;-------------------------------------------------------------------------------
;[ULTIMATE]
;K'
;By K.O.D
;-------------------------------------------------------------------------------

[Data]
;Amount of life to start with
life = 1000
;attack power (more is stronger)
attack = 100
;defensive power (more is stronger)
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 9
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 0
;Variables with this index and above will not have their values
;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.
IntPersistIndex = 40
FloatPersistIndex = 40

[Size]
xscale = 1.0526315789473684210526315789474         ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 16     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 11       ;Player width (front, air)
height = 48          ;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 = 1     ;Set to 1 to scale projectiles too
head.pos = 8, -88   ;Approximate position of head
mid.pos = 16, -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)

;Thanks to Vans/L for the velocities
[Velocity]
walk.fwd  = 3.08203125             ;Walk forward
walk.back = -3.08203125            ;Walk backward
run.fwd  = 6.20703125              ;Run forward (x, y)
run.back = -6,-3.8
jump.neu = 0,-10.2578125           ;Neutral jumping velocity (x, y)
jump.back = -3.08203125            ;Jump back Speed (x, y)
jump.fwd = 3.08203125              ;Jump forward Speed (x, y)
runjump.back = -4.623046875        ;Running jump speeds (opt)
runjump.fwd = 4.623046875          ;.
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 = 0.6171875         ;Vertical acceleration
stand.friction = .828125  ;Friction coefficient when standing
crouch.friction = .828125 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
;VARIABLE RECORD :

;VAR (0) = LONG JUMP ACTIVATOR
;VAR (1) = GUARD CRUSH COUNTER
;VAR (2) = ROLL VOICE RANDOMIZER
;VAR (3) = RUN FORWARD JUMP AFTERIMAGE ACTIVATOR
;VAR (4) = PARRY COUNTER
;VAR (5) = PARRY ACTIVATOR
;VAR (6) = SAFE FALL DETECT
;VAR (7) = SAFE FALL SUPER MOVE HIT DETECT
;VAR (8) = JUST DEFEND COUNTER
;VAR (9) = JUST DEFEND DAMAGE/LIFE
;VAR (10) = NORMAL OR SHORT JUMP
;VAR (11) = LINKIN PARK FTW!
;VAR (12) = AIR DASH
;VAR (13) = UNUSED
;VAR (14) = HIT LIMITER
;VAR (15) = HEAT DRIVE UNBLOCKABLE ACTIVATOR
;VAR (16) = BLOOD RAGE TIMER
;VAR (20) = ORIGINAL COMBO TIMER
;VAR (21) = EXTENSION ACTIVATOR
;VAR (22) = NORMAL INTRO
;VAR (40) = GROOVE SELECTOR,VALUE 1 = SNK,VALUE 2 = CAPCOM, VALUE 3 = EX
;VAR (41) = EX GAUGE POWER
;VAR (42) = SNK GAUGE POWER
;VAR (43) to VAR (56) = EX GROOVE MODIFIERS
;VAR (58) = HEAT DRIVE WEAK HIT BRINGS OPPONENT FORWARD OF PLAYER OR BACK CALCULATOR LOL
;VAR (59) = A.I

;FVAR (2) = CHEESE KILL DETECT
;FVAR (4) = CHEESE KILL SOUND ON/OFF
;FVAR (5) = ALIVE/DEAD
;FVAR (6) = KO SOUND LOOP STOP ON STATE
;FVAR (7-8) = POS X AND Y MEMORY
;FVAR (10-13) = DAMPENERS (ORIGINAL COMBO)
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 181+(random%3)
;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = 100,441
channel = 0

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

; Win pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,45
channel = 0

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

; Win pose 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 44
channel = 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Start
[Statedef 191]
type = S
ctrl = 0
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 22
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(22) = 0
trigger1 = time = 1
value = 192

[State 0, ChangeState]
type = ChangeState
triggerall = time = 0
trigger1 = enemy,name = "Kyo"
trigger2 = enemy,name = "Kyo Kusanagi"
trigger3 = enemy,name = "cvskyo"
trigger4 = enemy,name = "krizalid"
value = 193

[State 0, ChangeState]
type = ChangeState
triggerall = time = 0
trigger1 = enemy,name = "Iori Yagami"
trigger1 = enemy,authorname = "Anjel"
value = 193

[State 0, ChangeState]
type = ChangeState
triggerall = time = 0
trigger1 = enemy,name = "k9999"
trigger2 = enemy,name = "Ultimate Terry"
trigger3 = enemy,name = "Ultimate Joe"
value = 194

[State 0, ChangeState]
type = ChangeState
triggerall = time = 0
trigger1 = enemy,name = "Iori Yagami"
trigger1 = enemy,authorname = "Anjel"
value = 195
;-------------------------------------------------------------------------------
;Intro
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = 100,41
channel = 0

