = 18
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = root,ProjHittime(971) = 1
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = root,ProjHittime(971) = 1
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Help, 1];p2 fogo pos fireball hit
type = Helper
Trigger1 = (var(15)>=4)&&(root,ProjHittime(971) = 1)
helpertype = normal
name = "p2fireball"
ID = 931
Stateno = 931
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 971, RemoveExplod]
type = RemoveExplod
trigger1 = root,ProjContacttime(971) = 1
trigger2 = (root,numproj = 0)&&(time>=1)
ignorehitpause = 1
ID = 970

[State 971, VelSet]
type = VelSet
trigger1 = anim = 955
x = 0
y = 0
ignorehitpause = 1

[State 971, ChangeAnim]
type = ChangeAnim
trigger1 = (root,ProjContacttime(971) = 1)&&(anim!=955)
trigger2 = (root,numproj = 0)&&(time>=1)&&(anim!=955)
value = 955

[State DestroyS, 1]
type = DestroySelf
Trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 1010, helper explosão baixa]
type = C
movetype = A
physics = N
Anim = 1012
sprpriority = 5

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State 1010, VarSet]
type = VarSet
trigger1 = time = 0
v = 16
value = 1

[State 1010, VarSet]
type = VarSet
trigger1 = time = 0
v = 17
value = 1

[State firefloor, Exp]
type = Explod
Trigger1 = time = 2
anim = 994
pos = 0,5
postype = p1
id = 994
bindtime = 1
ignorehitpause = 0
persistent = 0
sprpriority = 3
ownpal = 1
scale = .5,.5

[State fogo, Exp]
type = Explod
Trigger1 = time = 0
anim = 1010
pos = 0,0
postype = p1
id = 1010
bindtime = -1
ignorehitpause = 0
sprpriority = 5
ownpal = 1

[State 1010, modifyexplod]
type = modifyexplod
trigger1 = time >= 0
id = 1010
scale =  var(16)*0.02,var(17)*0.02
;ignorehitpause = 1

[State 1010, Varadd]
type = Varadd
trigger1 = (time>0)&&(time<11)
v = 16
value = 4

[State 1010, Varadd]
type = Varadd
trigger1 = (time>0)&&(time<11)
v = 17
value = 5

[State 1010, Varadd]
type = Varadd
trigger1 = time>=14
v = 16
value = -2

[State 1010, Varadd]
type = Varadd
trigger1 = time>=18
v = 17
value = -4

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 205,23;26
ignorehitpause = 1

[State Env, 1]
type = Envshake
Trigger1 = time = 6
time = 12
fleg = 100
persistent = 12

[State fogolado, Exp]
type = Explod
Trigger1 = time = 0
anim = 1011
pos = -34,0
postype = p1
id = 1011
bindtime = -1
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State fogolado, Exp]
type = Explod
Trigger1 = time = 0
anim = 1011
pos = 30,0
facing = -1
postype = p1
id = 1011
bindtime = -1
ignorehitpause = 0
sprpriority = 6
ownpal = 1
scale = .5,.5

[State Hit, 1]
type = HitDef
Trigger1 = (time=0)&&(root,stateno!=1005)
damage = 50,10
attr = C,SA
hitflag = MAFPD
guardflag = L
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = -1;s202,2
guardsound = s203,0
pauseTime = 16,16
guard.pauseTime = 14,14
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 22
guard.hitTime = 12
air.hitTime = 22
ground.velocity = ifelse(root,anim=1006,3,-3),-7
air.velocity = ifelse(root,anim=1006,3,-3),-6
airguard.velocity = -3,1.5
fall = 1
fall.recovertime = 45
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State Hit, 2]
type = HitDef
Trigger1 = (time=0)&&(root,stateno=1005)
damage = 50,10
attr = C,SA
hitflag = MAFPD
guardflag = L
Animtype = heavy
ground.type = low
air.type = low
priority = 5,Hit
sparkno = S-1
guard.sparkno = S-1
hitsound   = -1;s202,2
guardsound = s203,0
pauseTime = 10,10
guard.pauseTime = 10,10
ground.slideTime = 15
guard.slideTime = 12
ground.hitTime = 10
guard.hitTime = 12
air.hitTime = 9
ground.velocity = -7,-5
air.velocity = -7,-4
airguard.velocity = -5,1.5
fall = 1
fall.recovertime = 40
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = movehit
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 996
pos = 0,-75
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 986
pos = 7,-75
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Exp, 1]
type = Explod
trigger1 = time = 20
anim = 917
pos = 0,-90
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]
type = Explod
trigger1 = time = [23,26]
anim = 917
pos = 0,-40
postype = p1
random = 35,35
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Destroy, 1]
type = Destroyself
trigger1 = time = 33

;---------------------------------------------------------------------------
[Statedef 918, helper pulo+fogo]
type    = A
movetype = I
physics = N
Anim = 3000
sprpriority = 2
ctrl = 0

[State Exp, 1]; fogo pro lado
type = Explod
Trigger1 = Time = 6
anim = 918
pos = 0,0
postype = p1
id = 918
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [6,8]
anim = 917
pos = -10,-15
postype = p1
random = 35,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [9,11]
anim = 917
pos = -25,-30
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [12,14]
anim = 917
pos = -30,-35
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [15,17]
anim = 917
pos = -40,-40
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [18,20]
anim = 917
pos = -50,-30
postype = p1
random = 40,30
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State DestroyS, 1]
type = DestroySelf
Trigger1 = time = 50

;---------------------------------------------------------------------------
[Statedef 929, helper pulo+fogo 2]
type    = A
movetype = I
physics = N
Anim = 3000
sprpriority = 2
ctrl = 0

[State Exp, 1]; fogo no centro
type = Explod
Trigger1 = Time = 6
anim = 929
pos = 0,0
postype = p1
id = 929
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo no centro invertido
type = Explod
Trigger1 = Time = 6
anim = 929
pos = 0,0
postype = p1
facing = -1
id = 929
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo pro lado
type = Explod
Trigger1 = Time = 15
anim = 918
pos = 0,0
postype = p1
id = 918
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; fogo pro lado invertido
type = Explod
trigger1 = time = 15
anim = 918
pos = 0,0
postype = p1
facing = -1
id = 918
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [6,8]
anim = 917
pos = -10,-15
postype = p1
random = 35,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [9,11]
anim = 917
pos = -25,-30
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [12,14]
anim = 917
pos = -30,-35
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [15,17]
anim = 917
pos = -40,-40
postype = p1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = time = [18,20]
anim = 917
pos = -50,-30
postype = p1
random = 40,30
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho invertido
type = Explod
trigger1 = time = [6,8]
anim = 917
pos = 10,-15
postype = p1
facing = -1
random = 35,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho invertido
type = Explod
trigger1 = time = [9,11]
anim = 917
pos = 25,-30
postype = p1
facing = -1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho invertido
type = Explod
trigger1 = time = [12,14]
anim = 917
pos = 30,-35
postype = p1
facing = -1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho invertido
type = Explod
trigger1 = time = [15,17]
anim = 917
pos = 40,-40
postype = p1
facing = -1
random = 30,20
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho invertido
type = Explod
trigger1 = time = [18,20]
anim = 917
pos = 50,-30
postype = p1
facing = -1
random = 40,30
id = 917
ignorehitpause = 1
persistent = 1
sprpriority = 7
ownpal = 1
scale = 0.5,0.5

[State DestroyS, 1]
type = DestroySelf
Trigger1 = time = 50

;---------------------------------------------------------------------------
[Statedef 920, helper p2 fire hit]
type = A
movetype = I
physics = N
Anim = 3000

[State Exp, 1]
type = Explod
Trigger1 = 1
anim = 920
pos = 0,-45
postype = p2
random = 40,80
id = 920
bindtime = -1
ignorehitpause = 1
persistent = 3
sprpriority = 4
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; foguinho
type = Explod
trigger1 = (time >= 0)&&(numhelper(920)=1);&&(numexplod(917)<=5)
anim = 917
pos = 0,-50
random = 25,25
postype = p2
id = 917
sprpriority = 4
scale = 0.1+((random%6)*0.1),0.1+((random%6)*0.1)

[State Destroy, 1]
type = Destroyself
trigger1 = Time >= 92

;---------------------------------------------------------------------------
[Statedef 931, helper p2 fireball]
type = A
movetype = A
physics = N
Anim = 3000

[State 931, PosAdd]
type = PosAdd
trigger1 = time >= 0
x = (P2BodyDist X)
y = (P2BodyDist Y)

[State 931, VarSet]
type = VarSet
trigger1 = root,var(15)=5;)&&(time=0)
v = 15
value = 5

[State 931, VarSet]
type = VarSet
trigger1 = root,var(15)=6;)&&(time=0)
v = 15
value = 6

[State Exp, 1]; explosão 1
type = Explod
Trigger1 = time = 99
trigger2 = (var(15)=5)&&(time=120)
trigger3 = (var(15)=6)&&(time=120)
trigger4 = (var(15)=6)&&(time=141)
anim = 962
pos = 0,-65
postype = p2
id = 962
bindtime = -1
persistent = 3
sprpriority = 4
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; explosão 2
type = Explod
Trigger1 = time = 134
anim = 965
pos = 0,-65
postype = p2
id = 965
bindtime = -1
persistent = 3
sprpriority = 4
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; explosão 3
type = Explod
Trigger1 = time = 155
anim = 963
pos = 0,-65
postype = p2
id = 963
bindtime = -1
persistent = 3
sprpriority = 4
ownpal = 1
scale = 0.5,0.5

[State 931, Pause]
type = Pause
trigger1 = (gametime*2)&&(var(15)=6)&&(time>=113)&&(root,numhelper(1009)=0)
time = 3

[State 931, 1]
type = HitDef
trigger1 = time = 113
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 20, 5			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = -1;s202,1
guardsound = s203,0
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = 0		;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 = 0,-2		;X-velocity at which opponent is pushed,
air.hittime = 22
palfx.Time = ifelse(root,numhelper(1009)>=1,999,75)
palfx.add = ifelse(root,numhelper(1009)>=1,-160,125),ifelse(root,numhelper(1009)>=1,-160,-95),ifelse(root,numhelper(1009)>=1,-160,-235)
palfx.sinadd = ifelse(root,numhelper(1009)>=1,25,155),ifelse(root,numhelper(1009)>=1,25,95),ifelse(root,numhelper(1009)>=1,25,105),ifelse(root,numhelper(1009)>=1,150,12)
palfx.color = 256
palfx.invertall = ifelse(root,numhelper(1009)>=1,0,1)

[State 931, Env]
type = Envshake
trigger1 = (var(15)>=5)&&(time=134)
trigger2 = (numhelper(1009)=1)&&(time=134)
time = 8

[State 931, PlaySnd]
type = PlaySnd
trigger1 = time = 113
trigger2 = (var(15)>=5)&&(time=134)
trigger3 = (numhelper(1009)=1)&&(time=134)
value = 205,23
ignorehitpause = 1

[State 931, 2]
type = HitDef
trigger1 = (var(15)>=5)&&(time=134)
trigger2 = (numhelper(1009)=1)&&(time=134)
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = -1;s202,0
guardsound = s203,0
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = 1		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 1,-3		;X-velocity at which opponent is pushed,
air.hittime = 22
palfx.Time = ifelse(root,numhelper(1009)>=1,999,75)
palfx.add = ifelse(root,numhelper(1009)>=1,-160,125),ifelse(root,numhelper(1009)>=1,-160,-95),ifelse(root,numhelper(1009)>=1,-160,-235)
palfx.sinadd = ifelse(root,numhelper(1009)>=1,25,155),ifelse(root,numhelper(1009)>=1,25,95),ifelse(root,numhelper(1009)>=1,25,105),ifelse(root,numhelper(1009)>=1,150,12)
palfx.color = 256
palfx.invertall = ifelse(root,numhelper(1009)>=1,0,1)

[State 931, Env]
type = Envshake
trigger1 = (var(15)=6)&&(time=155)
trigger2 = (numhelper(1009)=1)&&(time=155)
time = 20

[State 931, PlaySnd]
type = PlaySnd
trigger1 = (var(15)=6)&&(time=155)
value = 205,12
ignorehitpause = 1

[State 931, 3]
type = HitDef
trigger1 = (var(15)=6)&&(time=155)
trigger2 = (numhelper(1009)=1)&&(time=155)
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 50, 10			;Damage that move inflicts, guard damage
animtype = diagup			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = -1;s202,2
guardsound = s203,0
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 25
ground.velocity = 1,-7		;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,-7		;X-velocity at which opponent is pushed,
air.hittime = 10
fall = 1
palfx.Time = ifelse(root,numhelper(1009)>=1,999,75)
palfx.add = ifelse(root,numhelper(1009)>=1,-160,125),ifelse(root,numhelper(1009)>=1,-160,-95),ifelse(root,numhelper(1009)>=1,-160,-235)
palfx.sinadd = ifelse(root,numhelper(1009)>=1,25,155),ifelse(root,numhelper(1009)>=1,25,95),ifelse(root,numhelper(1009)>=1,25,105),ifelse(root,numhelper(1009)>=1,150,12)
palfx.color = 256
palfx.invertall = ifelse(root,numhelper(1009)>=1,0,1)

[State PlayS, 1]
type = PlaySnd
Triggerall = movehit
trigger1 = time = 113
trigger2 = (var(15)>=5)&&(time=134)
trigger3 = (var(15)=6)&&(time=155)
trigger4 = (numhelper(1009)=1)&&(time=155)
value = 205, 17
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = movehit
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Destroy, 1]
type = Destroyself
trigger1 = Time >= 170

;---------------------------------------------------------------------------
[Statedef 1047, helper airhypercombo]
type = A
movetype = A
physics = N
Anim = 3000

[State 0, PosAdd]
type = PosAdd
trigger1 = time >= 0
x = (P2BodyDist X)
y = (P2BodyDist Y)

[State Exp, 1]; explosão 1
type = Explod
Trigger1 = time=0
anim = 1128
pos = 0,-65
postype = p2
bindtime = 10
persistent = 0
sprpriority = 7
scale = ifelse(root,numexplod(1143)=1,.5,.35),ifelse(root,numexplod(1143)=1,.5,.35)

[State Exp, 1]; explosão 2
type = Explod
Trigger1 = (time=10)&&(root,numexplod(1143)=1)
anim = 1128
pos = 0,-65
postype = p2
bindtime = 10
persistent = 0
sprpriority = 6
scale = .51,.51

[State Exp, 1]; poste ladeado
type = Explod
trigger1 = time = 10
trigger2 = time = 11
anim = 938
pos = ifelse(time=10,-50,50),-20
postype = p2
facing = ifelse(time=10,1,-1)
bindtime = -1
sprpriority = 8
scale = ifelse(root,numexplod(1143)=1,.4,.2),ifelse(root,numexplod(1143)=1,.4,.2)

[State 0, Pause]
type = Pause
trigger1=(gametime*2)&&(time=[4,16])&&(root,p2movetype=H)&&(root,numexplod(1143)=0)
trigger2=(gametime*2)&&(time=[4,15])&&(root,p2movetype=H)&&(root,numexplod(1143)=1)
time = ifelse(root,numexplod(1143)=1,10,3)

[State 0, 1]
type = HitDef
trigger1 = (time=16)&&(root,numexplod(1143)=0)
attr = S, HP			;Attribute: Standing, Normal Attack
damage = 115, 25			;Damage that move inflicts, guard damage
animtype = diagup
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 7, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 3			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = -1;s202,1
guardsound = s203,0
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = 1,-9		;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,-9		;X-velocity at which opponent is pushed,
air.hittime = 22
fall=1
fall.recovertime=30
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State 0, 2]
type = HitDef
trigger1 = (time=16)&&(root,numexplod(1143)=1)
attr = S, HP			;Attribute: Standing, Normal Attack
damage = 320, 80			;Damage that move inflicts, guard damage
animtype = up
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 7, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 3			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = -1;s202,1
guardsound = s203,0
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = 1,-15		;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,-15		;X-velocity at which opponent is pushed,
air.hittime = 22
fall=1
fall.recovertime=75
fall.envshake.time = 15
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State 0, TargetState]
type = TargetState
trigger1=(movehit)&&(root,numexplod(1143)=1)&&(p2life=0)&&(roundno!=1)
value = 7018
ignorehitpause =1
persistent =0

[State destroyed, Helper]
type = Helper
trigger1 =p2stateno=7018
helpertype = normal
name = "destroyed"
ID = 1032
stateno = 1032
pos = 0,0
postype = left
persistent=0

[State 0, Env]
type = Envshake
trigger1 = time=16
time = ifelse(root,numexplod(1143)=1,26,16)
freq = ifelse(root,numexplod(1143)=1,80,60)
ampl = ifelse(root,numexplod(1143)=1,-18,-12)

[State 0, PlaySnd]
type = PlaySnd
triggerall=root,numexplod(1143)=0
trigger1 = time=0||time = 16
value = 205,ifelse(time=0,24,12)
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall=root,numexplod(1143)=1
trigger1 = time=0||time = 16
value = ifelse(time=0,0,205),ifelse(time=0,380,27)
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall=root,numexplod(1143)=1
trigger1 = time = 16
value = 205,22
channel=5
ignorehitpause = 1

[State 0, stopSnd]
type = stopSnd
trigger1=time=30
channel=5
ignorehitpause = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = movehit
value = 205, 17
ignorehitpause = 1
persistent=0

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = movehit
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0

[State Destroy, 1]
type = Destroyself
trigger1 = Time =30

;---------------------------------------------------------------------------
[Statedef 905, helper bolinhas]
type = A
movetype = I
physics = N
Anim = 3000
velset = 0,0

[State Turn, 1]
type = turn
trigger1 = 1
trigger1 = root,facing = -1

[State Exp, 1]; Efeito de fundo
type = Explod
Triggerall = Time = 0
Trigger1 = (root,stateno=930)&&(root,var(1)=1)
Trigger2 = (root,stateno=941)&&(root,var(1)=1)
Trigger3 = (root,stateno=944)&&(root,var(1)=1)
Trigger4 = (root,stateno=904)&&(root,var(1)=1)
trigger5 = root,stateno=900
trigger6 = (root,stateno=1022)&&(root,var(1)=1)
trigger7 = (root,stateno=1028)&&(root,var(1)=1)
trigger8 = (root,stateno=1029)&&(root,var(1)=1)
trigger9 = (root,stateno=[1037,1040])&&(root,var(1)=1)
trigger10 = (root,stateno=1042)&&(root,var(1)=1)
trigger11 = (root,stateno=[1049,1051])&&(root,var(1)=1)
anim = 934
pos = ifelse(root,facing = -1,320,0),0
postype = left
id = 934
bindtime = -1
ignorehitpause = 1
persistent = 0
sprpriority = -9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = ifelse(root,facing = -1,-1,1)
scale = 1,1

[State -2]; Bolinha 1
type = Helper
Trigger1 = time = 0
helpertype = normal
ID = 908
Stateno = 908
pos = 0,0
PosType = p1
persisent = 0
facing = 1
ownpal = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
size.xscale = 0.5
size.yscale = 0.5

[State -2]; Bolinha 2
type = Helper
Trigger1 = time = 0
helpertype = normal
ID = 913
Stateno = 913
pos = 0,0
PosType = p1
persisent = 0
facing = 1
ownpal = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
size.xscale = 0.5
size.yscale = 0.5

[State -2]; Bolinha 3
type = Helper
Trigger1 = time = 0
helpertype = normal
ID = 914
Stateno = 914
pos = 0,0
PosType = p1
persisent = 0
facing = 1
ownpal = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
size.xscale = 0.5
size.yscale = 0.5

[State -2]; Bolinha 4
type = Helper
Trigger1 = time = 0
helpertype = normal
ID = 915
Stateno = 915
pos = 0,0
PosType = p1
persisent = 0
facing = 1
ownpal = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
size.xscale = 0.5
size.yscale = 0.5

[State Destroy, 1]
type = Destroyself
trigger1 = time > 60

;---------------------------------------------------------------------------
[Statedef 908, helper bolinha 1]
type = A
movetype = I
physics = N
Anim = 933
sprpriority = 9999

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Trans, 1]
type = Trans
trigger1 = 1
trans = add

[State VarS, 1]
type = VarSet
Trigger1 = 1
ignorehitpause = 1
fvar(5) = sin(fvar(7))

[State VarS, 1]
type = VarSet
Trigger1 = 1
ignorehitpause = 1
fvar(6) = cos(fvar(7))

[State VarA, 1]
type = Varadd
Trigger1 = facing = 1
ignorehitpause = 1
fvar(7) = 0.12

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
Trigger1 = fvar(10) > -160
ignorehitpause = 1
fvar(10) = -5.8

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
Trigger1 = fvar(11) > -165
ignorehitpause = 1
fvar(11) = -5.8

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
Trigger1 = fvar(10) > -160
ignorehitpause = 1
fvar(10) = -1.3

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
Trigger1 = fvar(11) > -165
ignorehitpause = 1
fvar(11) = -1.3

[State PosS, 1]
type = posset
Trigger1 = 1
Trigger1 = root,facing = 1
Time = -1
x = parent,pos X+20+(fvar(5)*(((160+fvar(8))+fvar(10))))
y = parent,pos Y-45+(fvar(6)*(((165+fvar(9))+fvar(11))))

[State PosS, 1]
type = posset
Trigger1 = 1
Trigger1 = root,facing = -1
Time = -1
;facing = 1
x = parent,pos X+20+(fvar(5)*(((160+fvar(8))+fvar(10))))
y = parent,pos Y-45+(fvar(6)*(((165+fvar(9))+fvar(11))))

[State AngleD, 1]
type = AngleDraw
trigger1 = 1
scale = var(32)*0.01,var(32)*0.01

[State Pal, 1]
type = PalFX
Trigger1 = time >= 0
Time = 1
add = var(17),var(17),var(17)
color = 256
ignorehitpause = 1

[State AfterI, 1]
type = AfterImage
trigger1 = time = 0
timegap  = 1
framegap = 1
time = 60
length = 20
palbright = 1,1,1
palcontrast = 200,200,200
paladd = 0,0,0
palmul = .85,.85,.85
trans = Add

[State VarS, 1]
type = varset
Trigger1 = time = 0
ignorehitpause = 1
var(17) = -255

[State VarS, 1]
type = varset
Trigger1 = time = 5
ignorehitpause = 1
var(17) = 0

[State VarA, 1]
type = Varadd
Trigger1 = time < 5
ignorehitpause = 1
var(17) = 50

[State VarA, 1]
type = varadd
Trigger1 = time >= 41
Trigger1 = var(17) > -250
ignorehitpause = 1
var(17) = -50

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
var(32) = 72

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
ignorehitpause = 1
var(32) = -2

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
ignorehitpause = 1
var(32) = -1

[State ModifyExp, 1]
type = ModifyExplod
Trigger1 = Time >= 0
ID = 7510
scale = Var(32)*0.0065,Var(32)*0.0065

[State Exp, 1]
type = Null;Explod
Trigger1 = 1
Anim = 7501
ID = 7510
pos = 0,0
postype = p1
persisent = 1
sprpriority = 3
ignorehitpause = 1
removeongethit = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0,0

[State Destroy, 1]
type = Destroyself
trigger1 = time = 48

;---------------------------------------------------------------------------
[Statedef 913, helper bolinha 2]
type = A
movetype = I
physics = N
Anim = 933
sprpriority = 9999

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Trans, 1]
type = Trans
trigger1 = 1
trans = add

[State VarS, 1]
type = VarSet
Trigger1 = 1
ignorehitpause = 1
fvar(5) = sin(fvar(7)+1.6)

[State VarS, 1]
type = VarSet
Trigger1 = 1
ignorehitpause = 1
fvar(6) = cos(fvar(7)+1.6)

[State VarA, 1]
type = Varadd
Trigger1 = facing = 1
ignorehitpause = 1
fvar(7) = 0.12

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
Trigger1 = fvar(10) > -160
ignorehitpause = 1
fvar(10) = -5.8

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
Trigger1 = fvar(11) > -165
ignorehitpause = 1
fvar(11) = -5.8

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
Trigger1 = fvar(10) > -160
ignorehitpause = 1
fvar(10) = -1.3

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
Trigger1 = fvar(11) > -165
ignorehitpause = 1
fvar(11) = -1.3

[State PosS, 1]
type = posset
Trigger1 = 1
Trigger1 = root,facing = 1
Time = -1
;facing = 1
x = parent,pos X+20+(fvar(5)*(((160+fvar(8))+fvar(10))))
y = parent,pos Y-45+(fvar(6)*(((165+fvar(9))+fvar(11))))

[State PosS, 1]
type = posset
Trigger1 = 1
Trigger1 = root,facing = -1
Time = -1
;facing = 1
x = parent,pos X+20+(fvar(5)*(((160+fvar(8))+fvar(10))))
y = parent,pos Y-45+(fvar(6)*(((165+fvar(9))+fvar(11))))

[State AngleD, 1]
type = AngleDraw
trigger1 = 1
scale = var(32)*0.01,var(32)*0.01

[State Pal, 1]
type = PalFX
Trigger1 = time >= 0
Time = 1
add = var(17),var(17),var(17)
color = 256
ignorehitpause = 1

[State AfterI, 1]
type = AfterImage
trigger1 = time = 0
timegap  = 1
framegap = 1
time = 60
length = 20
palbright = 1,1,1
palcontrast = 200,200,200
paladd = 0,0,0
palmul = .85,.85,.85
trans = Add

[State VarS, 1]
type = varset
Trigger1 = time = 0
ignorehitpause = 1
var(17) = -255

[State VarS, 1]
type = varset
Trigger1 = time = 5
ignorehitpause = 1
var(17) = 0

[State VarA, 1]
type = Varadd
Trigger1 = time < 5
ignorehitpause = 1
var(17) = 50

[State VarA, 1]
type = varadd
Trigger1 = time >= 41
Trigger1 = var(17) > -250
ignorehitpause = 1
var(17) = -50

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
var(32) = 72

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
ignorehitpause = 1
var(32) = -2

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
ignorehitpause = 1
var(32) = -1

[State ModifyExp, 1]
type = ModifyExplod
Trigger1 = Time >= 0
ID = 7510
scale = Var(32)*0.0065,Var(32)*0.0065

[State Exp, 1]
type = Null;Explod
Trigger1 = 1
Anim = 7501
ID = 7510
pos = 0,0
postype = p1
persisent = 1
sprpriority = 3
ignorehitpause = 1
removeongethit = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0,0

[State Destroy, 1]
type = Destroyself
trigger1 = time = 48

;---------------------------------------------------------------------------
[Statedef 914, helper bolinha 3]
type = A
movetype = I
physics = N
Anim = 933
sprpriority = 9999