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

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;-------------------------------------------------------------------------------
;Intro 2
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = 100, 42
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100, 6

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

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;-------------------------------------------------------------------------------
;Intro 3
[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,82

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

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

;-------------------------------------------------------------------------------
;Intro 4
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,42
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,82

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

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

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,43
channel = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time = 33
value = 1

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


;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle = 10                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 35+random%2
channel = 0

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,35,30), 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,4,9), ifelse(var(20)>0,4,9)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -88               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = S100, 11                  ;Sound to play on hit
guardsound = S100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 11             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-3,-6)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 11                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
; Stand Light Punch C
; CNS difficulty: easy
[Statedef 201]
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  = 10                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 201                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 35+random%2
channel = 0

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,31,26), 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,4,9), ifelse(var(20)>0,4,9)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -12, -88               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = S100, 11                  ;Sound to play on hit
guardsound = S100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 11             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-3,-6)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 11                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
; Stand Medium Punch
; CNS difficulty: easy
[Statedef 205]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 10                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 205                       ;Change animation (Def: no change)
poweradd = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))                     ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 36+random%2
channel = 0

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,75,70), 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
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,6,12)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -88               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = S100, 12                  ;Sound to play on hit
guardsound = S100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 14             ;Time that the opponent slides back
ground.hittime  = 14             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-4,-8)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 14                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 14
guard.velocity = -6.8
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
; Stand Medium Punch C
; CNS difficulty: easy
[Statedef 206]
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  = 10                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 206                       ;Change animation (Def: no change)
poweradd = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 36+random%2
channel = 0

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,71,60), 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
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,6,12)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -12, -88               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 12                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 14             ;Time that the opponent slides back
ground.hittime  = 14             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-4,-8)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 14                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 14
guard.velocity = -6.8
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

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


;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
velset = 0,0
anim = 210

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 36+random%3
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,7

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,103,98), 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 = 5, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,6,13), ifelse(var(20)>0,6,13)                ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -20, -75               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 13                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 17             ;Time that the opponent slides back
ground.hittime  = 17             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-5,-10)             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-1     ;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 = ifelse(var(20)>0,-2,-4),-7          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 17                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -14
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 17
guard.velocity = -8.5
yaccel = .5
guard.pausetime = 13,13

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
; Standing strong punch C
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
velset = 0,0
anim = 211

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 36+random%3
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,7

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,51,49), 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 = 5, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,6,12)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -70               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 13                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 17             ;Time that the opponent slides back
ground.hittime  = 17             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-3,-6)             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-1     ;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 = ifelse(var(20)>0,-2,-4),-7          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 17                 ;Time before opponent regains control in air
air.animtype = up
fall.animtype = up
ground.cornerpush.veloff = -7
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 17
guard.velocity = -8.5
yaccel = .5
guard.pausetime = 13,13

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 5
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,51,49), 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 = 5, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,6,12), ifelse(var(20)>0,6,13)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -90               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 13                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 17             ;Time that the opponent slides back
ground.hittime  = 17             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-5,-10.5)             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 17                 ;Time before opponent regains control in air
air.animtype = up
fall.animtype = up
ground.cornerpush.veloff = -23
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 17
guard.velocity = -8.5
yaccel = .5
guard.pausetime = 13,13

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 140
persistent = 0

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

;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 35+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,8

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,40,35), 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,4,9), ifelse(var(20)>0,4,9)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -40              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = S100, 14                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 11             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-3,-6)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 11                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 11
guard.velocity = -5
yaccel = .5
guard.pausetime = 9,8

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing light kick C
; CNS difficulty: easy
[Statedef 231]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= 0
ctrl = 0
velset = 0,0
anim = 231
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 35+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,8

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,40,35), 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,4,9), ifelse(var(20)>0,4,9)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -40              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 14                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 11             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-3,-6)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 11                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 11
guard.velocity = -5
yaccel = .5
guard.pausetime = 9,8

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 36+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,9

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 2

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,50,45), 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
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,5,11)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -20, -70              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 15                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High              ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 14             ;Time that the opponent slides back
ground.hittime  = 14             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-4,-8)             ;Velocity at which opponent is pushed
airguard.velocity = -5.33,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 14                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 14
guard.velocity = -6.8
yaccel = .5
guard.pausetime = 11,11

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing medium kick C
; CNS difficulty: easy
[Statedef 236]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
velset = 0,0
anim = 236
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 36+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,9

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,50,45), 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
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,5,11)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -20, -61              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 15                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 14             ;Time that the opponent slides back
ground.hittime  = 14             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-4,-8)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 14                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 11
guard.velocity = -6.8
yaccel = .5
guard.pausetime = 11,11

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 36+random%3
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 100,10

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,95,90), 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 = 5, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,6,13), ifelse(var(20)>0,6,13)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -20, -100              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 16                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 17             ;Time that the opponent slides back
ground.hittime  = 17             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-5.5,-11)             ;Velocity at which opponent is pushed
airguard.velocity = -5.33,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 17                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 14
guard.velocity = -8.5
yaccel = .5
guard.pausetime = 13,13

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick C
; CNS difficulty: easy
[Statedef 241]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
velset = 0,0
anim = 241
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 36+random%3
channel = 0

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,90,85), 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 = 5, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,6,13), ifelse(var(20)>0,6,13)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -30              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 16                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 17             ;Time that the opponent slides back
ground.hittime  = 17             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-5.5,-11)             ;Velocity at which opponent is pushed
airguard.velocity = -5.33,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 17                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 14
guard.velocity = -8.5
yaccel = .5
guard.pausetime = 13,13

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 240, 4]
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
;     KFM will get hit instead of trading hits with his opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 35+random%2
channel = 0

[State 400, 2]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = C, NA
damage    = IfElse(var(40)=1,25,20), 0
priority  = 3,Hit
animtype  = Light
air.animtype = back
fall.animtype = back
hitflag = MAF
guardflag = MA
pausetime = ifelse(var(20)>0,4,9), ifelse(var(20)>0,5,9)
guard.pausetime = 9,8
sparkno = S8000+(random%7)  
sparkxy = -10,-40
guard.sparkno = S3005
hitsound   = S100,11
guardsound = s100,17
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = ifelse(var(20)>0,-3,-6)
air.hittime = 11
guard.ctrltime = 11
air.velocity = ifelse(var(20)>0,-2,-4),-7
guard.velocity = -5
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching medium punch
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
anim = 405
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 36+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,6

[State 400, 2]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = C, NA
damage  = IfElse(var(40)=1,80,70), 0
priority = 4,Hit
animtype = Medium
air.animtype = back
fall.animtype = back
hitflag = MAF
guardflag = MA
pausetime = ifelse(var(20)>0,6,13), ifelse(var(20)>0,6,13)
guard.pausetime = 13,12
sparkno = S8000+(random%7)  
sparkxy = -10,-40
guard.sparkno = S3005
hitsound   = s100,12
guardsound = s100,17
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(var(20)>0,-5,-10)
air.hittime = 17
guard.ctrltime = 17
air.velocity = ifelse(var(20)>0,-2,-4),-7
guard.velocity = -8.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -14
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
anim = 410
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 36+random%3
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,7

[State 400, 2]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = animelem = 3
attr = C, NA
damage = IfElse(var(40)=1,95,90), 0
priority = 5,Hit
animtype = Heavy
air.animtype = up
fall.animtype = up
hitflag = MAF
guardflag = MA
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,5,11)
guard.pausetime = 11,11
sparkno = S8000+(random%7)  
sparkxy = -10,-50
guard.sparkno = S3005
hitsound   = s100,13
guardsound = s100,17
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = ifelse(var(20)>0,-4,-8)
air.hittime = 14
guard.ctrltime = 14
air.velocity = ifelse(var(20)>0,-2,-4),-7
guard.velocity = -6.8
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5

[State 400, 2]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = animelem = 5
trigger1 = !movecontact
attr = C, NA
damage    = IfElse(var(40)=1,95,90), 0
priority  = 5,Hit
animtype  = Heavy
air.animtype = up
fall.animtype = up
hitflag = MAF
guardflag = MA
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,5,11)
guard.pausetime = 11,11
sparkno = S8000+(random%7)  
sparkxy = -10,-100
guard.sparkno = S3005
hitsound   = s100,13
guardsound = s100,17
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = ifelse(var(20)>0,-4,-8)
air.hittime = 14
guard.ctrltime = 14
air.velocity = ifelse(var(20)>0,-2,-4),-7
guard.velocity = -6.8
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 35+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,8

[State 400, 2]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = C, NA
damage = IfElse(var(40)=1,25,20), 0
priority = 3,Hit
animtype  = Light
air.animtype = back
fall.animtype = back
hitflag = MAF
guardflag = L
pausetime = ifelse(var(20)>0,4,9), ifelse(var(20)>0,4,9)
guard.pausetime = 9,9
sparkno = S8000+(random%7)  
sparkxy = -10,-6
guard.sparkno = S3005
hitsound   = s100,14
guardsound = s100,17
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = ifelse(var(20)>0,-3,-6)
air.hittime = 11
guard.ctrltime = 11
air.velocity = ifelse(var(20)>0,-2,-4),-7
guard.velocity = -5
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching medium kick
; CNS difficulty: easy
[Statedef 435]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
anim = 435
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 36+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,9