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Trans, 1]
type = Trans
trigger1 = 1
trans = add

[State VarS, 1]
type = VarSet
Trigger1 = 1
ignorehitpause = 1
fvar(5) = sin(fvar(7)+3.2)

[State VarS, 1]
type = VarSet
Trigger1 = 1
ignorehitpause = 1
fvar(6) = cos(fvar(7)+3.2)

[State VarA, 1]
type = Varadd
Trigger1 = facing = 1
ignorehitpause = 1
fvar(7) = 0.12

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
Trigger1 = fvar(10) > -160
ignorehitpause = 1
fvar(10) = -5.8

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
Trigger1 = fvar(11) > -165
ignorehitpause = 1
fvar(11) = -5.8

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
Trigger1 = fvar(10) > -160
ignorehitpause = 1
fvar(10) = -1.3

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
Trigger1 = fvar(11) > -165
ignorehitpause = 1
fvar(11) = -1.3

[State PosS, 1]
type = posset
Trigger1 = 1
Trigger1 = root,facing = 1
Time = -1
;facing = 1
x = parent,pos X+20+(fvar(5)*(((160+fvar(8))+fvar(10))))
y = parent,pos Y-45+(fvar(6)*(((165+fvar(9))+fvar(11))))

[State PosS, 1]
type = posset
Trigger1 = 1
Trigger1 = root,facing = -1
Time = -1
;facing = 1
x = parent,pos X+20+(fvar(5)*(((160+fvar(8))+fvar(10))))
y = parent,pos Y-45+(fvar(6)*(((165+fvar(9))+fvar(11))))

[State AngleD, 1]
type = AngleDraw
trigger1 = 1
scale = var(32)*0.01,var(32)*0.01

[State Pal, 1]
type = PalFX
Trigger1 = time >= 0
Time = 1
add = var(17),var(17),var(17)
color = 256
ignorehitpause = 1

[State AfterI, 1]
type = AfterImage
trigger1 = time = 0
timegap  = 1
framegap = 1
time = 60
length = 20
palbright = 1,1,1
palcontrast = 200,200,200
paladd = 0,0,0
palmul = .85,.85,.85
trans = Add

[State VarS, 1]
type = varset
Trigger1 = time = 0
ignorehitpause = 1
var(17) = -255

[State VarS, 1]
type = varset
Trigger1 = time = 5
ignorehitpause = 1
var(17) = 0

[State VarA, 1]
type = Varadd
Trigger1 = time < 5
ignorehitpause = 1
var(17) = 50

[State VarA, 1]
type = varadd
Trigger1 = time >= 41
Trigger1 = var(17) > -250
ignorehitpause = 1
var(17) = -50

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
var(32) = 72

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
ignorehitpause = 1
var(32) = -2

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
ignorehitpause = 1
var(32) = -1

[State ModifyExp, 1]
type = ModifyExplod
Trigger1 = Time >= 0
ID = 7510
scale = Var(32)*0.0065,Var(32)*0.0065

[State Exp, 1]
type = Null;Explod
Trigger1 = 1
Anim = 7501
ID = 7510
pos = 0,0
postype = p1
persisent = 1
sprpriority = 3
ignorehitpause = 1
removeongethit = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0,0

[State Destroy, 1]
type = Destroyself
trigger1 = time = 48

;--------------------------------------------------------------------------
[Statedef 915, helper bolinha 4]
type = A
movetype = I
physics = N
Anim = 933
sprpriority = 9999

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Trans, 1]
type = Trans
trigger1 = 1
trans = add

[State VarS, 1]
type = VarSet
Trigger1 = 1
ignorehitpause = 1
fvar(5) = sin(fvar(7)+4.8)

[State VarS, 1]
type = VarSet
Trigger1 = 1
ignorehitpause = 1
fvar(6) = cos(fvar(7)+4.8)

[State VarA, 1]
type = Varadd
Trigger1 = facing = 1
ignorehitpause = 1
fvar(7) = 0.12

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
Trigger1 = fvar(10) > -160
ignorehitpause = 1
fvar(10) = -5.8

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
Trigger1 = fvar(11) > -165
ignorehitpause = 1
fvar(11) = -5.8

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
Trigger1 = fvar(10) > -160
ignorehitpause = 1
fvar(10) = -1.3

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
Trigger1 = fvar(11) > -165
ignorehitpause = 1
fvar(11) = -1.3

[State PosS, 1]
type = posset
Trigger1 = 1
Trigger1 = root,facing = 1
Time = -1
;facing = 1
x = parent,pos X+20+(fvar(5)*(((160+fvar(8))+fvar(10))))
y = parent,pos Y-45+(fvar(6)*(((165+fvar(9))+fvar(11))))

[State PosS, 1]
type = posset
Trigger1 = 1
Trigger1 = root,facing = -1
Time = -1
;facing = 1
x = parent,pos X+20+(fvar(5)*(((160+fvar(8))+fvar(10))))
y = parent,pos Y-45+(fvar(6)*(((165+fvar(9))+fvar(11))))

[State AngleD, 1]
type = AngleDraw
trigger1 = 1
scale = var(32)*0.01,var(32)*0.01

[State Pal, 1]
type = PalFX
Trigger1 = time >= 0
Time = 1
add = var(17),var(17),var(17)
color = 256
ignorehitpause = 1

[State AfterI, 1]
type = AfterImage
trigger1 = time = 0
timegap  = 1
framegap = 1
time = 60
length = 20
palbright = 1,1,1
palcontrast = 200,200,200
paladd = 0,0,0
palmul = .85,.85,.85
trans = Add

[State VarS, 1]
type = varset
Trigger1 = time = 0
ignorehitpause = 1
var(17) = -255

[State VarS, 1]
type = varset
Trigger1 = time = 5
ignorehitpause = 1
var(17) = 0

[State VarA, 1]
type = Varadd
Trigger1 = time < 5
ignorehitpause = 1
var(17) = 50

[State VarA, 1]
type = varadd
Trigger1 = time >= 41
Trigger1 = var(17) > -250
ignorehitpause = 1
var(17) = -50

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
var(32) = 72

[State VarA, 1]
type = Varadd
Trigger1 = time <= 20
ignorehitpause = 1
var(32) = -2

[State VarA, 1]
type = Varadd
Trigger1 = time > 20
ignorehitpause = 1
var(32) = -1

[State ModifyExp, 1]
type = ModifyExplod
Trigger1 = Time >= 0
ID = 7510
scale = Var(32)*0.0065,Var(32)*0.0065

[State Exp, 1]
type = Null;Explod
Trigger1 = 1
Anim = 7501
ID = 7510
pos = 0,0
postype = p1
persisent = 1
sprpriority = 3
ignorehitpause = 1
removeongethit = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0,0

[State Destroy, 1]
type = Destroyself
trigger1 = time = 48

;---------------------------------------------------------------------------
[Statedef 906, helper superbrilho]
type = A
movetype = I
physics = N
Anim = 3000

[State VarS, 1]
type = Varset
Trigger1 = Time = 0
ignorehitpause = 1
fvar(5) = 5

[State VarA, 1]
type = Varadd
Trigger1 = Time = [0,3]
Trigger1 = fvar(5) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(5) = 5

[State VarA, 1]
type = Varadd
Trigger1 = Time = 4
Trigger1 = fvar(5) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(5) = 3

[State VarA, 1]
type = Varadd
Trigger1 = Time = 5
Trigger1 = fvar(5) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(5) = 2

[State VarA, 1]
type = Varadd
Trigger1 = Time = 6
Trigger1 = fvar(5) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(5) = 1

[State VarA, 1]
type = Varadd
Trigger1 = Time = [7,23]
Trigger1 = fvar(5) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(5) = 0.6

[State VarA, 1]
type = Varadd
Trigger1 = Time = [24,25]
Trigger1 = fvar(5) >= 0
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(5) = 2

[State VarA, 1]
type = Varadd
Trigger1 = Time = [26,27]
Trigger1 = fvar(5) >= 0
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(5) = 4

[State VarA, 1]
type = Varadd
Trigger1 = Time >= 28
Trigger1 = fvar(5) >= 0
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(5) = 8

[State VarS, 1]
type = Varset
Trigger1 = Time = 0
ignorehitpause = 1
fvar(6) = 5

[State VarA, 1]
type = Varadd
Trigger1 = Time = [0,3]
Trigger1 = fvar(6) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(6) = 5

[State VarA, 1]
type = Varadd
Trigger1 = Time = 4
Trigger1 = fvar(6) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(6) = 3

[State VarA, 1]
type = Varadd
Trigger1 = Time = 5
Trigger1 = fvar(6) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(6) = 2

[State VarA, 1]
type = Varadd
Trigger1 = Time = 6
Trigger1 = fvar(6) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(6) = 1

[State VarA, 1]
type = Varadd
Trigger1 = Time = [7,23]
Trigger1 = fvar(6) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(6) = 0.6

[State VarA, 1]
type = Varadd
Trigger1 = Time = [24,25]
Trigger1 = fvar(6) >= 0
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(6) = 2

[State VarA, 1]
type = Varadd
Trigger1 = Time = [26,27]
Trigger1 = fvar(6) >= 0
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(6) = 4

[State VarA, 1]
type = Varadd
Trigger1 = Time >= 28
Trigger1 = fvar(6) >= 0
ignorehitpause = ifelse(root,stateno=900,0,1)
fvar(6) = 8

[State ModifyExp, 1]
type = ModifyExplod
Trigger1 = Time >= 0
ID = 939
scale = fVar(5)*0.01,fVar(6)*0.01
ignorehitpause = ifelse(root,stateno=900,0,1)

[State Exp, 1]; bolinhas se juntando
type = Explod
Trigger1 = Time = 0
anim = 935
pos = 12,-45
postype = p1
id = 935
ignorehitpause = ifelse(root,stateno=900,0,1)
persistent = 0
sprpriority = 14
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1
scale = 0.5,0.5

[State Hel, 1]; Circulo escuro
type = Helper
Trigger1 = Time = 25
stateno = 916
pos = 12,-45
postype = p1
id = 916
ignorehitpause = ifelse(root,stateno=900,0,1)
persistent = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hel, 1]; Bola cheia
type = Helper
Trigger1 = (Time=0)&&(root,stateno!=1022)&&(root,stateno!=1029)&&(root,stateno!=1037)
trigger1 = root,stateno!=1040
stateno = 917
pos = 18,-45
postype = p1
id = 917
ignorehitpause = ifelse(root,stateno=900,0,1)
persistent = 0
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hel, 1]; Poste caido
type = Helper
triggerall = (root,stateno!=930)&&(root,stateno!=900)&&(root,stateno!=1029)
Trigger1 = Time = 0
stateno = 919
pos = 180,-53
postype = p1
id = 919
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hel, 1]
type = Helper
triggerall = (root,stateno!=930)&&(root,stateno!=900)&&(root,stateno!=1029)
Trigger1 = Time = 0
stateno = 919
pos = -158,-53
postype = p1
id = 919
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hel, 1]
type = Helper
triggerall = (root,stateno!=930)&&(root,stateno!=900)&&(root,stateno!=1029)
Trigger1 = Time = 0
stateno = 919
pos = -496,-53
postype = p1
id = 919
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hel, 1]; Poste de pé
type = Helper
triggerall = (root,stateno!=930)&&(root,stateno!=900)&&(root,stateno!=1029)
Trigger1 = Time = 7
stateno = 924
pos = 21,300
postype = p1
id = 924
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hel, 1]
type = Helper
triggerall = (root,stateno!=930)&&(root,stateno!=900)&&(root,stateno!=1029)
Trigger1 = Time = 7
stateno = 924
pos = 21,-40
postype = p1
id = 924
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Hel, 1]
type = Helper
triggerall = (root,stateno!=930)&&(root,stateno!=900)&&(root,stateno!=1029)
Trigger1 = Time = 7
stateno = 924
pos = 21,-380
postype = p1
id = 924
ignorehitpause = 1
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1

[State Exp, 1]; círculo ladeado
type = Explod
triggerall = (root,stateno!=930)&&(root,stateno!=941)&&(root,stateno!=900)&&(root,stateno!=1028)&&(root,stateno!=1037)
triggerall = (root,stateno!=1039)&&(root,stateno!=1040)
Trigger1 = Time = 0
anim = 939
pos = 18,-58
postype = p1
id = 939
ignorehitpause = 1
persistent = 0
sprpriority = 12
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1
scale = 0,0

[State Exp, 1]; círculo ladeado invertido
type = Explod
triggerall = (root,stateno!=930)&&(root,stateno!=941)&&(root,stateno!=900)&&(root,stateno!=1028)&&(root,stateno!=1037)
triggerall = root,stateno!=1040
Trigger1 = Time = 0
anim = 939
pos = 26,-58
postype = p1
id = 939
ignorehitpause = 1
persistent = 0
sprpriority = 12
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = -1
scale = 0,0

[State Destroy, 1]
type = Destroyself
trigger1 = Time = 70
ignorehitpause = ifelse(root,stateno=900,0,1)

;---------------------------------------------------------------------------
[Statedef 916, helper circulo escuro]
type = A
movetype = I
physics = N
Anim = 3000

[State VarS, 1]
type = Varset
Trigger1 = Time = 0
ignorehitpause = 1
var(32) = 80

[State VarA, 1]
type = Varadd
Trigger1 = Time >= 0
ignorehitpause = ifelse(root,stateno=900,0,1)
var(32) = 2

[State VarS, 1]
type = Varset
Trigger1 = Time = 0
ignorehitpause = ifelse(root,stateno=900,0,1)
var(33) = 80

[State VarA, 1]
type = Varadd
Trigger1 = Time >= 0
ignorehitpause = ifelse(root,stateno=900,0,1)
var(33) = 2

[State ModifyExp, 1]
type = ModifyExplod
Trigger1 = Time >= 0
ID = 936
scale = Var(32)*0.01,Var(33)*0.01
ignorehitpause = ifelse(root,stateno=900,0,1)

[State Exp, 1]
type = Explod
Trigger1 = Time = 0
anim = 936
pos = 0,0
postype = p1
id = 936
ignorehitpause = ifelse(root,stateno=900,0,1)
persistent = 0
sprpriority = ifelse(root,stateno=1043,-3,13)
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1
scale = 0.5,0.5

[State Destroy, 1]
type = Destroyself
trigger1 = Time = 50
ignorehitpause = ifelse(root,stateno=900,0,1)

;---------------------------------------------------------------------------
[Statedef 976, helper charge exp]
type = A
movetype = I
physics = N
Anim = 976
sprpriority = 2

[State 976, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 976, PosSet]
type = PosSet
trigger1 = time >= 0
x = root,pos x + (ifelse(facing=-1,-11,11))

[State 976, VelSet]
type = VelSet
trigger1 = time <= 35
y = -.7

[State 976, VelSet]
type = VelSet
trigger1 = time >= 36
y = 0

[State 976, Trans]
type = Trans
trigger1 = time <= 60
trans = Add
alpha = 100
ignorehitpause = 1
persistent = 1

[State 976, Trans]
type = Trans
trigger1 = time > 60
trans = sub
alpha = 100
ignorehitpause = 1
persistent = 1

[State 976, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
scale =  Var(32)*0.01,Var(33)*0.01
ignorehitpause = ifelse(root,stateno=900,0,1)

[State 976, AngleAdd]
type = AngleAdd
trigger1 = time >= 0
value = 20
ignorehitpause = 1

[State VarS, 1]
type = Varset
Trigger1 = Time = 0
ignorehitpause = 1
var(32) = 80

[State VarA, 1]
type = Varadd
Trigger1 = Time >= 20
ignorehitpause = 1
var(32) = 2

[State VarS, 1]
type = Varset
Trigger1 = Time = 0
ignorehitpause = 1
var(33) = 80

[State VarA, 1]
type = Varadd
Trigger1 = Time >= 20
ignorehitpause = 1
var(33) = 2

[State Destroy, 1]
type = Destroyself
trigger1 = Time = 68
ignorehitpause = ifelse(root,stateno=900,0,1)

;---------------------------------------------------------------------------
[Statedef 917, helper bola cheia]
type = A
movetype = I
physics = N
Anim = 3000

[State VarS, 1]
type = Varset
Trigger1 = Time = 0
ignorehitpause = 1
var(32) = 5

[State VarA, 1]
type = Varadd
Trigger1 = Time = [0,3]
Trigger1 = var(32) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
var(32) = 10

[State VarA, 1]
type = Varadd
Trigger1 = Time >= 4
Trigger1 = var(32) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
var(32) = 1

[State VarS, 1]
type = Varset
Trigger1 = Time = 0
ignorehitpause = 1
var(33) = 5

[State VarA, 1]
type = Varadd
Trigger1 = Time = [0,3]
Trigger1 = var(33) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
var(33) = 10

[State VarA, 1]
type = Varadd
Trigger1 = Time >= 4
Trigger1 = var(33) <= 80
ignorehitpause = ifelse(root,stateno=900,0,1)
var(33) = 1

[State ModifyExp, 1]
type = ModifyExplod
Trigger1 = Time >= 0
ID = 937
scale = Var(32)*0.01,Var(33)*0.01
ignorehitpause = ifelse(root,stateno=900,0,1)

[State Exp, 1]
type = Explod
Trigger1 = Time = 0
anim = 937
pos = 0,0
postype = p1
id = 937
ignorehitpause = ifelse(root,stateno=900,0,1)
persistent = 0
sprpriority = 13
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1
scale = 0.5,0.5

[State Destroy, 1]
type = Destroyself
trigger1 = Time = 50
ignorehitpause = ifelse(root,stateno=900,0,1)

;---------------------------------------------------------------------------
[Statedef 919, helper poste caido]
type = A
movetype = I
physics = N
Anim = 938
sprpriority = 13

[State AngleA, 1]
type = AngleAdd
trigger1 = time = 0
value = -45

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

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Trans, 1]
type = Trans
trigger1 = 1
trans = add

[State Destroy, 1]
type = Destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 924, helper poste de pe]
type = A
movetype = I
physics = N
Anim = 938
sprpriority = 13

[State AngleA, 1]
type = AngleAdd
trigger1 = time = 0
value = 45

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

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Trans, 1]
type = Trans
trigger1 = 1
trans = add

[State Destroy, 1]
type = Destroyself
trigger1 = animtime = 0

;------------------------------------------------------------------------
[Statedef 1002, helper sombra]
type = A
movetype = I
physics = N
Anim = 3000
sprpriority = -6

[State NotH, 1]
type = NotHitBy
Trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Assert, 1]
type = assertspecial
Trigger1=(root,stateno=813)&&(root,time=[33,72])||(root,stateno=998)&&(root,time=[12,30])
Trigger2=(root,stateno=1005)&&(root,time=[12,30])||root,stateno=1025||root,stateno=50
Trigger3=root,anim=1070||(root,anim=7023)&&(root,time=[75,115])||root,stateno=1038
flag = invisible

[State BindToR, 1]
type = Bindtoroot
Trigger1 = Time >= 0
Time = -1
facing = 1
pos = 0,0

[State ChangeA, 1]
type = ChangeAnim
triggerall = time >= 0
trigger1 = root,movetype = H
trigger1 = root,anim != [5000,5300]
trigger1 = root,anim != [120,155]
value = 3000
persistent = 1
ignorehitpause = 1

[State ChangeA, 1]
type = ChangeAnim
trigger1 = time >= 0
trigger1 = root,movetype != H
trigger2 = root,anim = [5000,5300]
trigger2 = root,movetype = H
trigger3 = root,anim = [120,155]
trigger3 = root,movetype = H
value = root,anim
elem  = root,animelemno(0)
persistent = 1
ignorehitpause = 1

[State Pal, 1]
type = PalFX
trigger1 = 1
time = 1
add = 0,150,250;-128,-255,-255

[State Trans, 1]
type = Trans
trigger1 = 1
trans = sub;add1

[State AngleD, 1]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
fvar(1) = 0.51

[State VarS, 1]
type = Varset
trigger1 = fvar(1) < 0.51
fvar(1) = 0.51
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fvar(1) > 0.52
fvar(1) = 0.52
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.52
fvar(2) = 1
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.51
fvar(2) = 0
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.51
fvar(3) = 1
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.52
fvar(3) = 0
ignorehitpause = 1

[State VarA, 1]
type = Varadd
trigger1 = fVar(1) < 0.52
trigger1 = fVar(2) = 0
trigger1 = fVar(3) = 1
fvar(1) = 0.0002;0.0012
ignorehitpause = 1

[State VarA, 1]
type = Varadd
trigger1 = fVar(1) > 0
trigger1 = fVar(2) = 1
trigger1 = fVar(3) = 0
fvar(1) = -0.0002;-0.0012
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) <= 0.51
fvar(1) = 0.51
ignorehitpause = 1

[State Destroy, 1]
type = Destroyself
trigger1 = root,var(1)!=1

;------------------------------------------------------------------------
[Statedef 1009, helper sombra2]
type = A
movetype = I
physics = N
Anim = 3000
sprpriority = 6

[State NotH, 1]
type = NotHitBy
Trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 1009, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 205,20

[State 1009, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 205,26

[State 1009, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 205,28

[State 1009, PlaySnd]
type = PlaySnd
trigger1 = (time % 200) < 1
value = 205,19

[State 1009, PlaySnd]
type = PlaySnd
trigger1 = (time % 110) < 1
value = 205,30

[State Help, 1];p2 fogo pos fireball hit
type = Helper
Trigger1 = (time>0)&&(numhelper(931)=0)&&(root,p2life>0)
helpertype = normal
name = "p2fireball"
ID = 931
Stateno = 931
pos = 0,0
postype = p2
ignorehitpause = 1
ownpal = 1

[State Exp, 1]; Efeito de fundo 2
type = Explod
trigger1 = (time>=0)&&(numexplod(1057)=0)
anim = 1057
pos = ifelse(root,facing = -1,320,0),0
postype = left
id = 1057
bindtime = -1
ignorehitpause = 1
sprpriority = -9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = ifelse(root,facing = -1,-1,1)
scale = 1,1

[State Bgp, 1]
type = BGPalfx
trigger1 = time >= 25
mul = 95+(random%100),25+(random%75),0+(random%125)
time = 2
ignorehitpause = 1

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Assert, 1]
type = assertspecial
Trigger1 = (root,stateno = 813)&&(root,time=[33,72]) || (root,stateno = 998)&&(root,time=[12,30])
Trigger2 = (root,stateno = 1005)&&(root,time=[12,30]) || root,stateno = 1025 || root,stateno = 1038
flag = invisible

[State BindToR, 1]
type = Bindtoroot
Trigger1 = Time >= 0
Time = -1
facing = 1
pos = 0,0

[State ChangeA, 1]
type = ChangeAnim
triggerall = time >= 0
trigger1 = root,movetype = H
trigger1 = root,anim != [5000,5300]
trigger1 = root,anim != [120,155]
value = 3000
persistent = 1
ignorehitpause = 1

[State ChangeA, 1]
type = ChangeAnim
trigger1 = time >= 0
trigger1 = root,movetype != H
trigger2 = root,anim = [5000,5300]
trigger2 = root,movetype = H
trigger3 = root,anim = [120,155]
trigger3 = root,movetype = H
value = root,anim
elem  = root,animelemno(0)
persistent = 1
ignorehitpause = 1

[State Pal, 1]
type = PalFX
trigger1 = (1)&&(teamside=1)
time = 1
add = 0,150,250

[State Pal, 1]
type = PalFX
trigger1 = (1)&&(teamside=2)
time = 1
add = -100,-100,-100

[State Trans, 1]
type = Trans
trigger1 = (1)&&(teamside=1)
trans = sub

[State Trans, 1]
type = Trans
trigger1 = (1)&&(teamside=2)
trans = add1

[State AngleD, 1]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
fvar(1) = 0.51

[State VarS, 1]
type = Varset
trigger1 = fvar(1) < 0.51
fvar(1) = 0.51
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fvar(1) > 0.54
fvar(1) = 0.54
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.54
fvar(2) = 1
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.51
fvar(2) = 0
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.51
fvar(3) = 1
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.54
fvar(3) = 0
ignorehitpause = 1

[State VarA, 1]
type = Varadd
trigger1 = fVar(1) < 0.54
trigger1 = fVar(2) = 0
trigger1 = fVar(3) = 1
fvar(1) = 0.0010;0.0012
ignorehitpause = 1

[State VarA, 1]
type = Varadd
trigger1 = fVar(1) > 0
trigger1 = fVar(2) = 1
trigger1 = fVar(3) = 0
fvar(1) = -0.0010;-0.0012
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) <= 0.51
fvar(1) = 0.51
ignorehitpause = 1

[State Destroy, 1]
type = Destroyself
trigger1 = MatchOver
trigger2 = root,life<=1
trigger3 = root,p2life<0

;------------------------------------------------------------------------
[Statedef 1031, helper sombra 3]
type = A
movetype = I
physics = N
Anim = 3000
sprpriority = 6

[State NotH, 1]
type = NotHitBy
Trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Assert, 1]
type = assertspecial
Trigger1=(root,stateno=813)&&(root,time=[33,72])||(root,stateno=998)&&(root,time=[12,30])
Trigger2=(root,stateno=1005)&&(root,time=[12,30])||root,stateno=1025||root,anim=1070
trigger3=root,stateno=1038||(root,stateno=1052)&&(root,animelemtime(30)>0)
flag = invisible

[State BindToR, 1]
type = Bindtoroot
Trigger1 = Time >= 0
Time = -1
facing = 1
pos = 0,0

[State ChangeA, 1]
type = ChangeAnim
triggerall = time >= 0
trigger1 = root,movetype = H
trigger1 = root,anim != [5000,5300]
trigger1 = root,anim != [120,155]
value = 3000
persistent = 1
ignorehitpause = 1

[State ChangeA, 1]
type = ChangeAnim
trigger1 = time >= 0
trigger1 = root,movetype != H
trigger2 = root,anim = [5000,5300]
trigger2 = root,movetype = H
trigger3 = root,anim = [120,155]
trigger3 = root,movetype = H
value = root,anim
elem  = root,animelemno(0)
persistent = 1
ignorehitpause = 1

[State Pal, 1]
type = PalFX
trigger1 = (1)&&(root,palno!=10)
time = 1
add = 140,15,0;180,25,0

[State Trans, 1]
type = Trans
trigger1 = (1)&&(root,palno!=10)
trans = add1;sub;add1

[State Pal, 1]
type = PalFX
trigger1 = (1)&&(root,palno=10)
time = 1
add = -160,-160,250

[State Trans, 1]
type = Trans
trigger1 = (1)&&(root,palno=10)
trans = sub;sub;add1

[State AngleD, 1]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
fvar(1) = 0.51