[State 400, 2]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = C, NA
damage = IfElse(var(40)=1,80,70), 0
priority = 5,Hit
animtype = Medium
air.animtype = back
fall.animtype = back
hitflag = MAF
guardflag = L
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,5,11)
guard.pausetime = 11,11
sparkno = S8000+(random%7)  
sparkxy = -10,-8
guard.sparkno = S3005
hitsound   = s100,15
guardsound = s100,17
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = ifelse(var(20)>0,-4,-8)
air.hittime = 14
guard.ctrltime = 14
air.velocity = ifelse(var(20)>0,-2,-4),-7
guard.velocity = -6.8
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 430, 3]
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.
; CNS レベル: 易
; 詳細:
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 18
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
anim = 440
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 36+random%3
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,10

[State 400, 2]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = C, NA
damage = IfElse(var(40)=1,95,90), 0
priority = 5,Hit
animtype = Heavy
air.animtype = back
;fall.animtype = back
hitflag = MAF
guardflag = L
pausetime = ifelse(var(20)>0,6,13), ifelse(var(20)>0,6,13)
guard.pausetime = 13,13
sparkno = S8000+(random%7)  
sparkxy = -10,-10
guard.sparkno = S3005
hitsound   = s100,16
guardsound = s100,17
ground.type = Trip
air.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(var(20)>0,-1,-2),-7.5
air.hittime = 17
guard.ctrltime = 17
air.velocity = ifelse(var(20)>0,-2,-4),-7
guard.velocity = -8.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11.9
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 1
yaccel = .5
fall = 1
fall.recover = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 35+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,5

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = A, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,35,30), 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 = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,4,9), ifelse(var(20)>0,4,9)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -60               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = S100, 11                  ;Sound to play on hit
guardsound = S100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 9             ;Time that the opponent slides back
ground.hittime  = 9             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-1,-3)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 9                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -4.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5
guard.ctrltime = 12
guard.velocity = -5.33

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 14
value = 70
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;Jump Medium Punch
; CNS difficulty: easy
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
anim = 605
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 36+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,6

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = A, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,80,70), 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
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,6,12)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -45               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = S100, 12                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-2,-4)             ;Velocity at which opponent is pushed
airguard.velocity = -5.33,-1     ;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 = ifelse(var(20)>0,-2,-4),-7          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -5.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5
guard.ctrltime = 15
guard.velocity = -5.33
guard.pausetime = 11,12

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
anim = 610
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 36+random%3
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,7

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = A, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,95,90), 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 = 5, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,6,13), ifelse(var(20)>0,7,14)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -30               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 13                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-3,-5)             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -7
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
yaccel = .5
guard.ctrltime = 20
guard.velocity = -9.33
guard.pausetime = 11,12

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 35+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,8

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = A, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,40,35), 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 = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,4,9), ifelse(var(20)>0,5,10)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -50              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 14                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 9            ;Time that the opponent slides back
ground.hittime  = 9             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-3,-6)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 9                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -4.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 12
guard.velocity = -5.33
yaccel = .5
guard.pausetime = 9,10

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;Jump Light Kick Vel X != 0
; CNS difficulty: easy
[Statedef 631]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 631
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 35+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,8

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = A, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,40,35), 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 = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,4,9), ifelse(var(20)>0,5,10)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -40              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 14                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 9            ;Time that the opponent slides back
ground.hittime  = 9             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-3,-6)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 9                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -4.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 12
guard.velocity = -5.33
yaccel = .5
guard.pausetime = 9,10

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;Jump Medium Kick
; CNS difficulty: easy
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
anim = 635
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 36+random%2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,9

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = A, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,60,55), 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
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,5,11), ifelse(var(20)>0,6,12)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -50              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 15                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12            ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-2,-4)             ;Velocity at which opponent is pushed
airguard.velocity = -4,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -5.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 15
guard.velocity = -5.33
yaccel = .5
guard.pausetime = 11,12

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
anim = 640
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100, 36+random%3
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,10

[State 200, 1]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time = 0
attr = A, NA                    ;Attribute: Standing, Normal Attack
damage = IfElse(var(40)=1,95,90), 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 = 5, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = ifelse(var(20)>0,6,13), ifelse(var(20)>0,7,14)                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -35              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 16                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12            ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = ifelse(var(20)>0,-3,-5)             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-1     ;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 = ifelse(var(20)>0,-2,-4),-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -7
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 20
guard.velocity = -9.33
yaccel = .5
guard.pausetime = 13,14

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0


;---------------------------------------------------------------------------
;Grab Attempt
[Statedef 909]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(var(40)!=2 && command = "y",909,ifelse(var(40)=2 && command = "z",909,910))
sprpriority = 2

[State 800, 1]
type = HitDef
trigger1 = Anim = 909
trigger1 = animelem = 2
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 3, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1          ;Force p2 to face KFM
p1stateno = 911       ;On success, KFM changes to state 810
p2stateno = 912       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35
numhits = 0
hitsound = s100,18

[State 900, 1]
type = HitDef
triggerall = Anim = 910
trigger1 = animelem = 2
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 914
p2stateno = 915
guard.dist = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35
numhits = 0
hitsound = s100,18

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,39
channel = 0

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

;-------------------------------------------------------------------------------
;Spot Pile
[Statedef 911]
type    = S
movetype = A
physics = N
velset = 0,0

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 26
pos = 30,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 100,35
channel = 0

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

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 911
persistent = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 7
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NT
damage = 160
getpower = 0,0
sparkno = S8000+(random%7)  
guard.sparkno = S3005
sparkxy = -26,-50
animtype = up
pausetime = 0,0
hitsound = s100,13
ground.slidetime = 0
ground.hittime  = 17
ground.velocity = 0,9
air.velocity = 0,9
fall = 1
numhits = 0
yaccel = 0.5
mindist = 50,0,0
p2stateno = 5971

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

;---------------------------------------------------------------------------
;Spot Pile (Opponent)
[Statedef 912]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 912

[Statedef 5971]
type    = S
movetype= H
physics = S

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

[State 0, SelfState]
type = SelfState
trigger1 = Time = 0
value = 5000

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 0, FallEnvShake]
type = FallEnvShake
trigger1 = animelem = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 5976

[Statedef 5976]
type    = L
movetype= H
physics = N
velset = 0,-2.5

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

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .46

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -4 && Vel Y > 0
value = 5110

;-------------------------------------------------------------------------------
;Knee Strike
[Statedef 914]
type    = S
movetype = A
physics = N
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,36
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,13

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8000+(random%7)
ID = 8000
pos = -10,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
x = -8

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

[State 0, Turn]
type = Turn
trigger1 = animelem = 4

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = 20,0

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 2
pos = 8,0

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 3
pos = 4,0

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 4
pos = 0,-75

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 5
pos = 36,-6

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -162

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 914
persistent = 0

[State 0, Width]
type = Width
trigger1 = animelemtime(4) < 0
edge = 45,0

[State 0, Width]
type = Width
trigger1 = animelemtime(4) = 0
edge = 75,0

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 4
v = 41
value = 70
ignorehitpause = 1
persistent = 0

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

;-------------------------------------------------------------------------------
;Knee Strike (Opponent)
[Statedef 915]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 915

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 916

[Statedef 916]
type    = A
movetype= H
physics = N
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = 4.2
y = -6.6

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 916

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.523

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -4 && Vel Y > 0
value = 5100

;-------------------------------------------------------------------------------
;Roll Forward
[Statedef 925]
type = S
physics = N
movetype= I
anim = Ifelse(prevstateno = 150 || prevstateno = 151,935,925)
ctrl = 0
velset = 0,0
sprpriority = -2

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,1
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = time = 0
time = 3
movetime = 3
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = time = 0
time = 3
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,4
invertall = 0
color = 0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = AnimElem = 1
value = -1000

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [8,25]
x = 5

[State 0, HitBy]
type = HitBy
trigger1 = time <= 24
value = SCA, NT,ST,HT

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = time = 10
time = 15
length = 8
FrameGap = 2
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, AfterImage]
type = Null
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = time = 10
time = 2
length = 6
FrameGap = 3
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
trans = none

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

;-------------------------------------------------------------------------------
;Roll Back
[Statedef 926]
type = S
physics = N
movetype= I
anim = Ifelse(prevstateno = 150 || prevstateno = 151,936,926)
ctrl = 0
velset = 0,0
sprpriority = -2

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,1
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = time = 0
time = 3
movetime = 3
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = time = 0
time = 3
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,4
invertall = 0
color = 0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = AnimElem = 1
value = -1000

[State 0,PosAdd]
type = PosAdd
trigger1 = time = [8,25]
x = -5

[State 0, HitBy]
type = HitBy
trigger1 = time <= 24
value = SCA, NT,ST,HT

[State 0, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(4) > 0
value = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = time = 0
time = 20
length = 9
FrameGap = 2
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, AfterImage]
type = Null
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = time = 0
time = 13
length = 9
FrameGap = 3
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1

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

;-------------------------------------------------------------------------------
;Dodge
[Statedef 927]
type = S
physics = S
movetype = I
anim = 927
ctrl = 0
velset = 0,0
sprpriority = -2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,36
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = time >= 4
value = 1135
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c"
trigger1 = time >= 4
value = 1136
ctrl = 0

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

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

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

[State 0, AfterImage]
type = AfterImage
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = AnimElem = 1
time = 25
length = 10
FrameGap = 5
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