[State VarS, 1]
type = Varset
trigger1 = fvar(1) < 0.51
fvar(1) = 0.51
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fvar(1) > 0.52
fvar(1) = 0.52
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.52
fvar(2) = 1
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.51
fvar(2) = 0
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.51
fvar(3) = 1
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) = 0.52
fvar(3) = 0
ignorehitpause = 1

[State VarA, 1]
type = Varadd
trigger1 = fVar(1) < 0.52
trigger1 = fVar(2) = 0
trigger1 = fVar(3) = 1
fvar(1) = 0.0002;0.0012
ignorehitpause = 1

[State VarA, 1]
type = Varadd
trigger1 = fVar(1) > 0
trigger1 = fVar(2) = 1
trigger1 = fVar(3) = 0
fvar(1) = -0.0002;-0.0012
ignorehitpause = 1

[State VarS, 1]
type = Varset
trigger1 = fVar(1) <= 0.51
fvar(1) = 0.51
ignorehitpause = 1

[State Destroy, 1]
type = Destroyself
;trigger1 = (root,var(1)!=1)&&(root,palno!=9)&&(root,palno!=10)
trigger1 = (root,ctrl=1)&&(root,palno!=9)&&(root,palno!=10)&&(root,numhelper(1036)=0)


;------------------------------------------------------------------------
[Statedef 1048, helper sombra 4]
type = A
movetype = I
physics = N
Anim = 3000
sprpriority = 5

[State NotH, 1]
type = NotHitBy
Trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State Assert, 1]
type = assertspecial
Trigger1=(root,stateno=813)&&(root,time=[33,72])||(root,stateno=998)&&(root,time=[12,30])
Trigger2=(root,stateno=1005)&&(root,time=[12,30])||root,stateno=1025||(root,stateno=50)&&(root,time=[11,30])
Trigger3=root,anim=1070||(root,anim=7023)&&(root,time=[75,115])||root,stateno=1038||(root,stateno=1052)&&(root,animelemtime(30)>0)
flag = invisible

[State BindToR, 1]
type = Bindtoroot
Trigger1 = Time >= 0
Time = -1
facing = 1
pos = 0,0

[State ChangeA, 1]
type = ChangeAnim
triggerall = time >= 0
trigger1 = root,movetype = H
trigger1 = root,anim != [5000,5300]
trigger1 = root,anim != [120,155]
value = 3000
;persistent = 1
ignorehitpause = 1

[State ChangeA, 1]
type = ChangeAnim
trigger1 = time >= 0
trigger1 = root,movetype != H
trigger2 = root,anim = [5000,5300]
trigger2 = root,movetype = H
trigger3 = root,anim = [120,155]
trigger3 = root,movetype = H
value = root,anim
elem  = root,animelemno(0)
ignorehitpause = 1

[State Trans, 1]
type = Trans
trigger1 = root,palno=7||root,palno=1
trans = add

[State Trans, 1]
type = Trans
trigger1 = root,palno=12
trans = sub

;------------------------------------------------------------------------
[Statedef 1007, helper heatbar]
type = A
movetype = I
physics = N
Anim = 3000

[State Turn, 1]
type = turn
trigger1 = time = 0
trigger1 = root,facing = -1

[State Exp, 1]
type = Explod
Trigger1 = Time >= 0
Trigger1 = teamside = 1
anim = 1038
pos = 14,225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
persistent = 0
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]
type = Explod
Trigger1 = Time >= 0
Trigger1 = teamside = 1
anim = 1039
pos = 12,225
postype = back
id = 1039
bindtime = -1
removetime = -1
ignorehitpause = 1
persistent = 0
sprpriority = 9998
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]
type = Explod
Trigger1 = Time >= 0
Trigger1 = teamside = 2
anim = 1040
pos = 238,225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
persistent = 0
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = 1
scale = 0.5,0.5

[State Exp, 1]
type = Explod
Trigger1 = Time >= 0
Trigger1 = teamside = 2
anim = 1039
pos = 308,225
postype = back
id = 1039
bindtime = -1
removetime = -1
ignorehitpause = 1
persistent = 0
sprpriority = 9998
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
facing = -1
scale = 0.5,0.5

[State VarS, 1]
type = Varset
Trigger1 = Time = 0
ignorehitpause = 1
var(32) = 1

[State Varadd, 1]; encher pela metade
type = Varadd
trigger1 = root,stateno=900
ignorehitpause = 0
persistent = 0
var(32) = 1075;1075=50%;2150=100%

[State Varadd, 1]; continuar cheio entre os rounds com o order
type = Varadd
trigger1 = (root,p1name="darkordersol")&&(roundno>=2)&&(root,var(33)<2150)
ignorehitpause = 0
persistent = 0
var(32) = root,var(33)

[State Varadd, 1]; diminuindo com o tempo
type = Varadd
trigger1 = (time > 0)&&(var(32)>1)&&(root,p2life>0)&&(var(32)<2150)&&(root,stateno!=900)&&(root,stateno!=1023)
trigger1 = (root,p2stateno!=7001)&&(root,p2stateno!=7014)
ignorehitpause = 0
var(32) = ifelse(root,p1name="darkordersol",-1,-2)

[State Varadd, 1]; diminui quando apanha
type = Varadd
trigger1 = (root,movetype=H)&&(var(32)>=1)&&(root,p2life>0)&&(var(32)<2150)
ignorehitpause = 0
var(32) = -1

[State Varadd, 1]; enche quando bate
type = Varadd
trigger1 = (root,p2movetype=H)&&(var(32)<=2150)&&(root,p2life>0)&&(root,stateno!=900)&&(root,stateno!=1023)
trigger1 = (root,p2stateno!=7001)&&(root,p2stateno!=7014)
ignorehitpause = 0
var(32) = 4

[State 1007, ParentVarSet]
type = ParentVarSet
trigger1 = (var(32)<=1)&&(root,p1name!="darkordersol")
v = 1
value = 2

[State ModifyExp, 1]
type = ModifyExplod
Trigger1 = Time >= 0
ID = 1039
scale = Var(32)*0.00025,0.5

;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[State Exp, 1]; numero 0 esquerda
type = Explod
Trigger1 = (Time >= 0)&&(var(32)<2150); 0-99
anim = 1047
pos = ifelse(teamside=2,208,98),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 0 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)<215); 0-09
Trigger2 = (Time >= 0)&&(var(32)>=2150); 100
anim = 1047
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 0 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)<22); 0
Trigger2 = (Time >= 0)&&(var(32)=[215,236]); 10
Trigger3 = (Time >= 0)&&(var(32)=[430,451]); 20
Trigger4 = (Time >= 0)&&(var(32)=[645,666]); 30
Trigger5 = (Time >= 0)&&(var(32)=[860,881]); 40
Trigger6 = (Time >= 0)&&(var(32)=[1075,1096]); 50
Trigger7 = (Time >= 0)&&(var(32)=[1290,1311]); 60
Trigger8 = (Time >= 0)&&(var(32)=[1505,1526]); 70
Trigger9 = (Time >= 0)&&(var(32)=[1720,1741]); 80
Trigger10 = (Time >= 0)&&(var(32)=[1935,1956]); 90
Trigger11 = (Time >= 0)&&(var(32)>=2150); 100
anim = 1047
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 1 esquerda
type = Explod
Trigger1 = (Time >= 0)&&(var(32)>=2150); 100
anim = 1048
pos = ifelse(teamside=2,208,98),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 1 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[215,429]); 10-19
anim = 1048
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 1 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[22,43]); 1
Trigger2 = (Time >= 0)&&(var(32)=[237,258]); 11
Trigger3 = (Time >= 0)&&(var(32)=[452,473]); 21
Trigger4 = (Time >= 0)&&(var(32)=[667,688]); 31
Trigger5 = (Time >= 0)&&(var(32)=[882,903]); 41
Trigger6 = (Time >= 0)&&(var(32)=[1097,1118]); 51
Trigger7 = (Time >= 0)&&(var(32)=[1312,1333]); 61
Trigger8 = (Time >= 0)&&(var(32)=[1527,1548]); 71
Trigger9 = (Time >= 0)&&(var(32)=[1742,1763]); 81
Trigger10 = (Time >= 0)&&(var(32)=[1957,1978]); 91
anim = 1048
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 2 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[430,644]); 20-29
anim = 1049
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 2 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[44,65]); 2
Trigger2 = (Time >= 0)&&(var(32)=[259,280]); 12
Trigger3 = (Time >= 0)&&(var(32)=[474,495]); 22
Trigger4 = (Time >= 0)&&(var(32)=[689,710]); 32
Trigger5 = (Time >= 0)&&(var(32)=[904,925]); 42
Trigger6 = (Time >= 0)&&(var(32)=[1119,1140]); 52
Trigger7 = (Time >= 0)&&(var(32)=[1334,1355]); 62
Trigger8 = (Time >= 0)&&(var(32)=[1549,1570]); 72
Trigger9 = (Time >= 0)&&(var(32)=[1764,1785]); 82
Trigger10 = (Time >= 0)&&(var(32)=[1979,2000]); 92
anim = 1049
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 3 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[645,859]); 30-39
anim = 1050
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 3 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[66,87]); 3
Trigger2 = (Time >= 0)&&(var(32)=[281,302]); 13
Trigger3 = (Time >= 0)&&(var(32)=[496,517]); 23
Trigger4 = (Time >= 0)&&(var(32)=[711,732]); 33
Trigger5 = (Time >= 0)&&(var(32)=[926,947]); 43
Trigger6 = (Time >= 0)&&(var(32)=[1141,1162]); 53
Trigger7 = (Time >= 0)&&(var(32)=[1356,1377]); 63
Trigger8 = (Time >= 0)&&(var(32)=[1571,1592]); 73
Trigger9 = (Time >= 0)&&(var(32)=[1786,1807]); 83
Trigger10 = (Time >= 0)&&(var(32)=[2001,2022]); 93
anim = 1050
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 4 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[860,1074]); 40-49
anim = 1051
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 4 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[88,109]); 4
Trigger2 = (Time >= 0)&&(var(32)=[303,324]); 14
Trigger3 = (Time >= 0)&&(var(32)=[518,539]); 24
Trigger4 = (Time >= 0)&&(var(32)=[733,754]); 34
Trigger5 = (Time >= 0)&&(var(32)=[948,969]); 44
Trigger6 = (Time >= 0)&&(var(32)=[1163,1184]); 54
Trigger7 = (Time >= 0)&&(var(32)=[1378,1399]); 64
Trigger8 = (Time >= 0)&&(var(32)=[1593,1614]); 74
Trigger9 = (Time >= 0)&&(var(32)=[1808,1829]); 84
Trigger10 = (Time >= 0)&&(var(32)=[2023,2044]); 94
anim = 1051
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 5 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[1075,1289]); 50-59
anim = 1052
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 5 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[110,131]); 5
Trigger2 = (Time >= 0)&&(var(32)=[325,346]); 15
Trigger3 = (Time >= 0)&&(var(32)=[540,561]); 25
Trigger4 = (Time >= 0)&&(var(32)=[755,776]); 35
Trigger5 = (Time >= 0)&&(var(32)=[970,991]); 45
Trigger6 = (Time >= 0)&&(var(32)=[1185,1206]); 55
Trigger7 = (Time >= 0)&&(var(32)=[1400,1421]); 65
Trigger8 = (Time >= 0)&&(var(32)=[1615,1636]); 75
Trigger9 = (Time >= 0)&&(var(32)=[1830,1851]); 85
Trigger10 = (Time >= 0)&&(var(32)=[2045,2066]); 95
anim = 1052
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 6 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[1290,1504]); 60-69
anim = 1053
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 6 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[132,153]); 6
Trigger2 = (Time >= 0)&&(var(32)=[347,368]); 16
Trigger3 = (Time >= 0)&&(var(32)=[562,583]); 26
Trigger4 = (Time >= 0)&&(var(32)=[777,798]); 36
Trigger5 = (Time >= 0)&&(var(32)=[992,1013]); 46
Trigger6 = (Time >= 0)&&(var(32)=[1207,1228]); 56
Trigger7 = (Time >= 0)&&(var(32)=[1422,1443]); 66
Trigger8 = (Time >= 0)&&(var(32)=[1637,1658]); 76
Trigger9 = (Time >= 0)&&(var(32)=[1852,1873]); 86
Trigger10 = (Time >= 0)&&(var(32)=[2067,2088]); 96
anim = 1053
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 7 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[1505,1719]); 70-79
anim = 1054
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 7 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[154,175]); 7
Trigger2 = (Time >= 0)&&(var(32)=[369,390]); 17
Trigger3 = (Time >= 0)&&(var(32)=[584,605]); 27
Trigger4 = (Time >= 0)&&(var(32)=[799,820]); 37
Trigger5 = (Time >= 0)&&(var(32)=[1014,1035]); 47
Trigger6 = (Time >= 0)&&(var(32)=[1229,1250]); 57
Trigger7 = (Time >= 0)&&(var(32)=[1444,1465]); 67
Trigger8 = (Time >= 0)&&(var(32)=[1659,1680]); 77
Trigger9 = (Time >= 0)&&(var(32)=[1874,1895]); 87
Trigger10 = (Time >= 0)&&(var(32)=[2089,2110]); 97
anim = 1054
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 8 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[1720,1934]); 80-89
anim = 1055
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 8 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[176,197]); 8
Trigger2 = (Time >= 0)&&(var(32)=[391,412]); 18
Trigger3 = (Time >= 0)&&(var(32)=[606,627]); 28
Trigger4 = (Time >= 0)&&(var(32)=[821,842]); 38
Trigger5 = (Time >= 0)&&(var(32)=[1036,1057]); 48
Trigger6 = (Time >= 0)&&(var(32)=[1251,1272]); 58
Trigger7 = (Time >= 0)&&(var(32)=[1466,1487]); 68
Trigger8 = (Time >= 0)&&(var(32)=[1681,1702]); 78
Trigger9 = (Time >= 0)&&(var(32)=[1896,1917]); 88
Trigger10 = (Time >= 0)&&(var(32)=[2111,2132]); 98
anim = 1055
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 9 centro
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[1935,2149]); 90-99
anim = 1056
pos = ifelse(teamside=2,215,105),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5

[State Exp, 1]; numero 9 direita
type = Explod
Trigger1 = (Time >= 0)&&(var(32)=[198,219]); 9
Trigger2 = (Time >= 0)&&(var(32)=[413,434]); 19
Trigger3 = (Time >= 0)&&(var(32)=[628,649]); 29
Trigger4 = (Time >= 0)&&(var(32)=[843,864]); 39
Trigger5 = (Time >= 0)&&(var(32)=[1058,1079]); 49
Trigger6 = (Time >= 0)&&(var(32)=[1273,1294]); 59
Trigger7 = (Time >= 0)&&(var(32)=[1488,1509]); 69
Trigger8 = (Time >= 0)&&(var(32)=[1703,1724]); 79
Trigger9 = (Time >= 0)&&(var(32)=[1918,1939]); 89
Trigger10 = (Time >= 0)&&(var(32)=[2133,2149]); 99
anim = 1056
pos = ifelse(teamside=2,222,112),225
postype = back
id = 1038
bindtime = -1
ignorehitpause = 1
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.5,0.5
;||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

[State Exp, 1]; brilho invertido
type = Explod
Trigger1 = numhelper(1009)=1
anim = 1098;1068
pos = 160,110
postype = back
id = 1068
bindtime = -1
ignorehitpause = 1
removetime = -1
persistent = 0
sprpriority = -9
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.8,0.8

[State Exp, 1]; brilho
type = Explod
Trigger1 = numhelper(1009)=1
anim = 1097;975
pos = 160,110
postype = back
id = 1068
bindtime = -1
ignorehitpause = 1
removetime = -1
persistent = 0
sprpriority = 9999
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
scale = 0.8,0.8

[State Helper, 1]
type = Helper
Trigger1 = (numhelper(1009)=1)&&(numhelper(1011)<=3)
stateno = 1011
ID = 1011
pos = 160,-110
postype = back
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%6)*0.1)
size.yscale = 0.4+((random%6)*0.1)

[State 1007, ParentVarSet]
type = ParentVarSet
trigger1 = var(32)>=2150
v = 20
value = 1

[State Exp, 1]; brilho da barra 100%
type = Explod
trigger1 = (var(32)>=2150)&&(numexplod(9995)=0)
anim = 975
pos = ifelse(teamside=2,275,50),225
postype = back
id = 9995
bindtime = -1
ignorehitpause = 1
sprpriority = 9995
pausemoveTime = 9999
removetime=-1
scale = 0.25,0.03
persistent=0

[State 1007, ParentVarSet]
type = ParentVarSet
trigger1 = (root,p1name="darkordersol")&&(time>=0)
v = 33
value = var(32)

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Numhelper(1009)=1
id = 9995

[State 1007, RemoveExplod]
type = RemoveExplod
trigger1 = numhelper(1009)=0
id = 1068

[State 1007, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(1)!=1
id = 1038

[State 1007, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(1)!=1
id = 1039

[State Destroy, 1]
type = Destroyself
trigger1 = (root,var(1)!=1)&&(numexplod(1039)=0)

;---------------------------------------------------------------------------
[Statedef 1008, helper flashbreaker]
type = A
movetype = I
physics = N
Anim = 1041+(random%5)
sprpriority = 3

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Trans, 1]
type = Trans
trigger1 = 1
trans = add

[State VarR, 1]
type = VarRandom
Trigger1 = time = 0
v = 1
range = 0,360

[State VarR, 1]
type = VarRandom
Trigger1 = time = 0
v = 2
range = -5,5

[State AngleA, 1]
type = AngleAdd
trigger1 = time = 0
value = var(1)

[State AngleA, 1]
type = AngleAdd
trigger1 = time >= 0
value = var(2)

[State AngleD, 1]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State VarA, 1]
type = Varadd
Trigger1 = time <= 15
ignorehitpause = 1
fvar(1) = 0.09

[State VarA, 1]
type = Varadd
Trigger1 = time >= 16
ignorehitpause = 1
fvar(1) = 0.13

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
fvar(1) = 0.3

[State Pal, 1]
type = PalFX
Trigger1 = 1
Time = 1
add = var(17),var(17),var(17)
color = 256
ignorehitpause = 1

[State ParA, 1]
type = Varadd
Trigger1 = time >= 10
ignorehitpause = 1
var(17) = -12

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
var(17) = -128

[State Destroy, 1]
type = Destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 1011, helper orderflash]
type = A
movetype = I
physics = N
Anim = 1062+(random%5)
sprpriority = 3

[State Assert, 1]
type = assertspecial
Trigger1 = 1
flag = noshadow

[State Trans, 1]
type = Trans
trigger1 = 1
trans = add

[State VarR, 1]
type = VarRandom
Trigger1 = time = 0
v = 1
range = 0,360

[State VarR, 1]
type = VarRandom
Trigger1 = time = 0
v = 2
range = -5,5

[State AngleA, 1]
type = AngleAdd
trigger1 = time = 0
value = var(1)

[State AngleA, 1]
type = AngleAdd
trigger1 = time >= 0
value = var(2)

[State AngleD, 1]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State VarA, 1]
type = Varadd
Trigger1 = time <= 15
ignorehitpause = 1
fvar(1) = 0.09

[State VarA, 1]
type = Varadd
Trigger1 = time >= 16
ignorehitpause = 1
fvar(1) = 0.13

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
fvar(1) = 0.3

[State Pal, 1]
type = PalFX
Trigger1 = 1
Time = 1
add = var(17),var(17),var(17)
color = 256
ignorehitpause = 1

[State ParA, 1]
type = Varadd
Trigger1 = time >= 10
ignorehitpause = 1
var(17) = -12

[State VarS, 1]
type = Varset
Trigger1 = time = 0
ignorehitpause = 1
var(17) = -128

[State Destroy, 1]
type = Destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 1032, helper destroyed]
type = A
movetype = I
physics = N
Anim = 3000
sprpriority = 0

;[State Turn, 1]
;type = turn
;trigger1 = 1
;trigger1 = root,facing = -1

[State 0, Explod]; bat cima esquerda
type = Explod
trigger1 = time=0
anim = 1087
ID = 1087
pos = 160,2
postype = back
facing = -1
bindtime = -1
removetime = 140
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 99

[State 0, Explod]; bat cima direita
type = Explod
trigger1 = time=0
anim = 1087
ID = 1087
pos = 160,2
postype = back
facing = 1
bindtime = -1
removetime = 140
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 99

[State 0, Explod]; bat baixo esquerda
type = Explod
trigger1 = time=0
anim = 1088
ID = 1087
pos = 160,140
postype = back
facing = -1
bindtime = -1
removetime = 140
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 99

[State 0, Explod]; bat baixo direita
type = Explod
trigger1 = time=0
anim = 1088
ID = 1087
pos = 160,140
postype = back
facing = 1
bindtime = -1
removetime = 140
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 99

[State 0, VarSet]
type = VarSet
trigger1 = time = 0 || time = 20
fv = 6
value = ifelse(time=20,0.5,0)

[State 0, Varadd]
type = Varadd
trigger1 = time = [1,19]
fv = 6
value = 0.025

[State 0, Varadd]
type = Varadd
trigger1 = time >= 90
fv = 6
value = -0.01

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 0
ID = 1087
scale = fvar(6),fvar(6)

[State 0, Explod]; letra D esquerda
type = Explod
trigger1 = time=0
anim = 1089
ID = 1089
pos = 37,20
postype = back
bindtime = -1
removetime = -2
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 100

[State 0, Explod]; letra E esquerda
type = Explod
trigger1 = time=20 || time=100
anim = 1090
ID = 1090
pos = 74,27
vel = 0,ifelse(time=100,-12,0)
postype = back
bindtime = ifelse(time=100,1,-1)
removetime = 80
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 100

[State 0, Explod]; letra S
type = Explod
trigger1 = time=21
anim = 1093
ID = 1093
pos = 99,49
postype = back
bindtime = -1
removetime = 88
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 100

[State Exp, 1]; foguinhos S
type = Explod
trigger1 = time=[108,111]
anim = 917
pos = 99,59
random = 25,25
postype = back
ignorehitpause = 0
sprpriority = 102
scale = 0.5,0.5

[State 0, Explod]; letra T
type = Explod
trigger1 = time=22
anim = 1091
ID = 1091
pos = 121,49
postype = back
bindtime = -1
removetime = 87
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 100

[State Exp, 1]; foguinhos T
type = Explod
trigger1 = time=[108,111]
anim = 917
pos = 121,59
random = 25,25
postype = back
ignorehitpause = 0
sprpriority = 102
scale = 0.5,0.5

[State 0, Explod]; letra R
type = Explod
trigger1 = time=23 || time=100
anim = 1095
ID = 1095
pos = 144,55
vel = 0,ifelse(time=100,-12,0)
postype = back
bindtime = ifelse(time=100,1,-1)
removetime = 79
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 100

[State 0, Explod]; letra O
type = Explod
trigger1 = time=24
anim = 1092
ID = 1092
pos = 175,57
postype = back
bindtime = -1
removetime = 86
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 100

[State Exp, 1]; foguinhos O
type = Explod
trigger1 = time=[108,111]
anim = 917
pos = 175,67
random = 25,25
postype = back
ignorehitpause = 0
sprpriority = 102
scale = 0.5,0.5

[State 0, Explod]; letra Y
type = Explod
trigger1 = time=25
anim = 1094
ID = 1094
pos = 196,44
postype = back
bindtime = -1
removetime = 85
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 100

[State Exp, 1]; foguinhos Y
type = Explod
trigger1 = time=[108,111]
anim = 917
pos = 196,54
random = 25,25
postype = back
ignorehitpause = 0
sprpriority = 102
scale = 0.5,0.5

[State 0, Explod]; letra E direta
type = Explod
trigger1 = time=20 || time=100
anim = 1090
ID = 1090
pos = 219,27
vel = 0,ifelse(time=100,-12,0)
postype = back
bindtime = ifelse(time=100,1,-1)
removetime = 80
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 100

[State 0, Explod]; letra D direta
type = Explod
trigger1 = time=0
anim = 1096
ID = 1096
pos = 238,20
postype = back
bindtime = -1
removetime = -2
supermove = 9999
pausemove = 9999
scale = .5,.5
sprpriority = 101

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 205,11

[State Destroy, 1]
type = Destroyself
trigger1 = time = 200

;---------------------------------------------------------------------------
[Statedef 1033, helper efeito hit]
type = A
movetype = I
physics = N
Anim = 1099
sprpriority = 9

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

[State 0, AngleSet]
type = AngleSet
trigger1 = time=0
value = 0+(random%360)

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

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State Pal, 1]
type = PalFX
Trigger1 = time = 0
Time = 35
add = 250,0,0
sinadd = 256,256,256,35
color = 256
ignorehitpause = 1

[State afterImage, 1]
type = AfterImage
Trigger1 = time = 0
time = 50
length = 10
palbright = 0,60,60
palcontrast = 0,150,250
palpostbright = 0,80,80
timegap = 1
framegap = 1
trans = sub
ignorehitpause = 1

[State Explod, 1]; efeito bolinhas brancas
type = Explod
trigger1 = (time=0)&&(random<500)
anim = 1104+(random%4)
pos = 0,-75
postype = p2
facing = ifelse(random<250,-1,1)
vfacing = ifelse(random<150,-1,1)
bindtime = 2
removetime = -2
scale = .2+(random%6)*.1,.2+(random%6)*.1
sprpriority = ifelse(random<250,8,10)
ownpal = ifelse(random<100,0,1)
ignorehitpause = 1

[State Destroy, 1]
type = Destroyself
trigger1 = animtime=0

;---------------------------------------------------------------------------
[Statedef 1034, helper fautless defense]
type = A
movetype = I
physics = N
Anim = 3000
sprpriority = 0

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

[State 0, PowerAdd]
type = PowerAdd
trigger1 = 1
value = -5

[State 0, Explod]
type = Explod
trigger1 = root,var(6)=0
anim = 1101
ID = 1101
pos = 0,-62
postype = p1
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 9
ignorehitpause = 1

[State Destroy, 1]
type = Destroyself
trigger1 = root,var(6)=0

;---------------------------------------------------------------------------
[Statedef 1035, helper pushback]
type = S
movetype = I
physics = S
Anim = 1102
velset=-12,0
sprpriority = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

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

[State Destroy, 1]
type = Destroyself
trigger1 = time = 10

;---------------------------------------------------------------------------
[Statedef 1036, helper dust screen effect]
type = A
movetype = I
physics = N
Anim = 1103
sprpriority = 4;5;9

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

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

[State 1036, VarSet]
type = VarSet
trigger1 = time=0
v = 13
value = 1

[State 1036, Varadd]
type = Varadd
trigger1 = (time>=0)&&(var(13)<=50)&&(root,p2movetype=H)
var(13) = 1

[State 1036, Varadd]
type = Varadd
trigger1 = (time>=0)&&(root,p2movetype!=H)
var(13) = -1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 19
value = ifelse(var(13)<50,0,1)

[State 1036, PalFX]
type = PalFX
trigger1 = time>=0
time = 2
add =  (var(13) % 240)*3, (var(13) % 240)*1, 0
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1

[State Destroy, 1]
type = Destroyself
trigger1 = (time>=30)&&(var(13)<=1)

;---------------------------------------------------------------------------
[Statedef 1041, helper dust efeito brilho]
type = A
movetype = I
physics = N
Anim = 1119
sprpriority = 3

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

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

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0 || time = 999
time = 999
length = 10
palbright = 30,30,30
palcontrast = 180,180,180
palmul = .65,.65,.75
timegap = 5
framegap = 1
trans = add

[State Destroy, 1]
type = Destroyself
trigger1 = (time>=30)&&(parent,numhelper(1036)=0)

;---------------------------------------------------------------------------
[Statedef 1056, helper fogo rodopio]
type    = A
movetype = I
physics = N
Anim = 1150
sprpriority = 3
ctrl = 0

[State BindToR, 1]
type = Bindtoroot
Trigger1 = Time >= 0
pos = 0,0

[State 0, AngleSet]
type = AngleSet
trigger1 = time=0
value = -65

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

[State 0, AngleAdd]
type = AngleAdd
trigger1 = time>0
value = -70

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, Pause]
type = Pause
trigger1 =(root,var(1)=1)&&(gametime*2)&&(time=[24,30])
trigger2 =(root,var(1)!=1)&&(gametime*2)&&(time=[6,13])
trigger3 =(root,var(1)!=1)&&(gametime*2)&&(time=[28,29])
time = ifelse(root,var(1)=1,8,6)

[State Destroy, 1]
type = Destroyself
trigger1 =root,movetype=H||root,statetype!=A||root,stateno=1037
trigger2 =root,stateno=1040||root,stateno=904

;---------------------------------------------------------------------------
[Statedef 995, helper esquiva ataque]
type = A
movetype = I
physics = N
Anim = 995
sprpriority = 3

[State AngleA, 1]
type = AngleAdd
trigger1 = (time=0)&&(root,stateno!=[997,1001])&&(root,stateno!=1005)
value = -24-((root,var(1)=1)*18)

[State AngleA, 1]
type = AngleAdd
trigger1 = (time=0)&&(root,stateno=997)
value = 0-((root,var(1)=1)*24)

[State AngleA, 1]
type = AngleAdd
trigger1 = (time=0)&&(root,stateno=1000)
value = -16-((root,var(1)=1)*14)

[State AngleA, 1]
type = AngleAdd
trigger1 = (time=0)&&(root,stateno=1001)
value = -24-((root,var(1)=1)*14)

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

[State Trans, 1]
type = Trans
trigger1 = 1
trans = add

[State 907, PlayS]; kaboom
type = PlaySnd
Trigger1 = (time=0)&&(root,stateno!=[997,1001])
value = 205, 23-((root,var(1)=1)*11)
ignorehitpause = 1

[State 907, PlayS]; kaboom
type = PlaySnd
Trigger1 = (time=0)&&(root,stateno=[997,1001])
value = 205, 23
ignorehitpause = 1

[State Destroy, 1]
type = Destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; Esquiva com golpe (s.f.+c.f.)
[Statedef 907, esquiva com golpe]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0
anim = ifelse(var(1)=1,908,907)
sprpriority = 1

[State 907, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 40, 10			;Damage that move inflicts, guard damage
animtype = heavy 			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 18, 18			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,ifelse(var(1)=1,4,0)
guardsound = s203,ifelse(var(1)=1,1,2)
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = -0.5		;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 = -0.5, -3		;X-velocity at which opponent is pushed,
air.hittime = 10
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(var(1)!=1)&&(animelemtime(8)=[1,2])
Trigger2 = (movehit=1)&&(var(1)=1)&&(animelemtime(5)=[1,2])
anim = 989-((var(1)=1)*1)
pos = 0,-55-((var(1)=1)*15)
facing = ifelse(var(1)=1,-1,1)
postype = p2
id = 989-((var(1)=1)*1)
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(var(1)=1)&&(animelemtime(5)=[1,2])
anim = 991
pos = 0,-70
facing = -1
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(var(1)!=1)&&(animelemtime(8)=[1,2])
Trigger2 = (moveguarded=1)&&(var(1)=1)&&(animelemtime(5)=[1,2])
anim = 984+((var(1)=1)*1)
pos = 7,-55-((var(1)=1)*15)
postype = p2
id = 984+((var(1)=1)*1)
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 907, 2]
type = HitDef
trigger1 = (var(1)!=1)&&(animelem=9)
trigger2 = (var(1)=1)&&(animelem=6)
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 40, 10			;Damage that move inflicts, guard damage
animtype = up 			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 20			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,ifelse(var(1)=1,4,0)
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = -0.5, -13		;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 = -0.5, -12
air.hittime = 10
fall = 1
fall.recovertime = 80
palfx.Time = ifelse(var(1)=1,75,9)
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State PlayS, 1]
type = PlaySnd
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(6)=[1,2])
value = 205, 17
ignorehitpause = 1
persistent = 0

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(6)=[1,2])
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(var(1)!=1)&&(animelemtime(9)=[1,2])
Trigger2 = (movehit=1)&&(var(1)=1)&&(animelemtime(6)=[1,2])
anim = 996
pos = 0,-75-((var(1)=1)*15)
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(var(1)!=1)&&(animelemtime(9)=[1,2])
Trigger2 = (moveguarded=1)&&(var(1)=1)&&(animelemtime(6)=[1,2])
anim = 986
pos = 7,-75-((var(1)=1)*15)
postype = p2
id = 986
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State Hel, 2]; fogo do ataque
type = Helper
Trigger1 = time = 35
stateno = 995
pos = -2,0
postype = p1
ignorehitpause = 1
id = 995
persistent = 0
ownpal = 1
size.xscale = .5+((var(1)=1)*0.25)
size.yscale = .5+((var(1)=1)*0.25)

[State firefloor, Exp]
type = Explod
Trigger1 = time = 35
anim = 994
pos = 0,10
postype = p1
id = 994
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3
ownpal = 1
scale = .5+((var(1)=1)*0.25),.5+((var(1)=1)*0.25)

[State fumaça2, Exp]
type = Explod
Trigger1 = time = 35
anim = 993
pos = -22,8
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 4
ownpal = 1
scale = .3+((var(1)=1)*0.2),.3+((var(1)=1)*0.2)

[State fumaça2, Exp]
type = Explod
Trigger1 = time = 35
anim = 993
pos = 30,8
facing = -1
postype = p1
id = 993
bindtime = 1
ignorehitpause = 1
persistent = 0
sprpriority = 4
ownpal = 1
scale = .3+((var(1)=1)*0.2),.3+((var(1)=1)*0.2)

[State 907, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 32
length = 10
palbright = 30,30,30
palcontrast = 180,180,180
palmul = .65,.65,.75
timegap = 5
framegap = 1
trans = add;"none","add1","sub"

[State 907, AfterImage2];afterimage do order
type = AfterImage
triggerall = var(1) = 1
trigger1 = time = 33
time = -1
length = 10
palbright = 0,60,60
palcontrast = 0,150,250
palpostbright = 0,80,80
timegap = 1
framegap = 1
trans = sub ;"none","add1","sub"
ignorehitpause = 1

[State 907, VelAdd]
type = VelAdd
trigger1 = animelem <= 3
x = 5

[State 907, PosAdd]
type = PosAdd
trigger1 = var(1) != 1
trigger1 = animelem = 6
x = 20
ignorehitpause = 1

[State 907, PosAdd]
type = PosAdd
trigger1 = var(1) != 1
trigger1 = animelem = 8
x = 40
ignorehitpause = 1

[State 907, Env]
type = Envshake
trigger1 = time = 35
time = 12+((var(1)=1)*4)
ignorehitpause = 1

[State 907, Turn]
type = Turn
trigger1 = (movehit)&&(time >= 37)&&(p2dist x < 0)
ignorehitpause = 0

[State 907, 5]
type = ChangeState
triggerall = (movehit)&&(time >= 37)
trigger1 = command = "up" || command = "holdup"
trigger2 = command = "upfwd" || command = "holdupfwd"
trigger3 = command = "upback" || command = "holdupback"
trigger4 = var(7) = 1
value = 40
ctrl = 1

[State 907, Frente chute forte AI]
type = ChangeState
value = 252
triggerall = (var(7) = 1) && (time >= 13) && (time <= 28)
triggerall = (p2dist x >= 100) && (p2dist x <= 150)
triggerall = random <= 150
trigger1 = p2stateno = 5100
trigger2 = p2stateno = 5101
trigger3 = p2stateno = 5110

[State 907, Stand Light Punch AI]
type = ChangeState
value = 200
triggerall = (var(7) = 1) && (time >= 13) && (time <= 28)
triggerall = p2dist X <= 50
triggerall = stateno != 200
triggerall = P2movetype != A
triggerall = p2dist y >= -60
triggerall = p2statetype != C
triggerall = p2stateno != 5100
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
trigger1 = random <= 150

[State 907, Crouch Light Punch AI]
type = ChangeState
value = 400
triggerall = (var(7) = 1) && (time >= 13) && (time <= 28)
triggerall = p2dist X <= 50;40
triggerall = stateno != 400
triggerall = p2dist y >= 0
triggerall = p2stateno != 5100
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
trigger1 = p2movetype != A
trigger1 = random <= 150
trigger2 = p2movetype = A
trigger2 = p2statetype = S
trigger2 = random <= 75

[State 907, Crouch Strong Punch AI]
type = ChangeState
value = 420
triggerall = (var(7) = 1) && (time >= 13) && (time <= 28)
triggerall = p2dist X <= 50;40
triggerall = stateno != 420
triggerall = p2dist y >= -200
triggerall = p2stateno != 5120
trigger1 = p2movetype != A
trigger1 = random <= 150
trigger2 = p2stateno = 5100
trigger2 = random <= 200
trigger3 = p2stateno = 5101
trigger3 = random <= 200
trigger4 = p2stateno = 5110
trigger4 = random <= 200

[State 907, Crouch Light Kick AI]
type = ChangeState
value = 430
triggerall = (var(7) = 1) && (time >= 13) && (time <= 28)
triggerall = p2dist X <= 50;40
triggerall = stateno != 430
triggerall = p2dist y >= 0
triggerall = p2stateno != 5120
trigger1 = p2movetype != A
trigger1 = random <= 150
trigger2 = p2movetype = A
trigger2 = p2statetype = S
trigger2 = random <= 75
trigger3 = p2stateno = 5100
trigger3 = random <= 200
trigger4 = p2stateno = 5101
trigger4 = random <= 200
trigger5 = p2stateno = 5110
trigger5 = random <= 200

[State 907, Crouch Strong Kick AI]
type = ChangeState
value = 450
triggerall = (var(7) = 1) && (time >= 13) && (time <= 28)
triggerall = (p2dist x >= 51) && (p2dist x <= 99)
triggerall = random <= 150
trigger1 = p2stateno = 5100
trigger2 = p2stateno = 5101
trigger3 = p2stateno = 5110

[State 907, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Esquiva com golpe aérea
[Statedef 909, esquiva aerea]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 50
ctrl = 0
anim = ifelse(var(1)=1,909,654)
sprpriority = 1

[State 909, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 205,23
persistent = 0

[State 909, Explod]
type = Explod
trigger1 = time = 6
anim = 655
ID = 655
pos = -9,-80
postype = p1
bindtime = -1
removetime = -2
scale = .5,.5;+((var(1)=1)*.1),.5+((var(1)=1)*.1)
sprpriority = ifelse(var(1)=1,-2,4)
ownpal = 0
removeongethit = 1
ignorehitpause = 0

[State Exp, 1]
type = Explod
trigger1 = time = [19,21]
anim = 917
pos = 60,-75
postype = p1
random = 15,15
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = time = [22,24]
anim = 917
pos = 95,-75
postype = p1
random = 25,25
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State Exp, 1]
type = Explod
trigger1 = time = [23,26]
anim = 917
pos = 120,-75
postype = p1
random = 35,35
id = 917
ignorehitpause = 0
sprpriority = 7
ownpal = 1
scale = 0.6,0.6

[State 909, 1]
type = HitDef
trigger1 = animelem = 4
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 75, 15			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 18, 18			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,ifelse(var(1)=1,1,0)
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = -10, -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 = -10, -4		;X-velocity at which opponent is pushed,
air.hittime = 10
fall = 1
palfx.Time = 9
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 996
pos = 0,-75
postype = p2
id = 996
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,-75
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 909, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 16
length = 10
palbright = 30,30,30
palcontrast = 180,180,180
palmul = .65,.65,.75
timegap = 5
framegap = 1
trans = add;"none","add1","sub"

[State 909, AfterImage2];afterimage do order
type = AfterImage
triggerall = var(1) = 1
trigger1 = animelem = 4
time = -1;450
length = 10
palbright = 0,60,60
palcontrast = 0,150,250
palpostbright = 0,80,80
timegap = 1
framegap = 1
trans = sub ;"none","add1","sub"
ignorehitpause = 1

[State 909, Velset]
type = Velset
trigger1 = (time=[0,26])&&(vel y > 0)&&(prevstateno!=1006)
y = 0

[State 909, Veladd]
type = Veladd
trigger1 = (time=0)&&(vel x > 8)
x = -6

[State 909, Veladd]
type = Veladd
trigger1 = (time=0)&&(prevstateno=1006)
y = -5

[State 909, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0
value = ifelse(var(1)=1,52,44)

[State 909, 5]
type = CtrlSet
trigger1 = Time = 32
value = 1

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200, soco fraco]
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  = 2				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = ifelse(var(1)=1,201,200)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 1			;Set layering priority to 2 (in front)

[State 200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 201,2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,10,15), 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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 7			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1				;Spark anim no (Def: set above)
hitsound = s202,1			;Sound to play on hit
guardsound = s203,2
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 = -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 = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10
fall=ifelse((prevstateno=907)&&(p2movetype=H),1,0)
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
;p2stateno = 7001

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 955
pos = 0,-75
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-75
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 200, ChangeState]; COMBO GUARDED - soco fraco agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = S
value = 400

[State 200, ChangeState]; COMBO GUARDED - chute fraco agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = S
value = 430

[State 200, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 200, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 200, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger2 = p2statetype = S
value = 907

[State 200, ChangeState]; COMBO - chute fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,100])
trigger1 = p2statetype = S
value = 230

[State 200, ChangeState]; COMBO - soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [101,200])
value = 210

[State 200, ChangeState]; COMBO - chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [201,300])
value = 240

[State 200, ChangeState]; COMBO - frente soco fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [301,400])
value = 202

[State 200, ChangeState]; COMBO - frente chute fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [401,500])
trigger1 = (p2statetype = S) && (var(1) = 1)
value = 232

[State 200, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,600])
value = 214

[State 200, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [601,700])
trigger1 = var(1) = 1
value = 244

[State 200, ChangeState]; COMBO - chute fraco agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [701,800])
value = 430

[State 200, ChangeState]; COMBO - soco medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [801,900])
value = 410

[State 200, ChangeState]; COMBO - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [901,999])
value = 440

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

;---------------------------------------------------------------------------
; Frente soco fraco
[Statedef 202, frente soco fraco]
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  = 2				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = ifelse(var(1)=1,203,202)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 1			;Set layering priority to 2 (in front)

[State 202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 201,0

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = animelemtime(3)=0
anim = 205
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = animelemtime(3)=0
anim = 205
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = animelemtime(3)=0
anim = 205
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1

[State 202, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,15,20), 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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 14, 14			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1				;Spark anim no (Def: set above)
hitsound = s202,5			;Sound to play on hit
guardsound = s203,1
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 = -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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10
fall=ifelse((prevstateno=907)&&(p2movetype=H),1,0)
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 987
pos = 0,-55
postype = p2
facing = -1
id = 987
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 990
pos = 0,-55
postype = p2
facing = -1
id = 990
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.25,0.25

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,-45
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.3,0.3

[State 202, ChangeState]; COMBO GUARDED - soco medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = S
value = 410

[State 202, ChangeState]; COMBO GUARDED - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = S
value = 440

[State 202, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 202, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 202, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger2 = p2statetype = S
value = 907

[State 202, ChangeState]; COMBO - frente chute fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,140])
trigger1 = (p2statetype = S) && (var(1) = 1)
value = 232

[State 202, ChangeState]; COMBO - soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [141,280])
value = 210

[State 202, ChangeState]; COMBO - chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [281,420])
value = 240

[State 202, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [421,560])
value = 214

[State 202, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [561,700])
trigger1 = var(1) = 1
value = 244

[State 202, ChangeState]; COMBO - soco medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [701,840])
value = 410

[State 202, ChangeState]; COMBO - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [841,999])
value = 440

[State 202, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210, soco medio]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 40
ctrl = 0
velset = 0,0
anim = ifelse(var(1)=1,211,210)
sprpriority = 1

[State 210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 201,6

[State 210, 1]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 5
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,8,13), 0			;Damage that move inflicts, guard damage
animtype = medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 9			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1				;Spark anim no (Def: set above)
hitsound = s202,0			;Sound to play on hit
guardsound = s203,3
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;Time opponent is in hit state
ground.velocity = -2		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
air.hittime = 10
fall=ifelse((prevstateno=907)&&(p2movetype=H),1,0)
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(4)=1)
anim = 955
pos = 0,-60
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(5)=[1,5])
anim = 989
pos = 0,-65
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(4)=1)
anim = 984
pos = 7,-65
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(5)=[1,5])
anim = 984
pos = 7,-60
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 210, VelAdd]
type = VelAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
x = 3
y = 0

[State 210, ChangeState]; COMBO GUARDED - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,500])
trigger1 = p2statetype = S
value = 440

[State 210, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 210, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 210, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [501,999])
trigger2 = p2statetype = S
value = 907

[State 210, ChangeState]; COMBO - chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,100])
trigger1 = time >= 11
value = 240

[State 210, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [101,200])
trigger1 = time >= 11
value = 214

[State 210, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [201,300])
trigger1 = (var(1) = 1) && (time >= 11)
value = 244

[State 210, ChangeState]; COMBO - soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [301,400])
trigger1 = (time >= 11)&&(p2dist x = [5,40])
value = 220

[State 210, ChangeState]; COMBO - chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [401,500])
trigger1 = (time >= 11)&&(p2statetype = C)
value = 250

[State 210, ChangeState]; COMBO - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,600])
trigger1 = time >= 11
value = 222

[State 210, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [601,700])
trigger1 = time >= 11
value = 252

[State 210, ChangeState]; COMBO - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [701,800])
trigger1 = time >= 11
value = 440

[State 210, ChangeState]; COMBO - soco forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [801,900])
trigger1 = time >= 11
value = 420

[State 210, ChangeState]; COMBO - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [901,999])
trigger1 = time >= 11
value = 450

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

;---------------------------------------------------------------------------
; Tras frente soco medio
[Statedef 212, t f soco medio]
type    = A				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = A				;Physics: S-stand, C-crouch, A-air
juggle  = 2				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = ifelse(var(1)=1,213,212)				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 1			;Set layering priority to 2 (in front)

[State 212, PosSet]
type = PosSet
trigger1 = var(1) != 1
trigger1 = time <= 4
trigger2 = var(1) = 1
trigger2 = time <= 10
trigger3 = var(1) = 1
trigger3 = time >= 26
y = -1

[State 212, VelAdd]
type = VelAdd
trigger1 = var(1) != 1
trigger1 = time <= 4
y = -0.8

[State 212, VelAdd]
type = VelAdd
trigger1 = var(1) = 1
trigger1 = time <= 10
trigger2 = var(1) = 1
trigger2 = time >= 27
y = -0.5

[State 212, VelAdd]
type = VelAdd
trigger1 = var(1) != 1
trigger1 = time >= 4
trigger1 = time <= 10
x = .2
y = -0.7

[State 212, VelAdd]
type = VelAdd
trigger1 = var(1) = 1
trigger1 = time >= 10
trigger1 = time <= 17
x = .1
y = -0.7

[State 212, Velset]
type = Velset
trigger1 = var(1) = 1
trigger1 = time = 27
x = 0

[State 212, PlaySnd]
type = PlaySnd
trigger1 = (var(1)!=1)&&(animelem=4)
value = 201,5

[State 212, PlaySnd]
type = PlaySnd
trigger1 = (var(1)=1)&&(animelem=4)
value = 201,4

[State 212, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 30, 0			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,ifelse(var(1)=1,4,0)
guardsound = s203,ifelse(var(1)=1,1,3)
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 24		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State 212, 1]
type = HitDef
trigger1 = (var(1) = 1) && (animelem = 8)
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 15, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3			;Sound to play on hit
guardsound = s203,1
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 24		;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 = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(4)=[1,2])
anim = 989
pos = 0,-110
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(movehit=1)&&(animelemtime(5)=[1,5])
anim = 989
pos = 0,-60
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(4)=[1,4])
anim = 988
pos = 0,-95
postype = p2
facing = -1
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(4)=[1,4])
anim = 991
pos = 0,-95
postype = p2
facing = -1
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(5)=[1,5])
anim = 987
pos = 0,-115
postype = p2
facing = -1
id = 987
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(5)=[1,5])
anim = 990
pos = 0,-115
postype = p2
facing = -1
id = 990
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(6)=[1,3])
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(7)=[1,3])
anim = 988
pos = 0,-80
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(6)=[1,3])
Trigger2 = (var(1)=1)&&(movehit=1)&&(animelemtime(7)=[1,3])
anim = 991
pos = 0,-80
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(8)=[1,6])
anim = 988
pos = 0,-25
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(movehit=1)&&(animelemtime(8)=[1,6])
anim = 991
pos = 0,-25
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)!=1)&&(moveguarded)
anim = 984
pos = 7,-70
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(moveguarded)
anim = 985
pos = 7,-80
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(moveguarded=1)&&(animelemtime(8)=[1,6])
anim = 985
pos = 7,-25
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 212, Env]
type = Envshake
trigger1 = var(1) = 1
Trigger1 = Animelem = 8
time = 12

[State 212, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 212, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Frente soco medio
[Statedef 214, frente soco medio]
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  = 2				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = ifelse(var(1)=1,215,214)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 1			;Set layering priority to 2 (in front)

[State 214, ChangeAnim]
type = ChangeAnim
trigger1 = var(1) = 1
trigger1 = anim != 215
value = 215

[State 214, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S201,1

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = animelemtime(3)=0
anim = 217
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = animelemtime(3)=0
anim = 217
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = animelemtime(3)=0
anim = 217
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1

[State 214, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,30,40), 0			;Damage that move inflicts, guard damage
animtype = medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 16, 16			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,4			;Sound to play on hit
guardsound = s203,1
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 22		;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 987
pos = 0,-50
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 990
pos = 0,-50
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,-50
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.4,0.4

[State 214, ChangeState]; COMBO GUARDED - soco forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = S
value = 420

[State 214, ChangeState]; COMBO GUARDED - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = S
value = 450

[State 214, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 214, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 214, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger2 = p2statetype = S
value = 907

[State 214, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,140])
trigger1 = var(1) = 1
value = 244

[State 214, ChangeState]; COMBO - soco forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [141,280])&&(p2dist x = [5,40])
value = 220

[State 214, ChangeState]; COMBO - chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [281,420])
trigger1 = p2statetype = C
value = 250

[State 214, ChangeState]; COMBO - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [421,560])
value = 222

[State 214, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [561,700])
value = 252

[State 214, ChangeState]; COMBO - soco forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [701,840])
value = 420

[State 214, ChangeState]; COMBO - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [841,999])
value = 450

[State 214, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 220, soco forte]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0
anim = ifelse(var(1)=1,221,220)
sprpriority = 1

[State 220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S201,5

[State 220, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = ifelse(p2movetype=H,35,50), 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11, 11
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,3
ground.type = low
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 10
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(2)=[1,2])
anim = 989
pos = 0,-90
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(3)=[1,2])
Trigger2 = (movehit=1)&&(animelemtime(4)=[1,2])
anim = 989
pos = 0,-50
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-75
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 220, ChangeState]; COMBO GUARDED - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,500])
trigger1 = p2statetype = S
value = 450

[State 220, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 220, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 220, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [501,999])
trigger2 = p2statetype = S
value = 907

[State 220, ChangeState]; COMBO - chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,100])
trigger1 = p2statetype = C
value = 250

[State 220, ChangeState]; COMBO - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [101,200])
value = 450

[State 220, ChangeState]; COMBO - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [201,300])
value = 222

[State 220, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [301,400])
value = 252

[State 220, ChangeState]; COMBO - fireflame fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [401,443])
value = 963

[State 220, ChangeState]; COMBO - fireflame medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [444,486])
value = 964

[State 220, ChangeState]; COMBO - fireflame forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [487,529])
value = 965

[State 220, ChangeState]; COMBO - diporva fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[530,572])
value = 1014

[State 220, ChangeState]; COMBO - diporva medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[573,615])
value = 1015

[State 220, ChangeState]; COMBO - diporva forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[616,658])
value = 1016

[State 220, ChangeState]; COMBO - avanço reto fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [659,701])
value = 997

[State 220, ChangeState]; COMBO - avanço reto medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [702,744])
value = 1000

[State 220, ChangeState]; COMBO - avanço reto forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [745,787])
value = 1001

[State 220, ChangeState]; COMBO - avanço baixo fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[788,830])
value = 1003

[State 220, ChangeState]; COMBO - avanço baixo medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[831,873])
value = 1004

[State 220, ChangeState]; COMBO - avanço baixo forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[874,916])
value = 1005

[State 220, ChangeState]; COMBO - tf soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [917,959])
trigger1 = var(1) = 1
value = 224

[State 220, ChangeState]; COMBO - tf chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [960,999])
trigger1 = var(1) = 1
value = 254

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

;---------------------------------------------------------------------------
[Statedef 224, t f soco forte]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0
anim = 224
sprpriority = 1

[State 224, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,55,75), 15			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 6, 0			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,3
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = -10, -5		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10, -5		;X-velocity at which opponent is pushed,
air.hittime = 10
fall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-60
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-60
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 224, PlayS]
type = PlaySnd
Trigger1 = Animelem = 4
value = 201, 5

[State 224, Env]
type = Envshake
Trigger1 = Animelem = 4
time = 8

[State 224, Explod]
type = Explod
trigger1 = animelem = 4
anim = 225
ID = 225
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime = -2
scale = .5,.5
sprpriority = 2
ontop = 1
shadow = 10,10,10