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

[Statedef 1135]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
velset = 0,0
anim = 211

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 36+random%3
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,7

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = 100,0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
air.animtype = back
fall.animtype = back
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
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 9, 10                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -90               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 13                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 17             ;Time that the opponent slides back
ground.hittime  = 17             ;Time opponent is in hit state
ground.velocity = -10,-5             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-1     ;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 = -4,-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 17                 ;Time before opponent regains control in air
ground.cornerpush.veloff = -14
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
guard.ctrltime = 17
guard.velocity = -8.5
yaccel = .5
guard.pausetime = 13,13

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

[Statedef 1136]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
ctrl = 0
velset = 0,0
anim = 241
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 36+random%3
channel = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage = 90,0                   ;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 = 5, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 11, 12                 ;Time attacker pauses, time opponent shakes
sparkno = S8000+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -30              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 16                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 17             ;Time that the opponent slides back
ground.hittime  = 17             ;Time opponent is in hit state
ground.velocity = -11             ;Velocity at which opponent is pushed
airguard.velocity = -5.33,-1     ;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 = -4,-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 17                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
air.fall = 0
guard.ctrltime = 14
guard.velocity = -8.5
yaccel = .5
guard.pausetime = 13,13

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Original Combo ;Coding By Phantom of the Server,borrowed with permission.
[Statedef 950]
type=U
physics=U
movetype=I
anim=950+(statetype=A)
ctrl=(statetype=A)
velset=ifelse((statetype=S),0,vel x),ifelse((statetype=S),0,vel y)
poweradd=0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(5) = 0
trigger1 = statetype = S
anim = 955
ID = 955
pos = -18,-36
postype = p1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
pausemovetime = 27
supermovetime = 27
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = !time
trigger1 = statetype = A
anim = 955
ID = 955
pos = -10,-60
postype = p1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
pausemovetime = 27
supermovetime = 27
ignorehitpause = 1

[State 760, snd]
type=playsnd
trigger1=!time
value=100,47

[State 760, superchargepause]
type=superpause
trigger1=!time
time=30
anim=-1
darken=0
movetime=30*(anim=950)

[State 760, var]
type=varset
trigger1=anim=950&&time=30
trigger2=anim=951&&time=1
var(20)=300

[State 760, nhb]
type=nothitby
trigger1=anim=950&&time<=30
trigger2=anim=951&&time<=1
time=1
value=SCA

[State 760, image]
type=afterimage
trigger1=anim=950&&time=30
trigger2=anim=951&&time=1
time=2
timegap=1
framegap=4
length=13
paladd=0,0,0
palmul=.75,.75,.75
palcontrast=64,128,192
palpostbright=0,0,0
trans=add1

[State 760, end]
type=changeanim
trigger1=anim=951&&!animtime
value=41+(vel x>0)+(vel x<0)*2
persistent=0

[State 760, sts]
type=statetypeset
trigger1=anim=[41,43]
statetype=A
physics=A

[State 760, end]
type=changestate
trigger1=anim=950&&!animtime
value=0
ctrl=1

;-------------------------------------------------------------------------------
;Power Charge
[Statedef 957]
type = S
physics = S
movetype= I
anim = 957
ctrl = 0
velset = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 958
ctrl = 1

[Statedef 958]
type = S
physics = S
movetype= I
anim = 958
ctrl = 0
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = (time%50)
trigger1 = numexplod (956) = 0
anim = 956
ID = 956
pos = -10,0
postype = p1
bindtime = 10
removetime = 10
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, PowerAdd]
type = PowerAdd
triggerall = time > 9
trigger1 = 1
value = 2 * ((time+12)/12)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,48
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,49
channel = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = (Command != "PChargeB" || Command != "PChargeY") ||  power >= 3000
value = 959
persistent = 0

[Statedef 959]
type = S
physics = S
movetype= I
anim = 959
ctrl = 0
velset = 0,0

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 1
channel = 0
persistent = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 1
channel = 1
persistent = 0

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

;-------------------------------------------------------------------------------
;Parry

;Standing
[Statedef 960]
type = U
movetype = I
physics = U
anim = 960
velset = 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 1
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,35
channel = 0

[State 960, CtrlSet]
type = CtrlSet
trigger1 = (Time > 4)
value = 1

[State 960, Explod]
type = Explod
trigger1 = Time = 0
anim = 965
pos = Ifelse(statetype = S,20,18),Ifelse(statetype = S,-66,-27)
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1

[State 960, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 960, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 960, Pause]
type = Pause
trigger1 = time = 1
time = 14
movetime = 14

[State 960, VarSet]
type = VarSet
trigger1 = (!Time)
var(5) = 1

[State 960, PalFX]
type = PalFX
trigger1 = animelemtime(2)>=0 && animelemtime(3)<0
time = 1
add = 80,80,255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,50