[State 224, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)&&(p2movetype=A)
value = 1027

[State 224, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Frente soco forte
[Statedef 222, frente soco forte]
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  = 2				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = ifelse(var(1)=1,223,222)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 1			;Set layering priority to 2 (in front)

[State 222, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S201,7

[State 222, PlaySnd]; counter
type = PlaySnd
trigger1 = (prevstateno=5000)&&(time=0)
value = 205,10

[State 222, NotHitBy]
type = NotHitBy
trigger1 = (prevstateno=5000)&&(time=0)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 40

[State brilho, PalFX]
type = PalFX
trigger1 = (prevstateno=5000)&&(time=0)
time = 8
add = 120,120,255
ignorehitpause = 1

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5000)&&(time=1)
stateno = 1008
ID = 1008
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5000)&&(time=2)
stateno = 1008
ID = 1008
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5000)&&(time=3)
stateno = 1008
ID = 1008
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State 222, Projectile]; reversal proj
type = Projectile
trigger1 = (prevstateno=5000)&&(animelem=4)
ProjID = 974
projanim = 974
projhitanim = 955
projscale = .5,.5
velocity = 12,ifelse(command="holdup",-4,0)+(ifelse(command="holddown",4,0))
projpriority = 1
projsprpriority = 2
projremovetime = 60
offset = 30,-70
postype = p1         ;p2,front,back,left,right
projshadow = 10,10,10
attr = S,SP
hitflag = MAFD
guardflag = MA
animtype = back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 50,5
pausetime = 10,10
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = s202,2			;Sound to play on hit
guardsound = s203,4
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5
air.type = High
air.hittime = 20
ground.velocity = -7
ground.hittime  = 12
air.velocity = -7,-3
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State PlayS, 1]
type = PlaySnd
Trigger1 = ProjHittime(974) = 1
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = ProjHittime(974) = 1
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = animelemtime(4)=0
anim = 227
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = animelemtime(4)=0
anim = 227
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = animelemtime(4)=0
anim = 227
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1

[State 222, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,45,65), 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 18, 18			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,1
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 24		;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 = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 22			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 988
pos = 0,-60
facing = -1
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 991
pos = 0,-60
facing = -1
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,-60
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 222, ChangeState]; COMBO GUARDED - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,500])
trigger1 = p2statetype = S
value = 252

[State 222, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 222, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 222, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [501,999])
trigger2 = p2statetype = S
value = 907

[State 222, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,300])
value = 252

[State 222, ChangeState]; COMBO - fireflame fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [301,350])
value = 963

[State 222, ChangeState]; COMBO - fireflame medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [351,400])
value = 964

[State 222, ChangeState]; COMBO - fireflame forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [401,450])
value = 965

[State 222, ChangeState]; COMBO - diporva fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[451,500])
value = 1014

[State 222, ChangeState]; COMBO - diporva medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[501,550])
value = 1015

[State 222, ChangeState]; COMBO - diporva forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[551,600])
value = 1016

[State 222, ChangeState]; COMBO - avanço reto fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [601,650])
value = 997

[State 222, ChangeState]; COMBO - avanço reto medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [651,700])
value = 1000

[State 222, ChangeState]; COMBO - avanço reto forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [701,750])
value = 1001

[State 222, ChangeState]; COMBO - avanço baixo fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[751,800])
value = 1003

[State 222, ChangeState]; COMBO - avanço baixo medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[801,850])
value = 1004

[State 222, ChangeState]; COMBO - avanço baixo forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[851,900])
value = 1005

[State 222, ChangeState]; COMBO - tf soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [901,950])
trigger1 = var(1) = 1
value = 224

[State 222, ChangeState]; COMBO - tf chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [951,999])
trigger1 = var(1) = 1
value = 254

[State 222, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230, chute fraco]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 40
ctrl = 0
velset = 0,0
anim = ifelse(var(1)=1,231,230)
sprpriority = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S201,6

[State 230, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,7,8), 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAD			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 8			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,1
guardsound = s203,3
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 13		;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 = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 11
fall=ifelse((prevstateno=907)&&(p2movetype=H),1,0)
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(2)=[1,2])
anim = 955
pos = 0,-85
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(3)=[1,5])
anim = 955
pos = 0,-115
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(2)=[1,2])
anim = 984
pos = 7,-85
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(3)=[1,5])
anim = 984
pos = 7,-115
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 230, ChangeState]; COMBO GUARDED - soco fraco agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = S
value = 400

[State 230, ChangeState]; COMBO GUARDED - chute fraco agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = S
value = 430

[State 230, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 230, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 230, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger2 = p2statetype = S
value = 907

[State 230, ChangeState]; COMBO - frente soco fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,125])
trigger1 = time >= 7
value = 202

[State 230, ChangeState]; COMBO - frente chute fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [126,250])
trigger1 = (p2statetype = S) && (var(1) = 1) && (time >= 7)
value = 232

[State 230, ChangeState]; COMBO - soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [251,375])
trigger1 = time >= 7
value = 210

[State 230, ChangeState]; COMBO - chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [376,500])
trigger1 = time >= 7
value = 240

[State 230, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,625])
trigger1 = time >= 7
value = 214

[State 230, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [626,750])
trigger1 = (var(1) = 1) && (time >= 7)
value = 244

[State 230, ChangeState]; COMBO - soco medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [751,875])
trigger1 = time >= 7
value = 410

[State 230, ChangeState]; COMBO - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [876,999])
trigger1 = time >= 7
value = 440

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

;---------------------------------------------------------------------------
; Frente chute fraco
[Statedef 232, frente chute fraco]
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  = 2				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 232				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 232, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S201,1

[State 232, PlaySnd]; counter
type = PlaySnd
trigger1 = (prevstateno=5000)&&(time=0)
value = 205,10

[State 232, NotHitBy]
type = NotHitBy
trigger1 = (prevstateno=5000)&&(time=0)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 40

[State brilho, PalFX]
type = PalFX
trigger1 = (prevstateno=5000)&&(time=0)
time = 8
add = 120,120,255
ignorehitpause = 1

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5000)&&(time=1)
stateno = 1008
ID = 1008
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5000)&&(time=2)
stateno = 1008
ID = 1008
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5000)&&(time=3)
stateno = 1008
ID = 1008
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State 232, Projectile]; reversal proj
type = Projectile
trigger1 = (prevstateno=5000)&&(animelem=3)
ProjID = 974
projanim = 974
projhitanim = 955
projscale = .5,.5
velocity = 12,ifelse(command="holdup",-4,0)+(ifelse(command="holddown",4,0))
projpriority = 1
projsprpriority = 1
projremovetime = 60
offset = 30,-70
postype = p1         ;p2,front,back,left,right
projshadow = 10,10,10
attr = S,SP
hitflag = MAFD
guardflag = MA
animtype = back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 50,5
pausetime = 10,10
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = s202,2			;Sound to play on hit
guardsound = s203,4
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5
air.type = High
air.hittime = 20
ground.velocity = -7
ground.hittime  = 12
air.velocity = -7,-3
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
afterimage.time = 50
afterimage.length = 10
afterimage.palbright = 0,60,60
afterimage.palcontrast = 0,150,250
afterimage.palpostbright =0,80,80
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = sub;addalpha

[State PlayS, 1]
type = PlaySnd
Trigger1 = ProjHittime(974) = 1
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = ProjHittime(974) = 1
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = animelemtime(3)=0
anim = 233
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = animelemtime(3)=0
anim = 233
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = animelemtime(3)=0
anim = 233
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1

[State 232, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,18,25), 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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 15, 15			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,5
guardsound = s203,1
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 = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 988
pos = 0,-85
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 991
pos = 0,-85
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.25,0.25

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,-85
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.3,0.3

[State 232, ChangeState]; COMBO GUARDED - soco medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = S
value = 410

[State 232, ChangeState]; COMBO GUARDED - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = S
value = 440

[State 232, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 232, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 232, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger2 = p2statetype = S
value = 907

[State 232, ChangeState]; COMBO - soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,165])
value = 210

[State 232, ChangeState]; COMBO - chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [166,332])
value = 240

[State 232, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [333,498])
value = 214

[State 232, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [499,664])
value = 244

[State 232, ChangeState]; COMBO - soco medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [665,830])
value = 410

[State 232, ChangeState]; COMBO - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [831,999])
value = 440

[State 232, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240, chute medio]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 40
ctrl = 0
velset = 0,0
anim = ifelse(var(1)=1,241,240)
sprpriority = 1

[State 240, PlaySnd]
type = PlaySnd
trigger1 = (var(1)!=1)&&(animelem=5)
trigger2 = (var(1)=1)&&(animelem=3)
value = S201,3

[State 240, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,20,28), 0			;Damage that move inflicts, guard damage
animtype = medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10, 10			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,0
guardsound = s203,3
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = -1		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
air.hittime = 10
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 955
pos = 0,-63-((var(1)=1)*20)
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-63-((var(1)=1)*20)
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 240, Velset]
type = Velset
trigger1 = (var(1) != 1) && (animelem = 5)
trigger2 = (var(1) = 1) && (animelem = 3)
x = 3.5

[State 240, ChangeState]; COMBO GUARDED - soco forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = S
value = 420

[State 240, ChangeState]; COMBO GUARDED - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = S
value = 450

[State 240, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 240, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 240, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger2 = p2statetype = S
value = 907

[State 240, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,125])
value = 214

[State 240, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [126,250])
trigger1 = var(1) = 1
value = 244

[State 240, ChangeState]; COMBO - soco forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [251,375])&&(p2dist x = [5,40])
value = 220

[State 240, ChangeState]; COMBO - chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [376,500])
trigger1 = p2statetype = C
value = 250

[State 240, ChangeState]; COMBO - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,625])
value = 222

[State 240, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [626,750])
value = 252

[State 240, ChangeState]; COMBO - soco forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [751,875])
value = 420

[State 240, ChangeState]; COMBO - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [876,999])
value = 450

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

;---------------------------------------------------------------------------
; Tras frente chute medio
[Statedef 242, t f chute medio]
type    = A				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = A				;Physics: S-stand, C-crouch, A-air
juggle  = 2				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = ifelse(var(1)=1,243,242)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 1			;Set layering priority to 2 (in front)

[State 242, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S201,5

[State 242, PosSet]
type = PosSet
trigger1 = time <= 2
y = -1

[State 242, VelAdd]
type = VelAdd
trigger1 = time <= 2
y = -0.8

[State 242, VelAdd]
type = VelAdd
trigger1 = time >= 2
trigger1 = animelemtime(4)<3
x = .2
y = -0.7

[State 242, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 40, 0			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,0
guardsound = s203,3
ground.type = trip		;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 = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
fall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(7)=1)
anim = 989
pos = 0,-105
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(7)=1)
anim = 984
pos = 7,-105
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(8)>=1)
anim = 989
pos = 0,-65
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(8)>=1)
anim = 984
pos = 7,-65
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 242, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 242, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Frente chute medio
[Statedef 244, frente chute medio]
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  = 2				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 244				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 1			;Set layering priority to 2 (in front)

[State 244, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S201,7

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = animelemtime(2)=0
anim = 245
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = animelemtime(2)=0
anim = 245
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = animelemtime(2)=0
anim = 245
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1

[State 244, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,30,45), 0			;Damage that move inflicts, guard damage
animtype = medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 17, 17			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,4
guardsound = s203,1
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;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 = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 988
pos = 0,-75
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 991
pos = 0,-75
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,-75
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.4,0.4

[State 244, ChangeState]; COMBO GUARDED - soco forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = S
value = 420

[State 244, ChangeState]; COMBO GUARDED - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = S
value = 450

[State 244, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,333])
trigger1 = p2statetype = C
value = 212

[State 244, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [334,666])
trigger1 = p2statetype = C
value = 242

[State 244, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [667,999])
trigger2 = p2statetype = S
value = 907

[State 244, ChangeState]; COMBO - soco forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [0,165])&&(p2dist x = [5,40])
value = 220

[State 244, ChangeState]; COMBO - chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [166,330])
trigger1 = p2statetype = C
value = 250

[State 244, ChangeState]; COMBO - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [331,495])
value = 222

[State 244, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [496,660])
value = 252

[State 244, ChangeState]; COMBO - soco forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [661,825])
value = 420

[State 244, ChangeState]; COMBO - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [826,999])
value = 450

[State 244, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250, chute forte]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 45
ctrl = 0
velset = 0,0
anim = ifelse(var(1)=1,251,250)
sprpriority = 1

[State 250, PlaySnd]
type = PlaySnd
trigger1 = (var(1)!=1)&&(animelem=4)
trigger2 = (var(1)=1)&&(animelem=5)
value = S201,3

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,42,60), 0			;Damage that move inflicts, guard damage
animtype = heavy		;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 12, 12			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,3
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30		;Time that the opponent slides back
ground.hittime  = 22		;Time opponent is in hit state
ground.velocity = -3		;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,
air.hittime = 10
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-85+((var(1)=1)*20)
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-85+((var(1)=1)*20)
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 250, VelAdd]
type = VelAdd
trigger1 = animelem = 5
x = 3

[State 250, VelAdd]
type = VelAdd
trigger1 = var(1) != 1
trigger1 = animelem = 6
x = 2

[State 250, VelAdd]
type = VelAdd
trigger1 = var(1) != 1
trigger1 = animelem = 7
x = 1

[State 250, ChangeState]; COMBO GUARDED - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,400])
trigger1 = p2statetype = S
value = 222

[State 250, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [401,550])
trigger1 = p2statetype = C
value = 212

[State 250, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [551,700])
trigger1 = p2statetype = C
value = 242

[State 250, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)&&(random=[701,850])
trigger1 = p2statetype = C
value = 1027

[State 250, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [851,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [601,999])
trigger2 = p2statetype = S
value = 907

[State 250, ChangeState]; COMBO - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,175])
value = 222

[State 250, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [176,350])
value = 252

[State 250, ChangeState]; COMBO - fireflame fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [351,397])
value = 963

[State 250, ChangeState]; COMBO - fireflame medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [398,444])
value = 964

[State 250, ChangeState]; COMBO - fireflame forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [445,491])
value = 965

[State 250, ChangeState]; COMBO - diporva fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[492,538])
value = 1014

[State 250, ChangeState]; COMBO - diporva medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[539,585])
value = 1015

[State 250, ChangeState]; COMBO - diporva forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[586,633])
value = 1016

[State 250, ChangeState]; COMBO - avanço reto fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [634,680])
value = 997

[State 250, ChangeState]; COMBO - avanço reto medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [681,727])
value = 1000

[State 250, ChangeState]; COMBO - avanço reto forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [728,774])
value = 1001

[State 250, ChangeState]; COMBO - avanço baixo fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[775,821])
value = 1003

[State 250, ChangeState]; COMBO - avanço baixo medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[822,868])
value = 1004

[State 250, ChangeState]; COMBO - avanço baixo forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[869,915])
value = 1005

[State 250, ChangeState]; COMBO - tf soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [916,962])
trigger1 = var(1) = 1
value = 224

[State 250, ChangeState]; COMBO - tf chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [963,999])
trigger1 = var(1) = 1
value = 254

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

;---------------------------------------------------------------------------
; Order tras frente chute forte
[Statedef 254, t f chute forte]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0
anim = 254
sprpriority = 1

[State 254, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S201,3

[State 254, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,55,75), 15			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 15, 10			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,3
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 22
ground.velocity = -8, -10		;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 = -8,-10		;X-velocity at which opponent is pushed,
air.hittime = 10
fall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))
p2stateno = 3001

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-65
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-65
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 254, 5]
type = ChangeState
trigger1 = movehit
trigger1 = command = "up" || command = "holdup"
trigger2 = movehit
trigger2 = command = "upfwd" || command = "holdupfwd"
trigger3 = movehit
trigger3 = command = "upback" || command = "holdupback"
value = 40
ctrl = 1

[State 252, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 254, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Frente chute forte
[Statedef 252, frente chute forte]
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  = 2				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = ifelse(var(1)=1,253,252)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 1			;Set layering priority to 2 (in front)

[State 252, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S201,4

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = animelemtime(4)=0
anim = 256
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = animelemtime(4)=0
anim = 256
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = animelemtime(4)=0
anim = 256
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1

[State 252, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,26,38), 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 19, 19			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,1
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;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 = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 22			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State 252, 2]
type = HitDef
trigger1 = animelem = 9
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,30,42), 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 19, 19			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,1
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 24		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,0		;X-velocity at which opponent is pushed,
air.hittime = 24
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(5)=[1,2])
Trigger2 = (movehit=1)&&(animelemtime(6)=1)
Trigger3 = (movehit=1)&&(animelemtime(7)=1)
anim = 987
pos = 0,-95
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(5)=[1,2])
Trigger2 = (movehit=1)&&(animelemtime(6)=1)
Trigger3 = (movehit=1)&&(animelemtime(7)=1)
anim = 990
pos = 0,-95
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitspark, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=1)
anim = 988
pos = 0,-35
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = (movehit=1)&&(animelemtime(9)=1)
anim = 991
pos = 0,-35
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(5)=[1,2])
Trigger2 = (moveguarded=1)&&(animelemtime(6)=1)
Trigger3 = (moveguarded=1)&&(animelemtime(7)=1)
anim = 985
pos = 7,-95
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = (moveguarded=1)&&(animelemtime(9)=1)
anim = 985
pos = 7,-35
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 252, Env]
type = Envshake
Trigger1 = Animelem = 10
time = 8

[State 252, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,250])
trigger1 = p2statetype = C
value = 212

[State 252, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [251,500])
trigger1 = p2statetype = C
value = 242

[State 252, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)&&(random=[501,750])
trigger1 = p2statetype = C
value = 1027

[State 252, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [751,999])
trigger1 = p2statetype = C
trigger2 = (var(7) = 1) && (moveguarded) && (random = [0,50])
trigger2 = p2statetype = S
value = 907

[State 252, ChangeState]; COMBO - diporva medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[0,91])
trigger1 = animelem = 10
value = 1015

[State 252, ChangeState]; COMBO - diporva forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2statetype!=C)&&(random=[92,182])
trigger1 = animelem = 10
value = 1016

[State 252, ChangeState]; COMBO - avanço reto fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random =[183,273])
trigger1 = animelem = 10
value = 997

[State 252, ChangeState]; COMBO - avanço reto medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random =[274,364])
trigger1 = animelem = 10
value = 1000

[State 252, ChangeState]; COMBO - avanço reto forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random =[365,455])
trigger1 = animelem = 10
value = 1001

[State 252, ChangeState]; COMBO - avanço baixo fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[456,546])
trigger1 = animelem = 10
value = 1003

[State 252, ChangeState]; COMBO - avanço baixo medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[547,637])
trigger1 = animelem = 10
value = 1004

[State 252, ChangeState]; COMBO - avanço baixo forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[638,728])
trigger1 = animelem = 10
value = 1005

[State 252, ChangeState]; COMBO - fireflame fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[729,819])
trigger1 = animelem = 10
value = 963

[State 252, ChangeState]; COMBO - fireflame medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[820,900])
trigger1 = animelem = 10
value = 964

[State 252, ChangeState]; COMBO - fireflame forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[901,999])
trigger1 = animelem = 10
value = 965

[State 252, ChangeState]; COMBO - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(animelem=11)&&(random=[501,999])
value = 1027

[State 252, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400, crouch soco fraco]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 25
ctrl = 0
anim = ifelse(var(1)=1,401,400)
sprpriority = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S201,2

[State 400, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = ifelse(p2movetype=H,10,15),0
animtype = light
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 7, 7
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,1
guardsound = s203,2
ground.type = low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 10
fall=ifelse((prevstateno=907)&&(p2movetype=H),1,0)
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 955
pos = 0,-35
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-35
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 400, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,250])
trigger1 = p2statetype = C
value = 212

[State 400, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [251,500])
trigger1 = p2statetype = C
value = 242

[State 400, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [501,750])
trigger1 = p2statetype = C
value = 907

[State 400, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)&&(random = [751,999])
value = 1027

[State 400, ChangeState]; COMBO - chute fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,100])
trigger1 = p2statetype = S
value = 230

[State 400, ChangeState]; COMBO - soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [101,200])
value = 210

[State 400, ChangeState]; COMBO - chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [201,300])
value = 240

[State 400, ChangeState]; COMBO - frente soco fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [301,400])
value = 202

[State 400, ChangeState]; COMBO - frente chute fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [401,500])
trigger1 = (p2statetype = S) && (var(1) = 1)
value = 232

[State 400, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,600])
value = 214

[State 400, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [601,700])
trigger1 = var(1) = 1
value = 244

[State 400, ChangeState]; COMBO - chute fraco agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [701,800])
value = 430

[State 400, ChangeState]; COMBO - soco medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [801,900])
value = 410

[State 400, ChangeState]; COMBO - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [901,999])
value = 440

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410, crouch soco medio]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 40
ctrl = 0
anim = ifelse(var(1)=1,411,410)
sprpriority = 1

[State 410, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S201,0

[State 410, PlaySnd]; counter
type = PlaySnd
trigger1 = (prevstateno=5010)&&(time=0)
value = 205,10

[State 410, NotHitBy]
type = NotHitBy
trigger1 = (prevstateno=5010)&&(time=0)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 40

[State brilho, PalFX]
type = PalFX
trigger1 = (prevstateno=5010)&&(time=0)
time = 8
add = 120,120,255
ignorehitpause = 1

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5010)&&(time=1)
stateno = 1008
ID = 1008
pos = 0,-40
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5010)&&(time=2)
stateno = 1008
ID = 1008
pos = 0,-40
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5010)&&(time=3)
stateno = 1008
ID = 1008
pos = 0,-40
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State 410, Projectile]; reversal proj
type = Projectile
trigger1 = (var(1)!=1)&&(prevstateno=5010)&&(animelem=4)
ProjID = 974
projanim = 974
projhitanim = 955
projscale = .5,.5
velocity = 12,ifelse(command="holdup",-4,0)
projpriority = 1
projsprpriority = 2
projremovetime = 60
offset = 25,-40
postype = p1         ;p2,front,back,left,right
projshadow = 10,10,10
attr = C,SP
hitflag = MAFD
guardflag = L
animtype = back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 40,5
pausetime = 10,10
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = s202,2			;Sound to play on hit
guardsound = s203,4
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5
air.type = High
air.hittime = 20
ground.velocity = -7
ground.hittime  = 12
air.velocity = -7,-3
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State 410, Projectile]; reversal proj
type = Projectile
trigger1 = (var(1)=1)&&(prevstateno=5010)&&(animelem=4)
ProjID = 974
projanim = 974
projhitanim = 955
projscale = .5,.5
velocity = 12,ifelse(command="holdup",-4,0)
projpriority = 1
projsprpriority = 2
projremovetime = 60
offset = 25,-40
postype = p1         ;p2,front,back,left,right
projshadow = 10,10,10
attr = C,SP
hitflag = MAFD
guardflag = L
animtype = back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 50,5
pausetime = 10,10
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = s202,2			;Sound to play on hit
guardsound = s203,4
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5
air.type = High
air.hittime = 20
ground.velocity = -7
ground.hittime  = 12
air.velocity = -7,-3
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
afterimage.time = 50
afterimage.length = 10
afterimage.palbright = 0,60,60
afterimage.palcontrast = 0,150,250
afterimage.palpostbright =0,80,80
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = sub;addalpha

[State PlayS, 1]
type = PlaySnd
Trigger1 = ProjHittime(974) = 1
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = ProjHittime(974) = 1
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = animelemtime(4)=0
anim = 413
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = animelemtime(4)=0
anim = 413
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = animelemtime(4)=0
anim = 413
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1

[State 410, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = ifelse(p2movetype=H,20,28),0
animtype = medium
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 9, 9
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,4
guardsound = s203,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 10
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 987
pos = 0,-35
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.25,0.25

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 990
pos = 0,-35
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,-35
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.35,0.35

[State 410, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,250])
trigger1 = p2statetype = C
value = 212

[State 410, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [251,500])
trigger1 = p2statetype = C
value = 242

[State 410, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [501,750])
trigger1 = p2statetype = C
value = 907

[State 410, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)&&(random = [751,999])
value = 1027

[State 410, ChangeState]; COMBO - chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,100])
value = 240

[State 410, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [101,200])
value = 214

[State 410, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [201,300])
trigger1 = var(1) = 1
value = 244

[State 410, ChangeState]; COMBO - soco forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [301,400])&&(p2dist x = [5,40])
value = 220

[State 410, ChangeState]; COMBO - chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [401,500])
trigger1 = p2statetype = C
value = 250

[State 410, ChangeState]; COMBO - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,600])
value = 222

[State 410, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [601,700])
value = 252

[State 410, ChangeState]; COMBO - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [701,800])
value = 440

[State 410, ChangeState]; COMBO - soco forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [801,900])
value = 420

[State 410, ChangeState]; COMBO - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [901,999])
value = 450

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420, crouch soco forte]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 60
ctrl = 0
anim = ifelse(var(1)=1,421,420)
sprpriority = 0

[State 420, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S201,1

[State 420, EnvShake]
type = EnvShake
trigger1 = movehit
time = 5
ignorehitpause = 1
persistent = 0

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = animelemtime(4)=0
anim = 423
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = animelemtime(4)=0
anim = 423
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = animelemtime(4)=0
anim = 423
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1

[State 420, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = ifelse(p2movetype=H,38,50),0
animtype = up
guardflag = L;MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12, 12
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-10
airguard.velocity = -1.9,-.8
air.type = high
air.velocity = -1,-9
air.hittime = 18
fall.recovertime = 50
air.fall = 0
fall = 0
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 988
pos = 0,-75
facing = -1
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 991
pos = 0,-75
facing = -1
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,-75
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 420, 5]
type = ChangeState
trigger1 = movehit
trigger1 = command = "up" || command = "holdup"
trigger2 = movehit
trigger2 = command = "upfwd" || command = "holdupfwd"
trigger3 = movehit
trigger3 = command = "upback" || command = "holdupback"
trigger4 = (var(7)=1)&&(movehit)
value = 40
ctrl = 1

[State 420, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,200])
trigger1 = p2statetype = C
value = 212

[State 420, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [201,400])
trigger1 = p2statetype = C
value = 242

[State 420, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [401,600])
trigger1 = p2statetype = C
value = 907

[State 420, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)&&(random = [601,800])
value = 1027

[State 420, ChangeState]; COMBO GUARDED - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [801,999])
trigger1 = p2statetype = C
value = 450

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

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 430, crouch chute fraco]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 25
ctrl = 0
anim = ifelse(var(1)=1,431,430)
sprpriority = 1

[State 430, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S201,6

[State 430, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = ifelse(p2movetype=H,11,16),0
animtype = light
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 8
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,1
guardsound = s203,3
ground.type = low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = low
air.velocity = -1.4,-2
air.hittime = 10
fall.recovertime = 50
fall = ifelse(p2statetype=L,1,ifelse((prevstateno=907)&&(p2movetype=H),1,0))
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 955
pos = 0,-15
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-15
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 430, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,250])
trigger1 = p2statetype = C
value = 212

[State 430, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [251,500])
trigger1 = p2statetype = C
value = 242

[State 430, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [501,750])
trigger1 = p2statetype = C
value = 907

[State 430, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)&&(random = [751,999])
value = 1027

[State 430, ChangeState]; COMBO - frente soco fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,125])
value = 202

[State 430, ChangeState]; COMBO - frente chute fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [126,250])
trigger1 = (p2statetype = S) && (var(1) = 1)
value = 232

[State 430, ChangeState]; COMBO - soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [251,375])
value = 210

[State 430, ChangeState]; COMBO - chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [376,500])
value = 240

[State 430, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,625])
value = 214

[State 430, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [626,750])
trigger1 = var(1) = 1
value = 244

[State 430, ChangeState]; COMBO - soco medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [751,875])
value = 410

[State 430, ChangeState]; COMBO - chute medio agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [876,999])
value = 440

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

;---------------------------------------------------------------------------
;Crouching Medium Kick
[Statedef 440, crouch chute medio]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 40
ctrl = 0
anim = ifelse(var(1)=1,441,440)
sprpriority = 1

[State 440, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S201,5

[State 440, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = ifelse(p2movetype=H,20,28),0
animtype = medium
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,0
guardsound = s203,3
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 10
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-25-((var(1)=1)*15)
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-25-((var(1)=1)*15)
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 440, VelAdd]
type = VelAdd
trigger1 = var(1) = 1
trigger1 = animelem = 4
x = 3

[State 440, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,250])
trigger1 = p2statetype = C
value = 212

[State 440, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [251,500])
trigger1 = p2statetype = C
value = 242

[State 440, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [501,750])
trigger1 = p2statetype = C
value = 907

[State 440, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)&&(random = [751,999])
value = 1027

[State 440, ChangeState]; COMBO - frente soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,125])
value = 214

[State 440, ChangeState]; COMBO - frente chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [126,250])
trigger1 = var(1) = 1
value = 244

[State 440, ChangeState]; COMBO - soco forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [251,375])&&(p2dist x = [5,40])
value = 220

[State 440, ChangeState]; COMBO - chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [376,500])
trigger1 = p2statetype = C
value = 250

[State 440, ChangeState]; COMBO - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,625])
value = 222

[State 440, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [626,750])
value = 252

[State 440, ChangeState]; COMBO - soco forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [751,875])
value = 420

[State 440, ChangeState]; COMBO - chute forte agachado
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [876,999])
value = 450

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

;---------------------------------------------------------------------------
; 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, crouch chute forte]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 60
ctrl = 0
anim = ifelse(var(1)=1,451,450)
sprpriority = 1

[State 450, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S201,3

[State 450, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = ifelse(p2movetype=H,40,55),0
animtype = heavy
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 12, 12
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,3
ground.type = trip
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -2,-2
airguard.velocity = -1.9,-.8
air.type = trip
air.velocity = -1.4,0
air.hittime = 10
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-25
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-25
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 450, VelAdd]
type = VelAdd
trigger1 = animelem = 2
x = 3

[State 450, ChangeState]; COMBO GUARDED - tf soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [0,250])
trigger1 = p2statetype = C
value = 212

[State 450, ChangeState]; COMBO GUARDED - tf chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (moveguarded) && (random = [251,500])
trigger1 = p2statetype = C
value = 242

[State 450, ChangeState]; COMBO GUARDED - esquiva com golpe
type = ChangeState
trigger1 = (var(7) = 1)&&(moveguarded)&&(random = [501,750])
trigger1 = p2statetype = C
value = 907

[State 450, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)&&(random = [751,999])
value = 1027

[State 450, ChangeState]; COMBO - frente soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,110])
value = 222

[State 450, ChangeState]; COMBO - frente chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [111,220])
value = 252

[State 450, ChangeState]; COMBO - avanço baixo fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[221,330])
value = 1003

[State 450, ChangeState]; COMBO - avanço baixo medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[331,440])
value = 1004

[State 450, ChangeState]; COMBO - avanço baixo forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[441,550])
value = 1005

[State 450, ChangeState]; COMBO - fireflame fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [551,660])
value = 963

[State 450, ChangeState]; COMBO - fireflame medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [661,770])
value = 964

[State 450, ChangeState]; COMBO - fireflame forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [771,880])
value = 965

[State 450, ChangeState]; COMBO - shoryuken forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x >= 0)&&(random=[881,999])
value = 912

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

;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600, air soco fraco]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 40
ctrl = 0
anim = ifelse(var(1)=1,601,600)
sprpriority = 1

[State 600, PlaySnd]
type = PlaySnd
trigger1 = (animelem=2)&&(anim=600)
trigger2 = (animelem=2)&&(anim=601)
value = S201,2

[State 600, 1]; air combo starter
type = VarSet
trigger1 = var(7) = 1
trigger1 = time = 0
v = 14
value = 0

[State 600, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,13,18), 0			;Damage that move inflicts, guard damage
animtype = light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 8			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,1
guardsound = s203,3
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,ifelse(var(18)=1,-10,-4)
air.hittime = 10			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 955
pos = 0,ifelse(p2statetype=S,-95,-40)
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,ifelse(p2statetype=S,-95,-40)
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 600, ChangeAnim]
type = ChangeAnim
trigger1 = (animtime=0)&&(anim!=44)&&(anim!=52)
value = ifelse(var(1)=1,52,44)

[State 600, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 600, ChangeState]; COMBO - air chute fraco
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,333])
value = 630

[State 600, ChangeState]; COMBO - air soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [334,666])
value = 610

[State 600, ChangeState]; COMBO - air chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [667,999])
value = 640

[State 600, 5]
type = CtrlSet
trigger1 = Time = 13
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610, air soco medio]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 40
ctrl = 0
anim = ifelse(var(1)=1,611,610)
sprpriority = 1

[State 610, PlaySnd]
type = PlaySnd
trigger1 = (animelem=4)&&(anim=610)
trigger2 = (animelem=4)&&(anim=611)
value = S201,6

[State 610, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,20,32), 0			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10, 10			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,0
guardsound = s203,2
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 18		;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,ifelse(var(18)=1,-4,-2)
air.hittime = 10			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,-94
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,-94
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 610, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)!=1)&&(animtime = 0)&&(anim != 44)
value = 44

[State 610, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(animtime = 0)&&(anim != 52)
value = 52

[State 610, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 610, ChangeState]; COMBO - air chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,333])
value = 640

[State 610, ChangeState]; COMBO - air soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [334,666])
value = 620

[State 610, ChangeState]; COMBO - air chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [667,999])
value = 650

[State 610, 5]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620, air soco forte]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 60
ctrl = 0
anim = ifelse(var(1)=1,621,620)
sprpriority = 1

[State 620, PlaySnd]
type = PlaySnd
trigger1 = (animelem=3)&&(anim=620)
trigger2 = (animelem=3)&&(anim=621)
value = S201,4

[State 620, VelSet]
type = VelSet
trigger1 = (prevstateno=5020)&&(time<=10)
x = 0
y = 0
ignorehitpause = 1

[State 620, PlaySnd]; counter
type = PlaySnd
trigger1 = (prevstateno=5020)&&(time=0)
value = 205,10

[State 620, NotHitBy]
type = NotHitBy
trigger1 = (prevstateno=5020)&&(time=0)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 40

[State brilho, PalFX]
type = PalFX
trigger1 = (prevstateno=5020)&&(time=0)
time = 8
add = 120,120,255
ignorehitpause = 1

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5020)&&(time=1)
stateno = 1008
ID = 1008
pos = 0,-75
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5020)&&(time=2)
stateno = 1008
ID = 1008
pos = 0,-75
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State Helper, 1]
type = Helper
trigger1 = (prevstateno=5020)&&(time=3)
stateno = 1008
ID = 1008
pos = 0,-75
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State 620, Projectile]; reversal proj reto
type = Projectile
trigger1 = (var(1)!=1)&&(prevstateno=5020)&&(animelem=3)
ProjID = 974
projanim = 974
projhitanim = 955
projscale = .5,.5
velocity = 12,ifelse(command="holdup",-4,0)+(ifelse(command="holddown",4,0))
projpriority = 1
projsprpriority = 2
projremovetime = 60
offset = 25,-100
postype = p1         ;p2,front,back,left,right
projshadow = 10,10,10
attr = A,SP
hitflag = MAFD
guardflag = HA
animtype = back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 40,5
pausetime = 10,10
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = s202,2			;Sound to play on hit
guardsound = s203,4
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5
air.type = High
air.hittime = 16
ground.velocity = -7
ground.hittime  = 18
air.velocity = -7,-3
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1

[State 620, Projectile]; reversal proj reto
type = Projectile
trigger1 = (var(1)=1)&&(prevstateno=5020)&&(animelem=3)
ProjID = 974
projanim = 974
projhitanim = 955
projscale = .5,.5
velocity = 12,ifelse(command="holdup",-4,0)+(ifelse(command="holddown",4,0))
projpriority = 1
projsprpriority = 2
projremovetime = 60
offset = 25,-100
postype = p1         ;p2,front,back,left,right
projshadow = 10,10,10
attr = A,SP
hitflag = MAFD
guardflag = HA
animtype = back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 50,5
pausetime = 10,10
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = s202,2			;Sound to play on hit
guardsound = s203,4
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5
air.type = High
air.hittime = 16
ground.velocity = -7
ground.hittime  = 18
air.velocity = -7,-3
palfx.Time = 75
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
afterimage.time = 50
afterimage.length = 10
afterimage.palbright = 0,60,60
afterimage.palcontrast = 0,150,250
afterimage.palpostbright =0,80,80
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = sub;addalpha

[State PlayS, 1]
type = PlaySnd
Trigger1 = ProjHittime(974) = 1
value = 205, 17
persistent = 0
ignorehitpause = 1

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = ProjHittime(974) = 1
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State Exp, 1]; sombra da arma 1
type = Explod
trigger1 = (animelemtime(3)=0)&&(anim=620)
trigger2 = (animelemtime(3)=0)&&(anim=621)
anim = 626
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 7
scale = 0.51,0.51
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 2
type = Explod
trigger1 = (animelemtime(3)=0)&&(anim=620)
trigger2 = (animelemtime(3)=0)&&(anim=621)
anim = 626
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 8
scale = 0.52,0.52
ignorehitpause = 0
removeongethit=1

[State Exp, 1]; sombra da arma 3
type = Explod
trigger1 = (animelemtime(3)=0)&&(anim=620)
trigger2 = (animelemtime(3)=0)&&(anim=621)
anim = 626
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
scale = 0.53,0.53
ignorehitpause = 0
removeongethit=1

[State 620, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,45,65), 0
animtype = heavy		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 4, Hit		;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 16, 16		;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,1
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 26		;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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2,ifelse(var(18)=1,-4,-3)
air.hittime = 24		;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 987
pos = 0,ifelse(p2statetype=S,-105,-60)
facing = -1
postype = p2
id = 987
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 988
pos = 0,ifelse(p2statetype=S,-105,-60)
facing = -1
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 990
pos = 0,ifelse(p2statetype=S,-105,-60)
facing = -1
postype = p2
id = 990
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 991
pos = 0,ifelse(p2statetype=S,-105,-60)
facing = -1
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,ifelse(p2statetype=S,-105,-60)
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 620, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)!=1)&&(animtime = 0)&&(anim != 44)
value = 44

[State 620, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(animtime = 0)&&(anim != 52)
value = 52

[State 620, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 620, ChangeState]; COMBO - air chute forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[0,200])&&(p2dist y > 0)
value = 650

[State 620, ChangeState]; COMBO - voadora fraca
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [201,261])
trigger2 = (var(7)=1)&&(movehit)&&(p2statetype!=A)&&(random = [0,250])
value = 1024

[State 620, ChangeState]; COMBO - voadora media
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [262,322])
trigger2 = (var(7)=1)&&(movehit)&&(p2statetype!=A)&&(random = [251,500])
trigger2 = p2dist x >= 15
value = 1025

[State 620, ChangeState]; COMBO - voadora forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [323,383])
trigger2 = (var(7)=1)&&(movehit)&&(p2statetype!=A)&&(random = [501,750])
trigger2 = p2dist x >= 15
value = 1026

[State 620, ChangeState]; COMBO - airfireflame medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [384,444])&&(p2dist y <=0)
value = 1018

[State 620, ChangeState]; COMBO - airfireflame forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [445,505])&&(p2dist y >0)
trigger2 = (var(7)=1)&&(movehit)&&(p2statetype!=A)&&(random = [751,999])
trigger2 = p2dist x >= 15
value = 1019

[State 620, ChangeState]; COMBO - shoryuken fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x >= 0)&&(random=[506,566])
value = 910

[State 620, ChangeState]; COMBO - shoryuken medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x >= 0)&&(random=[567,627])
value = 911

[State 620, ChangeState]; COMBO - shoryuken forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x >= 0)&&(random=[628,688])
value = 912

[State 620, ChangeState]; COMBO - air throw 1
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x=[0,30])&&(p2dist y=[-30,30])
trigger1 = (p2statetype=A)&&(var(18)=0)&&(random=[789,749])
value = 802

[State 620, ChangeState]; COMBO - air throw 2
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x=[0,30])&&(p2dist y=[-30,30])
trigger1 = (p2statetype=A)&&(var(18)=0)&&(random=[750,810])
value = 803

[State 620, ChangeState]; COMBO - air baixo soco forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[811,871])&&(p2dist y > 0)
value = 622

[State 620, ChangeState]; COMBO - air baixo chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [872,932])
value = 652

[State 620, ChangeState]; COMBO - esquiva aérea
type = ChangeState
trigger1 = var(1) = 1
trigger1 = (var(7) = 1) && (movehit) && (random = [933,999])
value = 909

[State 620, 5]
type = CtrlSet
trigger1 = Time = 25
value = 1

;---------------------------------------------------------------------------
; air baixo soco forte
[Statedef 622, air baixo soco forte]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 60
ctrl = 0
anim = ifelse(var(1)=1,623,622)
sprpriority = 1

[State 922, VelAdd]
type = VelAdd
trigger1 = (time=0)&&(p2movetype=H)
y = -4

[State PlayS, 1]
type = PlaySnd
trigger1 = (var(1)=1)&&(animelemtime(3)=1)&&(anim!=44)&&(anim!=52);&&(prevstateno!=1006)
value = 1250, 0+(random%3)

[State PlayS, 1]
type = PlaySnd
trigger1 = (var(1)!=1)&&(animelemtime(3)=1)&&(anim!=44)&&(anim!=52);&&(prevstateno!=1006)
value = 0, 252+(random%3)

[State PlayS, 1]
type = PlaySnd
trigger1 = (animelem=4)&&(anim=622)
trigger2 = (animelem=4)&&(anim=623)
value = 201, 4

[State PlayS, 1]
type = PlaySnd
trigger1 = (animelem=4)&&(anim=622)
trigger2 = (animelem=4)&&(anim=623)
value = 201, 7

[State 622, Explod]
type = Explod
trigger1 = animelem = 2
anim = 624
ID = 624
pos = -10,-95
postype = p1  ;p2,front,back,left,right
bindtime = 19
removetime = -2
scale = .5+((var(1)=1)*.1),.5+((var(1)=1)*.1)
sprpriority = 4
ownpal = 0
removeongethit = 1
;ignorehitpause = 0
persistent = 0

[State 622, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,45,60), 10			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 22, 16			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,4
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;Time opponent is in hit state
ground.velocity = -6,6
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,6		;X-velocity at which opponent is pushed,
air.hittime = 10
fall = 1			;Time before opponent regains control in air
palfx.Time = ifelse(var(1)=1,75,9)
palfx.add = 125,-95,-235
palfx.sinadd = 155,95,105,12
palfx.color = 256
palfx.invertall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State PlayS, 1]
type = PlaySnd
Trigger1 = (var(1)=1)&&(movehit)
value = 205, 17
ignorehitpause = 1
persistent = 0

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (var(1)=1)&&(movehit)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1


[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,ifelse(p2statetype=S,-115,-25)
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,ifelse(p2statetype=S,-115,-25)
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 622, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)!=1)&&(animtime = 0)&&(anim != 44)
value = 44

[State 622, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(animtime = 0)&&(anim != 52)
value = 52

[State 622, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 622, ChangeState]; COMBO - voadora media
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [0,333])
value = 1025

[State 622, ChangeState]; COMBO - airfireflame forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [334,666])
value = 1019

[State 622, ChangeState]; COMBO - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [667,999])
value = 1027

[State 622, 5]
type = CtrlSet
trigger1 = Time = 35
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630, air chute fraco]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 30
ctrl = 0
anim = ifelse(var(1)=1,631,630)
sprpriority = 1

[State 630, 1]; air combo starter
type = VarSet
trigger1 = var(7) = 1
trigger1 = time = 0
v = 14
value = 0

[State 630, PlaySnd]
type = PlaySnd
trigger1 = (animelem=4)&&(anim=630)
trigger2 = (animelem=4)&&(anim=631)
value = S201,6

[State 630, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,16,22), 0			;Damage that move inflicts, guard damage
animtype = light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 9			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,1
guardsound = s203,3
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15
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 = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,ifelse(var(18)=1,-10,-4)
air.hittime = 10			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 955
pos = 0,ifelse(p2statetype=S,-115,-70)
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.3,0.3

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,ifelse(p2statetype=S,-115,-70)
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 630, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)!=1)&&(animtime = 0)&&(anim != 44)
value = 44

[State 630, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(animtime = 0)&&(anim != 52)
value = 52

[State 630, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 630, ChangeState]; COMBO - air soco medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,500])
value = 610

[State 630, ChangeState]; COMBO - air chute medio
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,999])
value = 640

[State 630, 5]
type = CtrlSet
trigger1 = Time = 21
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640, air chute medio]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 40
ctrl = 0
anim = ifelse(var(1)=1,641,640)
sprpriority = 1

[State 640, PlaySnd]
type = PlaySnd
trigger1 = (animelem=3)&&(anim=640)
trigger2 = (animelem=3)&&(anim=641)
value = S201,5

[State 640, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,22,35), 0			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 11, 11			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,0
guardsound = s203,3
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 18		;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,ifelse(var(18)=1,-4,-2)
air.hittime = 10			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 955
pos = 0,ifelse(p2statetype=S,-115,-70)
postype = p2
id = 955
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,ifelse(p2statetype=S,-115,-70)
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 640, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)!=1)&&(animtime = 0)&&(anim != 44)
value = 44

[State 640, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(animtime = 0)&&(anim != 52)
value = 52

[State 640, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 640, ChangeState]; COMBO - air soco forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [0,500])
value = 620

[State 640, ChangeState]; COMBO - air chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [501,999])
value = 650

[State 640, 5]
type = CtrlSet
trigger1 = Time = 19
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650, air chute forte]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 60
ctrl = 0
anim = ifelse(var(1)=1,651,650)
sprpriority = 1

[State 650, PlaySnd]
type = PlaySnd
trigger1 = (animelem=2)&&(anim=650)
trigger2 = (animelem=2)&&(anim=651)
value = S201,3

[State 650, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,45,60), 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 14, 14			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,2
guardsound = s203,3
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 24		;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 = -2,ifelse(var(18)=1,-5,-4)
air.hittime = 24			;Time before opponent regains control in air
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 989
pos = 0,ifelse(p2statetype=S,-115,-70)
postype = p2
id = 989
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.5,0.5

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 984
pos = 7,ifelse(p2statetype=S,-115,-70)
postype = p2
id = 984
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 650, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)!=1)&&(animtime = 0)&&(anim != 44)
value = 44

[State 650, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(animtime = 0)&&(anim != 52)
value = 52

[State 650, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 650, ChangeState]; COMBO - air baixo soco forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[0,100])&&(p2dist y > 0)
value = 622

[State 650, ChangeState]; COMBO - air baixo chute forte
type = ChangeState
trigger1 = (var(7) = 1) && (movehit) && (random = [101,200])&&(p2dist y > 0)
value = 652

[State 650, ChangeState]; COMBO - air throw 1
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x=[0,30])&&(p2dist y=[-30,30])
trigger1 = (p2statetype=A)&&(var(18)=0)&&(random=[201,273])
value = 802

[State 650, ChangeState]; COMBO - air throw 2
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x=[0,30])&&(p2dist y=[-30,30])
trigger1 = (p2statetype=A)&&(var(18)=0)&&(random=[274,346])
value = 803

[State 650, ChangeState]; COMBO - voadora fraca
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [347,419])
value = 1024

[State 650, ChangeState]; COMBO - voadora media
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [420,492])
value = 1025

[State 650, ChangeState]; COMBO - voadora forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random = [493,565])
value = 1026

[State 650, ChangeState]; COMBO - shoryuken fraco
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x >= 0)&&(random=[566,638])
value = 910

[State 650, ChangeState]; COMBO - shoryuken medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x >= 0)&&(random=[639,701])
value = 911

[State 650, ChangeState]; COMBO - shoryuken forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x >= 0)&&(random=[702,772])
value = 912

[State 650, ChangeState]; COMBO - airfireflame medio
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist y < 0)&&(random=[773,847])
value = 1018

[State 650, ChangeState]; COMBO - airfireflame forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(p2dist x >= 0)&&(random=[848,920])
value = 1019

[State 650, ChangeState]; COMBO - esquiva aérea
type = ChangeState
trigger1 = var(1) = 1
trigger1 = (var(7) = 1) && (movehit) && (random = [921,999])
value = 909

[State 650, 5]
type = CtrlSet
trigger1 = Time = 26
value = 1

;---------------------------------------------------------------------------
; air baixo chute forte
[Statedef 652, air baixo chute forte]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 60
ctrl = 0
anim = ifelse(var(1)=1,653,652)
sprpriority = 1

[State 652, VelAdd]
type = VelAdd
trigger1 = (time=0)&&(p2movetype=H)
y = -4

[State 652, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S201,0

[State 652, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = ifelse(p2movetype=H,45,60), 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 18, 16			;Time attacker pauses, time opponent shakes
sparkno = S-1
guard.sparkno = S-1
hitsound = s202,3
guardsound = s203,1
ground.type = trip		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;Time opponent is in hit state
ground.velocity = -2,10		;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 = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,10		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
fall = 1
kill = ifelse(roundno=1,1,ifelse(p2stateno=7001,1,0))

[State hitspark, Exp]
type = Explod
Trigger1 = movehit
anim = 988
pos = 0,ifelse(p2statetype=S,-120,-70)
postype = p2
id = 988
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State hitblood, Exp]
type = Explod
Trigger1 = movehit
anim = 991
pos = 0,ifelse(p2statetype=S,-120,-70)
postype = p2
id = 991
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
ownpal = 1
scale = 0.4,0.4

[State sparkdef, Exp]
type = Explod
Trigger1 = moveguarded
anim = 985
pos = 7,ifelse(p2statetype=S,-120,-70)
postype = p2
id = 985
bindtime = 2
ignorehitpause = 1
persistent = 0
sprpriority = 6
scale = 0.5,0.5

[State 652, ChangeState]; COMBO GUARDED - chute voador
type = ChangeState
trigger1 = (var(7)=1)&&(moveguarded)
value = 1027

[State 652, ChangeState]; COMBO - voadora fraca
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[0,333])
value = 1024

[State 652, ChangeState]; COMBO - voadora media
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[334,666])
value = 1025

[State 652, ChangeState]; COMBO - airfireflame forte
type = ChangeState
trigger1 = (var(7)=1)&&(movehit)&&(random=[667,999])
value = 1019

[State 652, 5]
type = CtrlSet
trigger1 = Time = 26
value = 1

;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 800, throw attempt]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, ChangeAnim]
type = ChangeAnim
trigger1 = var(1) = 1
trigger1 = anim != 801
value = 801

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time= 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", 1, 1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = ifelse(var(1)=1,810,812) ;On success, player changes to state 810
p2stateno = ifelse(var(1)=1,824,820) ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

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

;---------------------------------------------------------------------------
; Throw 2
[Statedef 801, throw attempt 2]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 801, ChangeAnim]
type = ChangeAnim
trigger1 = var(1) = 1
trigger1 = anim != 801
value = 801

[State 801, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, 1)
p2facing = 1
p1stateno = ifelse(var(1)=1,813,811)
p2stateno = ifelse(var(1)=1,823,822)

[State 801, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 802, air throw attempt]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = ifelse(var(1)=1,803,802)

[State 802, 1]
type = HitDef
Trigger1 = (Time=0)&&(p2stateno!=154)&&(p2stateno!=155)
attr = A, NT
hitflag = A;M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, 1)
p2facing = 1
p1stateno = 814
p2stateno = ifelse(var(1)=1,827,825)

[State 802, ChangeAnim]
type = ChangeAnim
trigger1 = (animtime=0)&&(anim!=44)&&(anim!=52)
value = ifelse(var(1)=1,52,44)

[State 802, 1]
type = CtrlSet
trigger1 = Time = 11
value = 1

;---------------------------------------------------------------------------
[Statedef 803, air throw attempt 2]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = ifelse(var(1)=1,803,802)

[State 803, 1]
type = HitDef
Trigger1 = (Time=0)&&(p2stateno!=154)&&(p2stateno!=155)
attr = A, NT
hitflag = A;M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, 1)
p2facing = 1
p1stateno = 815
p2stateno = 826

[State 803, ChangeAnim]
type = ChangeAnim
trigger1 = (animtime=0)&&(anim!=44)&&(anim!=52)
value = ifelse(var(1)=1,52,44)

[State 803, 1]
type = CtrlSet
trigger1 = Time = 11
value = 1

;---------------------------------------------------------------------------
; 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, order throw]
type    = S
movetype= A
physics = N
anim = 812
poweradd = 70
sprpriority = 1

[State 810, Pause]
type = Pause
trigger1 = (gametime*2)&&(time=[48,54])
trigger2 = (gametime*2)&&(time=[94,100])
time = 3

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 1
pos = 25, -105

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 2
pos = 33, -106

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 3
pos = 40, -106

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 4
pos = 40, -112

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 5
pos = 39, -117

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 6
pos = 32, -112

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 7
pos = 35, 0

[State 810, Bind 1]; testar em outros chars
type = TargetBind
trigger1 = animelem = 10
pos = 30, -110