[State 960, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = IfElse(StateType = S,0,11)
ctrl = 1

;Crouching
[Statedef 961]
type = U
movetype = I
physics = U
anim = 961
velset = 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 1
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,35
channel = 0

[State 960, Explod]
type = Explod
trigger1 = Time = 0
anim = 965
pos = 18,-27
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1

[State 960, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 960, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 960, Pause]
type = Pause
trigger1 = time = 1
time = 14
movetime = 14

[State 960, VarSet]
type = VarSet
trigger1 = (!Time)
var(5) = 1

[State 960, PalFX]
type = PalFX
trigger1 = animelemtime(2)>=0 && animelemtime(3)<0
time = 1
add = 80,80,255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,50

[State 960, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;Air
[Statedef 962]
type = A
movetype = I
physics = N
ctrl = 0
anim = 962
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,35
channel = 0

[State 960, CtrlSet]
type = CtrlSet
trigger1 = (Time > 4)
value = 1

[State 960, Explod]
type = Explod
trigger1 = Time = 0
anim = 965
pos = 31,-57
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1

[State 960, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 960, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 960, Pause]
type = Pause
trigger1 = time = 1
time = 14
movetime = 14

[State 960, VarSet]
type = VarSet
trigger1 = (!Time)
var(5) = 1

[State 960, PalFX]
type = PalFX
trigger1 = animelemtime(2)>=0 && animelemtime(3)<0
time = 1
add = 80,80,255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,50

[State 0, Null]
type = Null
trigger1 = (!Time)
trigger1 = (FVar(7) := Vel X) && (FVar(8) := Vel Y)

[State 0, VelSet]
type = VelSet
trigger1 = (!Time)
x = 0
y = 0
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = (Time > 18)
x = FVar(7)
y = FVar(8)
persistent = 0

[State 0, VelAdd]
type = Gravity
trigger1 = animelemtime(4) > 2
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime (4) = 0
y = -4
ignorehitpause = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;Air parry helper
[Statedef 963]
type = A
movetype = I
physics = N
anim = 963
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 963, ParentVarSet]
type = ParentVarSet
trigger1 = (!Time)
var(4) = 8
ignorehitpause = 1

[State 963, DestroySelf]
type = DestroySelf
trigger1 = (Parent, Command != "holdfwd")

;-------------------------------------------------------------------------------
;Shielding

;Standing
[Statedef 970]
type    = S
physics = S
anim    = 970
ctrl    = 0
velset  = 0,0
facep2   = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(41) >= 1000 || var(16) > 0
trigger1 = anim = 970
trigger1 = time = 12
trigger1 = command = "holdz"
value = 1124

[State 0, VarAdd]
type = VarAdd
trigger1 = anim = 1124
trigger1 = animelemtime(1) = 0
v = 41
value = -1000
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = anim = 970
trigger1 = animelem = 2
trigger2 = anim = 1124
trigger2 = animelem = 1
anim = ifelse(anim=970,976,1126)
ID = ifelse(anim=970,976,1126)
pos = 10,-58
postype = p1
bindtime = -1
removetime = ifelse(anim=970,16,56)
scale = .4,.4
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 970, ReversalDef]
type = ReversalDef
trigger1 = anim = 970
trigger1 = animelem = 2
trigger2 = anim = 1124
trigger2 = animelem = 1
reversal.attr = SCA, NA,SA,AP
pausetime = 5,15
numhits = 0
sparkno = -1
sparkxy = 0,0
sprpriority = -2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 970
trigger1 = animelem = 2
trigger2 = anim = 1124
trigger2 = animelem = 1
value = 100,52
channel = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 100,53
channel = 6
ignorehitpause = 1
persistent = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 500
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger2 = anim = 1124
trigger2 = movecontact || command != "holdz"
value = 0
ctrl = 1

;Crouching
[Statedef 972]
type    = C
physics = C
anim    = 972
ctrl    = 0
velset  = 0,0
facep2   = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(41) >= 1000 || var(16) > 0
trigger1 = anim = 972
trigger1 = time = 12
trigger1 = command = "holdz"
value = 1125

[State 0, VarAdd]
type = VarAdd
trigger1 = anim = 1125
trigger1 = animelemtime(1) = 0
v = 41
value = -1000
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = anim = 972
trigger1 = animelem = 2
trigger2 = anim = 1125
trigger2 = animelem = 1
anim = ifelse(anim=972,976,1126)
ID = ifelse(anim=972,976,1126)
pos = 10,-22
postype = p1
bindtime = -1
removetime = ifelse(anim=972,16,56)
scale = .4,.4
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 970, ReversalDef]
type = ReversalDef
trigger1 = anim = 972
trigger1 = animelem = 2
trigger2 = anim = 1125
trigger2 = animelem = 1
reversal.attr = SCA, NA,SA,AP
pausetime = 5,15
numhits = 0
sparkno = -1
sparkxy = 0,0
sprpriority = -2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 972
trigger1 = animelem = 2
trigger2 = anim = 1125
trigger2 = animelem = 1
value = 100,52
channel = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 100,53
channel = 6
ignorehitpause = 1
persistent = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 500
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger2 = anim = 1125
trigger2 = movecontact || command != "holdz"
value = 11
ctrl = 1