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 11
pos = -30, -15

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 12
pos = 10, -40

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 13
pos = 0, -70

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 14
pos = -45, -165

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 15
pos = -80, 0

[State 1029, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 15
time = ifelse(time>90,25,12)

[State PlayS, 1]; agarrada
type = PlaySnd
trigger1 = time = 0
trigger2 = animelem = 10
value = 810, 0

[State PlayS, 1]; cabeçada começo
type = PlaySnd
trigger1 = animelem = 6
value = 201, 3

[State PlayS, 1]; cabeçada
type = PlaySnd
trigger1 = animelem = 7
value = 202, 2

[State PlayS, 1]; pré-kabumm
type = PlaySnd
trigger1 = animelem = 13
value = 205, 24

[State PlayS, 1]; kabumm
type = PlaySnd
trigger1 = animelem = 15
value = 205, 26

[State PlayS, 1]; derrapada
type = PlaySnd
trigger1 = animelem = 16
value = 101, 0

[State 810, Explod]; hit da cabeçada
type = Explod
trigger1 = animelemtime(7) = 0
anim = 989
ID = 989
pos = 50,-85
postype = p1
sprpriority = 5
ownpal = 1
scale = .25,.25

[State 810, Explod]; sangue 1
type = Explod
trigger1 = animelemtime(7) = 1
anim = 990
ID = 990
pos = 60,-90
postype = p1
sprpriority = 5
ownpal = 1
scale = .2,.2

[State 810, Explod]; sangue 2
type = Explod
trigger1 = animelemtime(7) = 1
anim = 991
ID = 991
pos = 50,-80
facing = -1
postype = p1
sprpriority = 5
ownpal = 1
scale = .1,.1

[State 810, Explod]; kabum
type = Explod
trigger1 = animelemtime(12) = 0
anim = 1083
ID = 1083
pos = 8,0
facing = -1
postype = p1
sprpriority = 5
ownpal = 1
scale = .5,.5

[State 810, Explod]; fumaça 2
type = Explod
trigger1 = animelemtime(15) = 1
anim = 993
ID = 993
pos = -80,3
postype = p1
sprpriority = 5
ownpal = 1
scale = .5,.5

[State PlayS, 1]
type = PlaySnd
Trigger1 = animelem = 15
value = 205, 17

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = animelem = 15
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 810, Turn]
type = Turn
trigger1 = animelem = 21

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

;---------------------------------------------------------------------------
; Throwing the opponent 2
[Statedef 811, throw 2]
type    = S
movetype= A
physics = N
anim = 811
poweradd = 70
sprpriority = 4

[State 811, Bind 1]
type = TargetBind
trigger1 = time = 0; AnimElem = 1
trigger2 = time = 76;74;87; tempo final
trigger3 = time = 150;148;174; tempo final duplicado
pos = 50, -100

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 35, -100

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 28, -95

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 53, -90

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, -90

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 6
pos = 43, -90

[State 811, Env]
type = Envshake
Trigger1 = time = 41;51
trigger2 = time = 115;138 ;soma o tempo total com o de cima
time = 15

[State smoke, Explod]; fumaça 2
type = Explod
Trigger1 = time = 41
trigger2 = time = 42
Trigger3 = time = 115
trigger4 = time = 116
anim = 993
ID = 993
pos = -70,3
postype = p1  ;p2,front,back,left,right
facing = ifelse(time=42,-1,ifelse(time=116,-1,1))
scale = .3,.3
sprpriority = 5
shadow = 10,10,10

[State PlayS, 1]; agarrada
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 76
trigger3 = time = 150
value = 810, 0

[State PlayS, 1]; movimento
type = PlaySnd
trigger1 = time = 34
trigger2 = time = 100
trigger3 = time = 184
value = 201,ifelse(time>150,5,3)

[State PlayS, 1]; batida no chão
type = PlaySnd
trigger1 = time = 41
trigger2 = time = 115
value = 5100, 0

[State 811, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = -43

[State 811, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = -39

[State 811, Turn]
type = Turn
trigger1 = time = 74;87 ;tempo final
trigger2 = time = 148;174 ;tempo final duplicado

[State 811, Hurt 11]
type = TargetLifeAdd
trigger1 = time = 41;51  ;mesmo que o envshake
trigger2 = time = 115;138
value = -30

[State 811, State End]
type = ChangeState
trigger1 = (time>=145)&&(animelemtime(15)=0);(time>=180)&&(animelemtime(15)=0)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 812, throw]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 70
sprpriority = 1

[State 812, Pause]
type = Pause
trigger1 = (gametime*2)&&(time=[40,70])
time = 3

[State 812, Bind 1]
type = TargetBind
trigger1 = animelem = 1
trigger2 = animelem = 6
trigger3 = animelem = 12
trigger4 = animelem = 21
pos = 26, -107

[State 812, Bind 1]
type = TargetBind
trigger1 = animelem = 2
trigger2 = animelem = 7
trigger3 = animelem = 13
pos = 33, -108

[State 812, Bind 1]
type = TargetBind
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 17
pos = 33, -113

[State 812, Bind 1]
type = TargetBind
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 18
pos = 25, -106

[State 812, Bind 1]
type = TargetBind
trigger1 = animelem = 8
trigger2 = animelem = 14
pos = 41, -108

[State 812, Bind 1]
type = TargetBind
trigger1 = animelem = 15
pos = 40, -114

[State 812, Bind 1]
type = TargetBind
trigger1 = animelem = 16
pos = 37, -118

[State 812, Bind 1]
type = TargetBind
trigger1 = animelemtime(28) = 0
pos = 40, -5

[State PlayS, 1]; agarrada
type = PlaySnd
trigger1 = time = 0
value = 810, 0

[State PlayS, 1]; cabeçada começo
type = PlaySnd
trigger1 = time = 10 || time = 29 || time = 60
value = 201, ifelse(time=29,6,ifelse(time=60,5,2))

[State PlayS, 1]; cabeçada
type = PlaySnd
trigger1 = time = 13 || time = 31 || time = 62
value = 202, ifelse(time=31,0,ifelse(time=62,2,1))

[State 0, PlaySnd]; falação
type = PlaySnd
trigger1 = animelemtime(21)=1
value = 195,0+(random%6)

[State shake, EnvShake]
type = EnvShake
trigger1 = time = 13 || time = 31 || time = 62
time = ifelse(time=31,10,ifelse(time=62,16,5))

[State 812, Explod]; hit da cabeçada
type = Explod
trigger1 = time = 13 || time = 31 || time = 62
anim = 989
ID = 989
pos = 22,-106
postype = p1
sprpriority = 5
ownpal = 1
scale = ifelse(time=31,0.2,ifelse(time=62,0.3,0.1)),ifelse(time=31,0.2,ifelse(time=62,0.3,0.1))

[State 812, Explod]; sangue 1
type = Explod
trigger1 = time = 14 || time = 32 || time = 63 || time = 64
anim = 990
ID = 990
pos = 32,-111
vfacing = ifelse(time=64,-1,1)
postype = p1
sprpriority = 5
ownpal = 1
scale = ifelse(time=32,0.15,ifelse(time=63,0.15,0.1)),ifelse(time=32,0.1,ifelse(time=63,0.2,0.1))

[State 812, Explod]; sangue 2
type = Explod
trigger1 = time = 14 || time = 32 || time = 63 || time = 64
anim = 991
ID = 991
pos = 22,-101
facing = -1
vfacing = ifelse(time=32,-1,ifelse(time=64,-1,1))
postype = p1
sprpriority = 5
ownpal = 1
scale = ifelse(time=32,0.1,ifelse(time=63,0.2,0.1)),ifelse(time=32,0.15,ifelse(time=63,0.15,0.15))

[State 812, Explod]; sangue no rosto
type = Explod
trigger1 = time = 34 || time = 62
anim = ifelse(time>55,1085,1084)
ID = 1084
pos = 3,8
postype = p2
bindtime = -1
removetime = ifelse(time>55,54,82)
sprpriority = 5
ownpal = 1
scale = .1,.1

[State 812, Explod]; sangue no rosto final
type = Explod
trigger1 = time = 115
anim = 1086
ID = 1086
pos = -40,-100
facing = 1
vfacing = -1
postype = p2
bindtime = 9
sprpriority = 5
ownpal = 1
scale = .25,.20

[State 812, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 813, order throw 2]
type    = S
movetype= A
physics = N
anim = 813
poweradd = 70
sprpriority = 0

[State 813, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0

[State 813, Posadd]
type = Posadd
trigger1 = time = 32;33
y = -55

[State 813, VelAdd]; gravidade
type = VelAdd
trigger1 = time >= 33
trigger1 = time <= 65;66
y = 1.4;.5

[State 813, VelAdd]
type = VelAdd
trigger1 = animelem = 5
x = -2
y = -21;-12

[state 813,1]
type = angleadd
trigger1 = time >= 45
trigger1 = time <= 65
value = 16

[state 813,1]
type=angledraw
trigger1 = time >= 45
trigger1 = time <= 65

[State 813, Bind 1]
type = TargetBind
trigger1 = animelem = 1
pos = 21, -105

[State 813, Bind 2]
type = TargetBind
trigger1 = animelem = 2
pos = 32, -112

[State 813, Bind 3]
type = TargetBind
trigger1 = animelem = 3
pos = 25, 0

[State 813, Bind 4]
type = TargetBind
trigger1 = animelem = 4
pos = 20, 0

[State 813, Bind 5]
type = TargetBind
trigger1 = time >= 32;33
trigger1 = time <= 65;66
pos = 10, 2

[State 813, Env]
type = Envshake
Trigger1 = time = 65;66
time = 25

[State 813, Velset]
type = Velset
trigger1 = time = 65;66
x = 0
y = 0

[State 813, PosSet]
type = PosSet
trigger1 = time = 65;66
y = 0

[State 813, Posadd]
type = Posadd
trigger1 = time = 65
x = -10

[State PlayS, 1]; agarrada
type = PlaySnd
trigger1 = time = 0
value = 810, 0

[State PlayS, 1]; pulo
type = PlaySnd
trigger1 = animelem = 5
value = 900, 0

[State PlayS, 1]; roupa
type = PlaySnd
trigger1 = animelem = 6
value = 105, 0

[State PlayS, 1]; batida no chão
type = PlaySnd
trigger1 = time = 65
value = 205,23

[State smoke, Explod]; fumaça 1
type = Explod
trigger1 = animelemtime(4) = 7
Trigger2 = time = 65
trigger3 = time = 66
anim = 992
ID = 992
pos = 0,3
postype = p1  ;p2,front,back,left,right
facing = ifelse(time=66,-1,1)
scale = .5,.5
sprpriority = 5
shadow = 10,10,10

[State smoke, Explod]; fumaça 2
type = Explod
Trigger1 = time = 65
trigger2 = time = 66
anim = 993
ID = 993
pos = 0,3
postype = p1  ;p2,front,back,left,right
facing = ifelse(time=66,-1,1)
scale = .5,.5
sprpriority = 5
shadow = 10,10,10

[State 813, State End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 814, air throw]
type    = A
movetype= A
physics = N
anim = ifelse(var(1)=1,815,814)
velset = 1,-4
poweradd = 70
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
x = ifelse(var(1)=1,.5,0)
y = ifelse(var(1)=1,-.6,0)

[State 0, Veladd]
type = Veladd
trigger1 = time <= 10 || (time>=40)&&(anim=814)
x = ifelse (time<11,0,1.5)
y = ifelse(time<11,.02,-.1)

[State bind, 1]
type = TargetBind
trigger1 = animelemtime(1) <= 5
pos = ifelse(var(1)=1,55,45), -128

[State bind, 2]
type = TargetBind
trigger1 = animelemtime(1)=[6,10]
pos = ifelse(var(1)=1,55,50), -130

[State bind, 3]
type = TargetBind
trigger1 = AnimElem=2
pos = ifelse(var(1)=1,60,59), ifelse(var(1)=1,-85,-109)

[State 0, SprPriority]
type = SprPriority
trigger1 = (animelem=3)&&(anim=814) || (time=40)&&(anim=814)
value = ifelse(time=40,1,-1)

[State bind, 4]
type = TargetBind
trigger1 = (AnimElem=3)&&(anim=814)
pos = 16, -84

[State bind, 5]
type = TargetBind
trigger1 = (AnimElem=4)&&(anim=814)
pos = -3, -97

[State bind, 6]
type = TargetBind
trigger1 = (AnimElem=5)&&(anim=814)
pos = -30, -100

[State bind, 7]
type = TargetBind
trigger1 = (AnimElem=6)&&(anim=814)
pos = 13, -93

[State bind, 8]
type = TargetBind
trigger1 = (AnimElem=7)&&(anim=814)
pos = 20, -87

[State bind, 9]
type = TargetBind
trigger1 = AnimElem=8
pos = ifelse(var(1)=1,60,70), ifelse(var(1)=1,-50,-80)

[State bind, 10]
type = TargetBind
trigger1 = (time=[40,44])&&(anim=814)
pos = 70, -80

[State bind, 11]
type = TargetBind
trigger1 = (time>=45)&&(anim=814)
pos = 50, -30

[State bind, 12]
type = TargetBind
trigger1 = (AnimElem=11)&&(var(1)=1)
pos = 30, -140

[State bind, 13]
type = TargetBind
trigger1 = (AnimElem=12)&&(var(1)=1)
pos = 35, -140

[State bind, 14]
type = TargetBind
trigger1 = (AnimElem=13)&&(var(1)=1)
pos = 15, -140

[State bind, 14]
type = TargetBind
trigger1 = (AnimElem=14)&&(var(1)=1)
pos = -10, -140

[State Exp, 1]; brilho
type = Explod
trigger1 = (time=40)&&(anim=814)
anim = 975
pos = -35,-90
postype = p1
id = 975
removetime = -1
bindtime = -1
sprpriority = 3
ownpal = 1
scale = 0.4,0.2

[State Exp, 1]; foguinho
type = Explod
trigger1 = (time>=41)&&(anim=814)
anim = 917
pos = -35,-90
random = 15,15
postype = p1
id = 917
sprpriority = 4
ownpal = 1
scale = 0.6,0.4

[State Exp, 1]; foguinho
type = Explod
trigger1 = (var(1)=1)&&(time>=65)
anim = 917
pos = 0,-50
random = 20,20
postype = p2
id = 917
sprpriority = 4
scale = 0.6,0.4

[State 0, Exp]; dash
type = Explod
trigger1 = (p2stateno=3003)&&(anim=814)
anim = 1022
pos = 0,-70
facing = -1
postype = p2
id = 1022
bindtime = 1
sprpriority = 2
ownpal = 1
scale = .5,.5

[State 0, Exp]; dash
type = Explod
trigger1 = (p2stateno=3003)&&(anim=814)
anim = 1023
pos = 0,-70
facing = -1
postype = p2
id = 1023
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State hitspark, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(time=31)
anim = 988
pos = 0,-75
postype = p2
id = 988
bindtime = 2
sprpriority = 6
ownpal = 1
scale = 0.2,0.2

[State hitblood, Exp]
type = Explod
Trigger1 = (var(1)=1)&&(time=31)
anim = 991
pos = 0,-75
postype = p2
id = 991
bindtime = 2
sprpriority = 6
ownpal = 1
scale = 0.15,0.15

[State PlayS, 1]; agarrada / corte
type = PlaySnd
trigger1 = time=0 || (var(1)=1)&&(time=31) || (var(1)=1)&&(time=52)
value = ifelse(time=31,202,810),ifelse(time=31,3,ifelse(time=52,2,0))

[State PlayS, 1]; foguinho / voada
type = PlaySnd
trigger1 = (time=40)&&(anim=814) || (time=45)&&(anim=814)
value = 0,ifelse(time=45,309,302)

[State 0, playsnd]; pechada
type = playsnd
triggerall = (anim=814)&&(time >50)
trigger1 = frontEdgedist<=70 || backEdgedist<=70
value = 0,374

[State PlayS, 1]; movimento corte / movimento atirada
type = PlaySnd
trigger1 = (var(1)=1)&&(time=26) || (var(1)=1)&&(time=65)
value = 201,ifelse(time=26,7,1)

[State PlayS, 1]
type = PlaySnd
Trigger1 = (var(1)=1)&&(time=31)
value = 205, 17

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (var(1)=1)&&(time=31)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = (anim=814)&&(time >50); talvez tirar depois
trigger1 = frontEdgedist<=1 || backEdgedist<=1
id = 975

[State 0, ChangeState]
type = ChangeState
triggerall = (anim=814)&&(time >50)
trigger1 = frontEdgedist<=1 || backEdgedist<=1
value = 1027
ctrl = 0

[State 814, StateTypeSet]
type = StateTypeSet
trigger1 = (var(1)=1)&&(animelem=16)
movetype = I
physics = A

;---------------------------------------------------------------------------
[Statedef 815, air throw 2]
type    = A
movetype= A
physics = N
anim = ifelse(var(1)=1,817,816)
velset = 1,-4
poweradd = 70
sprpriority = 1

[State 0, Veladd]
type = Veladd
trigger1 = time <= 9
y = .02

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2 || (var(1)=1)&&(animelemtime(8)=1)
x = 0
y = ifelse(animelemtime(8)=1,0,-.1)

[State 0, AngleSet]
type = AngleSet
trigger1 = time=0 || time=116 || animelemtime(14)=1
value = ifelse(time=116,-45,0)

[State bind, 1]
type = TargetBind
trigger1 = time<=10 || animelem=3 || (var(1)=1)&&(animelem=6)
pos = 50,-118

[State bind, 1]
type = TargetBind
trigger1 = animelem=2
pos = 45,-95

[State bind, 1]
type = TargetBind
trigger1 = animelem=4
pos = 48,-132

[State bind, 1]
type = TargetBind
trigger1 = time=64
pos = 48,-15

[State bind, 1]
type = TargetBind
trigger1 = (var(1)=1)&&(animelemtime(5)=1)
pos = 45,-128

[State bind, 1]
type = TargetBind
trigger1 = (var(1)=1)&&(animelem=7)
pos = 22,-62

[State bind, 1]
type = TargetBind
trigger1 = (var(1)=1)&&(animelem=8) || (var(1)=1)&&(animelem=10)
pos = -25,-100

[State 0, SprPriority]
type = SprPriority
trigger1 = (var(1)=1)&&(animelem=9) || time=116
value = ifelse(time=116,1,-1)

[State bind, 1]
type = TargetBind
trigger1 = (var(1)=1)&&(animelem=9)
pos = -15,-105

[State bind, 1]
type = TargetBind
trigger1 = (var(1)=1)&&(animelem=11)
pos = 15,-78

[State bind, 1]
type = TargetBind
trigger1 = (var(1)=1)&&(animelem=12)
pos = 40,-40

[State 0, AngleDraw]
type = AngleDraw
trigger1 = (time=[116,615])&&(pos y <-10)

[State 0, VelSet]
type = VelSet
trigger1 = (var(1)=1)&&(animelemtime(13)=1) || animelemtime(23)=1
x = ifelse(animelemtime(23)=1,0,10)
y = ifelse(animelemtime(23)=1,0,10)

[State bind, 1]
type = TargetBind
trigger1 = (var(1)=1)&&(animelemtime(13)=[0,1])
pos = 30,-50

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (var(1)=1)&&(pos y >=-10)&&(time>120)
value = 817
elem = 14
persistent = 0

[State 0, Veladd]
type = Veladd
trigger1 = (var(1)=1)&&(pos y >=-10)&&(animelem=14)
x = -3
y = -15.2

[State 0, Veladd]
type = Veladd
trigger1 = (var(1)=1)&&(animelemtime(14)>=0)&&(animelemtime(23)<=0)
y = .3

[State 0, Velset]
type = Velset
trigger1 = animelemtime(23)=1 || animelemtime(24)=2 || animelemtime(24)=8
x = ifelse(animelemtime(23)=1,2,ifelse(animelemtime(24)=2,1,0))
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = animelemtime(23)=1
y = 0

[State 815, 1]
type = HitDef
trigger1 = animelem=5
attr = A, SA
damage = 110
animtype = up
guardflag = ;HA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 8
sparkno = S-1
guard.sparkno = S-1
hitsound = s0,375
guardsound = s203,2
ground.type = high
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = high
air.velocity = -3,-7
air.hittime = 25
fall = 1
fall.recovertime=50

[State 0, Explod]; bolinhas se juntando
type = Explod
trigger1 = time = 25
anim = 980
pos = 48,-132
postype = p1
bindtime = -1
scale = .5,.5
sprpriority = 9
ownpal = 1

[State Exp, 1]; foguinho
type = Explod
trigger1 = (time=[60,84])&&(numexplod(999)<=6)
anim = 917
ID = 999
pos = 42,-126
random = 5,5
postype = p1
sprpriority = 9
ownpal = 1
scale = 0.2+(random%2)*.1,0.2+(random%2)*.1

[State Exp, 1]; fogo no p2
type = Explod
Trigger1 = (var(1)=1)&&(time=[65,115])&&(pos y <-10)
anim = 920
pos = 0,40
postype = p2
random = 40,80
id = 920
bindtime = -1
persistent = 3
sprpriority = 4
ownpal = 1
scale = 0.5,0.5

[State 0, Explod]; explosão da batida no chão
type = Explod
trigger1 = animelemtime(15)=2
anim = 1061
pos = -70,28
postype = p2
bindtime = 1
scale = .3,.3
ownpal=1
sprpriority = 4

[State 0, EnvShake]
type = EnvShake
trigger1 = time=65 || p2stateno=5100
time = ifelse(p2stateno=5100,5,10)

[State 0, EnvShake]
type = EnvShake
trigger1 = animelemtime(15)=2
time = 20
freq = 90
ampl = -12
phase = 75

[State PlayS, 1]; agarrada / fogo 1
type = PlaySnd
trigger1 = time=0 || time=65
value = ifelse(time=65,0,810),ifelse(time=65,321,2)

[State PlayS, 1]; fogo 2 / estralada da pegada
type = PlaySnd
Trigger1 = time=0 || time=65
value = ifelse(time=65,205,0),ifelse(time=65,17,300)

[State PlayS, 1]; voada / batida no chão
type = PlaySnd
Trigger1 = animelemtime(13)=1 || animelemtime(15)=2
value = ifelse(animelemtime(13)=1,110,0),ifelse(animelemtime(13)=1,0,374)

[State Help, 1];p2 em fogo
type = Helper
Trigger1 = (var(1)!=1)&&(time=65)
helpertype = normal
name = "p2fire"
ID = 920
Stateno = 920
pos = 0,0
postype = p2
ownpal = 1

[State 0, Turn]
type = Turn
trigger1 = (var(1)=1)&&(animelem=27)

[State 815, StateTypeSet]
type = StateTypeSet
trigger1 = (var(1)!=1)&&(animelemtime(5)=15)
movetype = I
physics = A

[State 0, ChangeState]
type = ChangeState
trigger1 = (var(1)=1)&&(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, throw state]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

[State 820, Hurt 11]
type = LifeAdd
trigger1 = time = 13 || time = 31 || time = 62
value = ifelse(time=31,-30,ifelse(time=62,-65,-15))

[State 820, State End]
type = ChangeState
trigger1 = time = 116
value = 821

;---------------------------------------------------------------------------
; Opponent Throw 2
[Statedef 822, throw 2 state]
type    = S
movetype= H
physics = N
velset = 0,0

[State 822, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 822

[state 822,1]
type = angleadd
trigger1 = time >= 32;42
trigger1 = time <= 42;52
value = -15

[state 822,1]
type=angledraw
trigger1 = time >= 32;42
trigger1 = time <= 42;52

[state 822,2]
type = angleadd
trigger1 = time >= 106;129
trigger1 = time <= 116;139
value = -15

[state 822,2]
type=angledraw
trigger1 = time >= 106;129
trigger1 = time <= 116;139

[state 822,3]
type = angleadd
trigger1 = time >= 180;216
trigger1 = time <= 190;226
value = -15

[state 822,3]
type=angledraw
trigger1 = time >= 180;216
trigger1 = time <= 190;226

[State 822, VelSet]
type = VelSet
trigger1 = time >= 32;42
trigger1 = time <= 36;46
trigger2 = time >= 107;129
trigger2 = time <= 110;133
trigger3 = time >= 180;216
trigger3 = time <= 184;220
x = 22
y = -7.5

[State 822, VelSet]
type = VelSet
trigger1 = time >= 37;47
trigger1 = time <= 41;51
trigger2 = time >= 111;134
trigger2 = time <= 115;138
trigger3 = time >= 185;221
trigger3 = time <= 189;225
x = 8
y = 15

[State 822, VelSet]
type = VelSet
trigger1 = time = 42;52
trigger2 = time = 116;139
trigger3 = time = 190;226
x = 0
y = 8

[State 822, VelSet]
type = VelSet
trigger1 = time = 43;53
trigger2 = time = 117;140
trigger3 = time = 191;226
y = 0

[State 822, PosSet]
type = PosSet
trigger1 = time = 43;53
trigger2 = time = 117;140
y = 0

[State 822, Veladd]
type = Veladd
trigger1 = time >= 56;66
trigger1 = time <= 73;86
trigger2 = time >= 130;153
trigger2 = time <= 150;173
y = 1

[State 822, Veladd]
type = Veladd
trigger1 = animelem = 8
y = -16

[State 822, Turn]
type = Turn
trigger1 = time = 74;87
trigger2 = time = 148;174

[State 822, End]
type = changeState
trigger1 = time = 185;195;221
value = 821
ctrl = 0

;---------------------------------------------------------------------------
; Order Opponent Throw 2
[Statedef 823, order throw 2 state]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 823, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 823

[State 823, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0

[State 823, SprPriority]
type = SprPriority
trigger1 = time = 32
value = 1

[state 823,1]
type = angleadd
trigger1 = time >= 45
trigger1 = time <= 65
value = -16

[state 823,1]
type=angledraw
trigger1 = time >= 45
trigger1 = time <= 65

[State 823, Posset]
type = Posset
trigger1 = time = 65;66
y = 0

[State 823, velset]
type = velset
trigger1 = time = 65;66
x = 0
y = 0

[State 823, Hurt]
type = LifeAdd
trigger1 = time = 65
value = -135

[State 823, End]
type = selfState
trigger1 = !alive
trigger1 = animtime = 0
value = 5150
ctrl = 0

[State 823, End]
type = selfState
trigger1 = alive
trigger1 = animtime = 0
value = 5120
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 824, order throw 1 state]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = 0

[State 824, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 824

[State 824, Turn]
type = Turn
trigger1 = animelem = 8

[State 824, SprPriority]
type = SprPriority
trigger1 = animelem = 9
value = 2

[State 824, Hurt 11]
type = LifeAdd
trigger1 = time = 52
trigger2 = time = 101
value = ifelse(time>70,-80,-55)

[State 824, PalFX]
type = PalFX
trigger1 = animelemtime(12) = 1
time = 75
add = 125,-95,-235
mul = 256,256,256
sinadd = 155,95,105,12
invertall = 1
color = 256

[State 824, VelAdd]
type = VelAdd
trigger1 = animelemtime(12) = 2
x = -20

[State 824, End]
type = selfState
trigger1 = !alive
trigger1 = animtime = 0
value = 5150
ctrl = 0

[State 824, End]
type = selfState
trigger1 = alive
trigger1 = animtime = 0
value = 5120
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 825, air throw state]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 825, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 825

[State 825, ChangeState]
type = ChangeState
trigger1 = (time >50)&&(frontEdgedist<=1) || (time >50)&&(backEdgedist<=1)
value = 3003
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 827, order air throw state]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 827, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 827

[State 827, Turn]
type = Turn
trigger1 = time=31

[State 827, Hurt 11]
type = LifeAdd
trigger1 = time = 31
value = -45

[State 827, PalFX]
type = PalFX
trigger1 = time = 31
time = 75
add = 125,-95,-235
sinadd = 155,95,105,12
invertall = 1
color = 256

[State 827, ChangeState]
type = ChangeState
trigger1 = time=68
value = 821
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 826, air throw state 2]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 826, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 826

[State 826, ChangeAnim2]
type = ChangeAnim2
trigger1 = pos y >=-20
trigger2 = p2stateno=1039||p2stateno=1049
value = 826
elem = 14
persistent=0

[State 0, AngleSet]
type = AngleSet
trigger1 = time=0 || time=111
value = ifelse(time=111,-45,0)

[State 0, Turn]
type = Turn
trigger1 = animelem=3

[State 0, Angleadd]
type = Angleadd
trigger1 = animelemtime(14)>=0
value = ifelse(p2stateno=1039,10,-10)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>=111
trigger2 = p2stateno=1039||p2stateno=1049

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(14)=0
x = 0
y = 0

[State 0, Veladd]
type = Veladd
trigger1 = animelemtime(14)=1
x = ifelse(p2stateno=1039,-4,ifelse(p2stateno=1049,-3,.5))
y = ifelse(p2stateno=1039,-20,-15)

[State 0, Veladd]
type = Veladd
trigger1 = animelemtime(14)>=1
y = .5

[State Pal, 1]
type = PalFX
Trigger1 = time = 25
Time = 39
add = 0,0,0
sinadd = 256,50,0,180
color = 256

[State 827, PalFX]
type = PalFX
trigger1 = time = 64
time = 55
add = 125,-95,-235
sinadd = 155,95,105,12
invertall = 1
color = 256

[State 0, Pause]
type = Pause
trigger1 = (gametime*2)&&(time=[120,135])
time = 2

[State 826, Hurt 11]
type = LifeAdd
trigger1 = animelemtime(3)=1 || animelemtime(14)=1 || (animelemtime(14)>=10)&&(pos y >= 0)
value = ifelse(animelemtime(14)>5,-15,-60)

[State 826, selfstate]
type = selfstate
trigger1 = (animelemtime(14)>=10)&&(pos y >= 0)
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; 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, throw state final]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40

[State 821, Turn]
type = Turn
trigger1 = (prevstateno=822)&&(time=0)

[State 821, ChangeAnim]
type = ChangeAnim2
trigger1 = (prevstateno=822)&&(selfanimexist(5052))&&(anim!=5052)
trigger2 = (prevstateno=827)&&(selfanimexist(5052))&&(anim!=5052)
value = 5052

[State 821, ChangeAnim]
type = ChangeAnim2
trigger1 = (prevstateno=822)&&(anim!=5052)&&(anim!=5035)
trigger2 = (prevstateno=827)&&(anim!=5052)&&(anim!=5035)
value = 5035

[State 821, PosAdd]
type = PosAdd
trigger1 = (prevstateno=822)&&(time=0) || (prevstateno=827)&&(time=0)
y = ifelse(prevstateno=827,80,50)

[State 821, Angledraw]
type = Angledraw
trigger1 = prevstateno=822 || prevstateno=827
value = 45

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

[State 821, VelSet]
type = VelSet
trigger1 = (prevstateno!=822)&&(prevstateno!=827)&&(time=0)
x = -2
y = -3

[State 821, VelSet]
type = VelSet
trigger1 = (prevstateno=822)&&(time=0) || (prevstateno=827)&&(time=0)
x = -11
y = -4

[State 821, Pause]
type = Pause
trigger1 = (gametime*2)&&(prevstateno=822)&&(time=[5,20])
trigger2 = (gametime*2)&&(prevstateno=827)&&(time=[5,20])
time = 3

[State 821, Turn]
type = Turn
trigger1 = (prevstateno=822)&&(backEdgedist<=1) || (prevstateno=827)&&(backEdgedist<=1)

[State 821, Angledraw]
type = Angledraw
trigger1 = (prevstateno=822)&&(frontEdgedist<=1) || (prevstateno=827)&&(frontEdgedist<=1)
value = -45

[State 821, ChangeState]
type = ChangeState
trigger1 = (prevstateno=822)&&(frontEdgedist<=1) || (prevstateno=827)&&(frontEdgedist<=1)
value = 3003
ctrl = 0

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = (Pos Y >= 0)&&(time >= 10)
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

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

[State -2, c]; iniciar com o order
type = VarSet
trigger1 = (p1name="darkordersol")&&(roundno >= 1)&&(time = 0)
v = 1
value = 1

[State -2, helper]; helper tontura
type = Helper
Trigger1 = (p2life=1)&&(p2movetype=H)&&(numhelper(7000)=0)&&(p2stateno!=7001)&&(roundno>1)
helpertype = normal
ID = 7000
Stateno = 7000
pos = 0,0
PosType = p2

[State -2, 1]; consertar anim de início de round pós 1
type = ChangeAnim
trigger1 = (p1name="darkordersol")&&(Anim=0)&&(Anim!=1)&&(roundno>1)
value = 1

[State -2, c]; reativação da super armor
type = VarSet
trigger1 = (movetype = I) && (time > 15)
v = 11
value = 0
ignorehitpause = 1

[State -2, AttackMulSet]; aumento de ataque com order
type = AttackMulSet
trigger1 = var(1)= 1
value = ifelse(p1name="darkordersol",1.3,1.2)

[State -2, AttackMulSet]; normalização de ataque
type = AttackMulSet
trigger1 = var(1)!= 1
value = 1

[State -2, DefenceMulSet]; aumento de defesa quando morrendo ou order
type = DefenceMulSet
trigger1 = Var(1) = 1
trigger2 = (var(1)!=1)&&(life<=250)
value = ifelse(var(1)=1,0.6,0.8)

[State -2, DefenceMulSet]; aumento de defesa quando morrendo com order
type = DefenceMulSet
trigger1 = (var(1)=1)&&(life<=250)
value = 0.4

[State -2, DefenceMulSet]; normalização de defesa
type = DefenceMulSet
trigger1 = (var(1)!=1)&&(life>250)
value = 1

[State -2, VarSet]; faultless defense
type = VarSet
triggerall = var(7)!=1
trigger1 = power=0 || command!="holdback" || command!="hold_x" || command!="hold_z"
trigger2 = stateno>=160
v = 6
value = 0

[State -2, VarSet]; faultless defense
type = VarSet
triggerall = var(7)=1
trigger1 = power=0 || stateno<120 || stateno>155
v = 6
value = 0

[State -2, PlaySnd]; batida na parede XXXXX tentar arrumar o tempo do som
type = PlaySnd
trigger1 = p2stateno = 3003
value = S203,3
ignorehitpause = 1
persistent = 0

[State -2, MakeDust]; poeira
type = MakeDust
trigger1 = prevstateno = 100
pos = 0,0
spacing = 3

[State -2, Turn]; ataques pelas costas pós desvio
type = Turn
trigger1 = prevstateno = 101
trigger1 = p2dist x < 0

[State -2, turn]; em pé
type = ChangeAnim
Triggerall = Var(1) = 1
Trigger1 = Anim = 5
value = 7

[State -2, turn]; agachado
type = ChangeAnim
Triggerall = Var(1) = 1
Trigger1 = Anim = 6
value = 8

[State -2, 1]; turn?
type = ChangeAnim
trigger1 = var(1) = 1 && stateno = 5
value = 7

[State -2, varset]; com relação ao superpulo
type = Varset
trigger1 = stateno > 40
v = 2
value = 0

[State -2, 1]; com relação aos airdashs durante runback
type = VarSet
trigger1 = prevstateno = 105
v = 3
value = 0

[State -2, helper]; helper sombra 2 - activation
type = Helper
triggerall=(var(20)=1)&&(Numhelper(1009)=0)&&(p2life>1)
Trigger1=(var(7)!=1)&&(command="s")&&(life>1)
Trigger2=(var(7)=1)&&(p2life<800)&&(life>300)
Trigger3=(var(7)=1)&&(p2life<250)&&(life>1)&&(life<301)
helpertype = normal
ID = 1009
Stateno = 1009
pos = 0,0
PosType = p1
persistent = 0
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State -2, helper]; helper heat bar
type = Helper
Trigger1 = (var(1)=1)&&(Numhelper(1007)=0)
helpertype = normal
ID = 1007
Stateno = 1007
pos = 0,0
PosType = p1
persistent = 0
facing = 1
keyctrl = 0
ownpal = 1

[State -2, helper]; helper sombra
type = Helper
Trigger1 = (var(1)=1)&&(Numhelper(1002)=0)
helpertype = normal
ID = 1002
Stateno = 1002
pos = 0,0
PosType = p1
persistent = 0
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State -2, PalFX]; palfx do sol durante fatais
type = PalFX
trigger1 = (var(1)!=1)&&(movetype!=H)&&(stateno=7004)
trigger2 = (var(1)!=1)&&(movetype!=H)&&(p2stateno=7004)
time = 1
mul = 256,256,256

[State -2, PalFX]; palfx do sol
type = PalFX
triggerall = (var(1)!=1)&&(movetype!=H)&&(stateno!=7004)&&(p2stateno!=7004)
trigger1 = prevstateno = 101 || prevstateno = 907 || prevstateno = 1027
trigger2 = (p1name!="darkordersol")&&(roundno >= 1)&&(time = 0)
time = -1
add = -5,-5,-5
sinadd = 25,15,10,400
invertall = 0
color = 256
ignorehitpause = 1

[State -2, AfterImage2]; afterimage do order
type = AfterImage
triggerall = var(1)=1
trigger1 = prevstateno=101||prevstateno=907||prevstateno=1027||(prevstateno=1042)&&(p2movetype!=H)
trigger2 = prevstateno=1043
trigger3 = (p1name="darkordersol")&&(roundno>=1)&&(time=0)
time = -1;450
length = 10
palbright = 0,60,60
palcontrast = 0,150,250
palpostbright = 0,80,80
timegap = 1
framegap = 1
trans = sub ;"none","add1","sub"
ignorehitpause = 1

[State -2, VarSet]; order ficando vermelho
type = VarSet
trigger1 = (p1name="darkordersol")&&(roundno >= 1)&&(var(13)=0)
v = 13
value = 1

[State -2, Varadd]; order ficando vermelho
type = Varadd
trigger1 = (var(1)=1)&&(var(13) > 0)
var(13) = 1

[State -2, Explod]; fogo do order
type = Explod
triggerall = (var(1)=1)&&(numexplod(2)=0)
trigger1 = stateno = 900
trigger1 = time = 1
trigger2 = (p1name="darkordersol")&&(roundno >= 1)
anim = 2
ID = 2
pos = 0,-60
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1;-2
scale = .5,.5
sprpriority = 2
ontop = 1
shadow = 10,10,10
removeongethit = 0
ignorehitpause = 1

[State -2, RemoveExplod]; cancelamento do fogo do order
type = RemoveExplod
trigger1 = var(1) != 1
ignorehitpause = 1
ID = 2

[State -2, RemoveExplod]; explods do carregamento do fireflame
type = RemoveExplod
trigger1 = (stateno=963)&&(anim!=972)
trigger2 = (stateno=964)&&(anim!=972)
trigger3 = (stateno=965)&&(anim!=972)
trigger4 = prevstateno = [963,965]
trigger5 = movetype = H
id = 967

[State -2, RemoveExplod]; explods do hypercombo
type = RemoveExplod
trigger1 = stateno!=1023
id = 1126

[State -2, RemoveExplod]; explods do hyper gunflame 2
type = RemoveExplod
trigger1 = stateno!=1050
id = 1134

[State -2, ChangeAnim]; dizzy do order
type = ChangeAnim
trigger1 = (Var(1)=1)&&(anim=5300)&&(anim!=6300)
value = 6300

[State -2, ChangeAnim]; hit states do order (não necessário?)
type = ChangeAnim
trigger1 = (Var(1)=1)&&(anim=[5000,5300])
value = anim + 1000

[State -2, PalFX]; order sendo agarrado
type = PalFX
Triggerall = (Var(1)=1)&&(Anim < 15000)&&(stateno!=5070)
Trigger1 = (MoveType=H)&&(Stateno!=[120,160])&&(stateno!=5020)&&(stateno!=3005)
Trigger1 = (Anim!=[5000,5300])&&(Anim!=[6000,6300])&&(stateno!=5000)&&(stateno!=5010)
time = 3
add =  125,-95,-235
sinadd = 155,95,105,12
invertall = 1
color = 256
ignorehitpause = 1

[State -2, Explod]; fogo do order sendo agarrado
type = Explod
Triggerall = (Var(1)=1)&&(Anim < 15000)&&(stateno!=5070)
Trigger1 = (MoveType=H)&&(Stateno!=[120,160])&&(stateno!=5020)&&(stateno!=3005)
Trigger1 = (Anim!=[5000,5300])&&(Anim!=[6000,6300])&&(stateno!=5000)&&(stateno!=5010)
;trigger2 = (palno=12)&&(numexplod(921)<=6)
anim = 920
pos = 0,ifelse(p2name="solengrenado",10,-30)
postype = p1
random = 40,80
id = 921
bindtime = -1
ignorehitpause = 1
persistent = 3
sprpriority = 4
ownpal = 1
shadow = 10,10,10
scale = 0.5,0.5

[State PlayS, 1];som do order sendo agarrado
type = PlaySnd
Triggerall = (Var(1)=1)&&(Anim < 15000)&&(numexplod(921)=1)&&(stateno!=5070)
Trigger1 = (MoveType=H)&&(Stateno!=[120,160])&&(stateno!=5020)&&(stateno!=3005)
Trigger1 = (Anim!=[5000,5300])&&(Anim!=[6000,6300])&&(stateno!=5000)&&(stateno!=5010)
value = 0, 321;205, 17
ignorehitpause = 1

[State -2, helper]; helper sombra 3 - sendo agarrado e pal número 9
type = Helper
Triggerall = numhelper(1031)=0
Trigger1 = (MoveType=H)&&(Stateno!=[120,160])&&(stateno!=5020)&&(stateno!=3005)&&(Anim < 15000)
Trigger1 = (Anim!=[5000,5300])&&(Anim!=[6000,6300])&&(stateno!=5000)&&(stateno!=5010)&&(Var(1)=1)
trigger2 = palno=9 || palno=10
trigger3 = (var(19)=1)&&(numhelper(1036)>0)
helpertype = normal
ID = 1031
Stateno = 1031
pos = 0,0
PosType = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State -2]
type = Varset
Trigger1 = alive
ignorehitpause = 1
v = 5
value = 0

[State -2]
type = Varadd
Trigger1 = !alive
ignorehitpause = 1
v = 5
value = 1

[State -2]
type = Varset
Trigger1 = var(5) >= 2
v = 5
value = 2
ignorehitpause = 1

[State PlayS, 1]; grito de morte
type = PlaySnd
Trigger1 = var(5) = 1
value = 11, ifelse(var(1)=1,5,7)
channel = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(1)=[2,5]
v = 1
value = 1
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(1)=3
trigger2 = var(1)=4
trigger3 = var(1)=5
stateno = 1011
ID = 1011
pos = 0,-65
postype = p1
sprpriority = 3
ignorehitpause = 1
supermoveTime = 9999
pausemoveTime = 9999
ownpal = 1
size.xscale = 0.4+((random%4)*0.1)
size.yscale = 0.4+((random%4)*0.1)

[State -2, changestate]; tontura pós order
type = changestate
trigger1 = (var(1)=3)&&(stateno!=190)&&(alive)&&(movetype!=H)
value = 7002

;xxxxxxxxxxxxxxxxxxxxyyyyyyyyyyyzzzzzzzzzzzzzzzzzz

[state -2,ai-switch]; teste de ignição diferente da AI
type = Helper
trigger1 = (NumHelper(3000) = 0) && (var(7) = 0)
helpertype = Normal
name = "Artificial Intelligence"
id = 3000
pos = 999,999
postype = p1
facing = 0
stateno = 3000
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0

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

[Statedef -3]

[State -3, ChangeState]; combo breaker
type = ChangeState
triggerall = (power >= 1000)&&(movetype=H)&&(stateno!=[150,155])&&(alive)
triggerall =  GetHitVar(hitcount)>=3
trigger1 = (var(7)!=1)&&(command="deflect")
trigger2 = (var(7)=1)&&(life<=250)&&(p2dist x<=50)
trigger3 = (var(7)=1)&&(p2life<=250)&&(p2dist x<=50)
trigger4 = (var(7)=1)&&(power>=2250)&&(p2dist x<=50)
value = 956
ctrl = 0
ignorehitpause = 1

[State -3, Save StateNo]; super armor
type = VarSet
trigger1 = (MoveType != H) && (StateNo != 3005)
var(8) = StateNo

[State -3, Save Ctrl]; super armor
type = VarSet
trigger1 = (MoveType != H) && (StateNo != 3005)
var(9) = Ctrl

[State -3, LifeAdd]; perder vida com heat em 100%
type = LifeAdd
trigger1 = ((time % 3) < 1)&&(numhelper(1009)=1)&&(movetype!=H)
value = -2
kill = 0
ignorehitpause = 0

[State -3, Veladd]; escorregada pós corrida
type = Veladd
triggerall = (time=1)&&(movetype!=H)&&(stateno!=[800,815])&&(stateno!=904)
triggerall = stateno!=930
trigger1 = (prevstateno = 100) && (stateno != 101)
trigger2 = prevstateno = 101
x = 6

[State -3, Lifeadd]; faultless defense
type = Lifeadd
trigger1 = var(6)=1
value = GetHitVar(damage)
kill = 0

[State -3, Helper]; helper do efeito hit - 1
type = Helper
triggerall = (movehit)&&(numhelper(1033)=0)
triggerall = (stateno!=200)&&(stateno!=230)&&(stateno!=400)&&(stateno!=430)&&(stateno!=600)&&(stateno!=630)
trigger1 = p2stateno=5000 || p2stateno=5010 || p2stateno=5020 || p2stateno=5070
helpertype = normal ;player
ID = 1033
stateno = 1033
pos = 0,-75
postype = p2
ownpal=1
size.xscale =ifelse(random<333,.3,ifelse(random>666,.5,.4))
size.yscale =ifelse(random<333,.3,ifelse(random>666,.5,.4))
persistent=0

[State -3, Helper]; helper do efeito hit - 2
type = Helper
triggerall = (movehit)&&(numhelper(1033)=1)&&(stateno!=200)&&(stateno!=230)
triggerall = (stateno!=400)&&(stateno!=430)&&(stateno!=600)&&(stateno!=630)
triggerall = (stateno!=210)&&(stateno!=240)&&(stateno!=410)&&(stateno!=440)&&(stateno!=610)&&(stateno!=640)
trigger1 = p2stateno=5000 || p2stateno=5010 || p2stateno=5020 || p2stateno=5070
helpertype = normal ;player
ID = 1033
stateno = 1033
pos = 0,-75
postype = p2
ownpal=1
size.xscale =ifelse(random<333,.3,ifelse(random>666,.5,.4))
size.yscale =ifelse(random<333,.3,ifelse(random>666,.5,.4))
persistent=0

[State -3, Helper]; helper do efeito hit - 3
type = Helper
triggerall = (movehit)&&(numhelper(1033)=2)
triggerall = (stateno!=200)&&(stateno!=230)&&(stateno!=400)&&(stateno!=430)&&(stateno!=600)&&(stateno!=630)
triggerall = (stateno!=210)&&(stateno!=240)&&(stateno!=410)&&(stateno!=440)&&(stateno!=610)&&(stateno!=640)
triggerall = (stateno!=220)&&(stateno!=250)&&(stateno!=420)&&(stateno!=450)&&(stateno!=620)&&(stateno!=650)
trigger1 = p2stateno=5000 || p2stateno=5010 || p2stateno=5020 || p2stateno=5070
helpertype = normal ;player
ID = 1033
stateno = 1033
pos = 0,-75
postype = p2
ownpal=1
size.xscale =ifelse(random<333,.3,ifelse(random>666,.5,.4))
size.yscale =ifelse(random<333,.3,ifelse(random>666,.5,.4))
persistent=0

[State -3, Helper]; helper dos fundos pretos
type = Helper
trigger1 = (p2stateno=7004)&(numhelper(7005)=0)
helpertype = normal ;player
ID = 7005
stateno = 7005
pos = 0,0
postype = p2

[State -3, PalFX]; order ficando vermelho
type = PalFX
trigger1 = (var(1)=1)&&(var(13) > 0)&&(stateno!=7003)&&(stateno!=1043)&&(p2stateno!=7004)
trigger1 = (var(13) % 240) < 60; For each four seconds (240 ticks), only activate in the first one (60 ticks)
time = 2
add =  (var(13) % 240)*3, (var(13) % 240)*1, 0
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1

[State -3, PlaySnd]; estralo
type = PlaySnd
trigger1 = (anim=1)&&(animelemtime(21)=1) || (anim=1)&&(animelemtime(22)=15)
value = ifelse(animelemtime(22)=15,0,185),ifelse(animelemtime(22)=15,318,0)

[State -3, Explod]; faultless defense
type = Explod
trigger1 = (var(6)=1)&&(numexplod(1100)=0)
anim = 1100
ID = 1100
pos = 0,-62
postype = p1
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 9
ignorehitpause = 1

[State -3, Helper]; helper sombra palno=7 e 12
type = Helper
trigger1 = (palno=7)&&(numhelper(1048)=0)
trigger2 = (palno=12)&&(numhelper(1048)=0)
trigger3 = (palno=1)&&(numhelper(1048)=0);<=1)
helpertype = normal
ID = 1048
stateno = 1048
pos = 0,0
postype = p1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
size.xscale = .51
size.yscale = ifelse(palno=1,.5,.51)

[State -3, RemoveExplod]; faultless defense
type = RemoveExplod
trigger1 = var(6)=0
id = 1100

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = prevstateno = 910
id = 916

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = prevstateno = 911
id = 919

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = prevstateno = 912
id = 927

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = prevstateno = 909
id = 655

[State -3, correndo1];inicio da corrida
type = PlaySnd
triggerall = Time = 2
trigger1 = stateno = 100
value = s0, 0

[State 195, StopSnd]
type = StopSnd
trigger1 = prevstateno = 100
channel = 1

[State -3, 1]; gritos
type = VarRandom
trigger1 = Time >= 0
v = 4
range = 14

[State -3, gritos]; grito sendo acertado
type = PlaySnd
triggerall = (alive)&&(var(4)<=5)
trigger1 = (Time=0)&&(stateno=[5000,5030])&&(stateno!=5001)&&(stateno!=5011)
trigger2 = (Time=0)&&(stateno=[5070,5080])&&(stateno!=5071)
trigger6 = (Time=1)&&(stateno=5100)
value = 5000,0+(random%8)
channel = 0

[State -3, gritosgolpes]; gritos dos golpes normais fracos
type = PlaySnd
triggerall = (var(4)<=3)&&(time=1)
trigger1 = stateno = 200 || stateno = 202 || stateno = 230 || stateno = 232
trigger2 = stateno = 400 || stateno = 430 || stateno = 600 || stateno = 630
value = 200,ifelse(var(1)=1,0,1)

[State -3, gritosgolpes]; gritos dos golpes normais fracos
type = PlaySnd
triggerall = (var(4)>=12)&&(time=1)
trigger1 = stateno = 200 || stateno = 202 || stateno = 230 || stateno = 232
trigger2 = stateno = 400 || stateno = 430 || stateno = 600 || stateno = 630
value = 200,ifelse(var(1)=1,11,2)

[State -3, gritosgolpes]; gritos dos golpes normais medios
type = PlaySnd
triggerall = (var(4)<=3)&&(time=3)
trigger1 = stateno = 210 || stateno = 212 || stateno = 214
trigger2 = stateno = 240 || stateno = 242 || stateno = 244
trigger3 = stateno = 410 || stateno = 440 || stateno = 610 || stateno = 640
value = 200,ifelse(var(1)=1,3,5)

[State -3, gritosgolpes]; gritos dos golpes normais medios
type = PlaySnd
triggerall = (var(4)>=12)&&(time=3)
trigger1 = stateno = 210 || stateno = 212 || stateno = 214
trigger2 = stateno = 240 || stateno = 242 || stateno = 244
trigger3 = stateno = 410 || stateno = 440 || stateno = 610 || stateno = 640
value = 200,ifelse(var(1)=1,4,10)

[State -3, gritosgolpes]; gritos dos golpes normais fortes
type = PlaySnd
triggerall = (var(4)<=3)&&(time=5)
trigger1 = stateno = 220 || stateno = 222 || stateno = 224
trigger2 = stateno = 250 || stateno = 252 || stateno = 254 || stateno = 652
trigger3 = stateno = 420 || stateno = 450 || stateno = 620 || stateno = 650
value = 200,ifelse(var(1)=1,6,8)

[State -3, gritosgolpes]; gritos dos golpes normais fortes
type = PlaySnd
triggerall = (var(4)>=12)&&(time=5)
trigger1 = stateno = 220 || stateno = 222 || stateno = 224
trigger2 = stateno = 250 || stateno = 252 || stateno = 254 || stateno = 652
trigger3 = stateno = 420 || stateno = 450 || stateno = 620 || stateno = 650
value = 200,ifelse(var(1)=1,7,9)

;[State -3]; super armor
;type                = HitOverride
;triggerall = var(1) = 1
;trigger1 = (MoveType != H) && (Anim != 5300) && (StateNo != [120,159]) && (PrevStateNo != 3005)
;trigger2 = (MoveType != H) && (Anim != 5300) && (StateNo != [120,159])
;trigger2 = prevstateno = 3005
;trigger2 = time > 20
;time                = 1
;slot                = 7
;attr                = SCA, NA, SA, NP, SP;SCA,NA,SA,HA,NP,SP,HP
;stateno             = 3005

;FINAL