;Air
[Statedef 974]
type    = A
physics = N
anim    = 974
ctrl    = 0
velset  = 0,0
facep2   = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 976
ID = 976
pos = 8,-71
postype = p1
bindtime = -1
removetime = 16
scale = .4,.4
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 970, ReversalDef]
type = ReversalDef
trigger1 = animelem = 2
reversal.attr = SCA, NA,SA,AP
pausetime = 5,15
numhits = 0
sparkno = -1
sparkxy = 0,0
sprpriority = -2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,52
channel = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 100,53
channel = 6
ignorehitpause = 1
persistent = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 500
ignorehitpause = 1
persistent = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 12
y = 0.45

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 977
ctrl = 1

;Coming Down
[Statedef 977]
type = A
physics = N
velset = 0,-1
ctrl = 1
anim = 977

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

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;-------------------------------------------------------------------------------
;Quick Roman Cancel

;Ground
[Statedef 979]
type = U
physics = N
sprpriority = 0
ctrl = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1143

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

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

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 41
value = -1000
ignorehitpause = 1
persistent = 0

[State 0, PalFX]
type = PalFX
trigger1 = Time = 0
time = 7
add = 120,120,255

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = Ifelse(Statetype = S,0,11)

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 978
ID = 978
pos = 6,-57
postype = p1
bindtime = 1
removetime = 9
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,54

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 1
value = Ifelse(Statetype = S,0,11)
ctrl = 1

;Air
[Statedef 980]
type = A
physics = N
sprpriority = 0
ctrl = 0

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

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 41
value = -1000
ignorehitpause = 1
persistent = 0

[State 0, PalFX]
type = PalFX
trigger1 = Time = 0
time = 7
add = 120,120,255

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 977

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 978
ID = 978
pos = 6,-57
postype = p1
bindtime = 1
removetime = 9
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,54

[State ChangeS, 1]
type = ChangeState
trigger1 = time >= 1
value = 51
ctrl = 1

;-------------------------------------------------------------------------------
;Air Dash

;Forward
[Statedef 982]
type    = A
physics = N
velset = 0,0
anim = 982
ctrl = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
v = 12
value = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 981
ID = 981
pos = -25,-70
postype = p1
bindtime = 1
removetime = 15
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
scale = 1,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,28

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,35
channel = 0

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

[State 0, VarAdd]
type = VarAdd
Trigger1 = Time > 0
Trigger1 = var(12) >= 0
var(12) = 1

[State 0, ChangeState]
type = ChangeState
Trigger1 = var(12) >= 20
value = 983
ctrl = 1

;Air Dash Forward End
[Statedef 983]
type    = A
physics = A
Anim = 983

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
v = 12
value = 0
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
Trigger1 = Time = 0
x = 6

[State 0, Turn]
type = Turn
Trigger1 = Time = 0
Trigger1 = P2bodydist x < -30

[State 0, ChangeState]
type = ChangeState
Trigger1 = Time >= 0
Trigger1 = Pos Y > -1
value = 52

;Backward
[Statedef 984]
type    = A
physics = N
velset = 0,0
anim = 984
ctrl = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
v = 12
value = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 981
ID = 981
pos = -15,-70
postype = p1
bindtime = 1
facing = -1
removetime = 15
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
scale = 1,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,28

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,35
channel = 0

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

[State 0, VarAdd]
type = VarAdd
Trigger1 = Time > 0
Trigger1 = var(12) <= 0
var(12) = -1

[State 0, ChangeState]
type = ChangeState
Trigger1 = var(12) <= -10
value = 985
ctrl = 1

;Air Dash Backward End
[Statedef 985]
type    = A
physics = A
Anim = 984

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
v = 12
value = 0
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
Trigger1 = Time = 0
x = -4.25

[State 0, Turn]
type = Turn
Trigger1 = Time = 0
Trigger1 = P2bodydist x < -10

[State 0, ChangeState]
type = ChangeState
Trigger1 = Time >= 0
Trigger1 = Pos Y > -1
value = 52


;-------------------------------------------------------------------------------
;Blood Rage
[Statedef 1060]
type = U
physics = U
movetype = I
anim = 950
ctrl = 0
velset = 0
poweradd = 0

[State -2, PalFX]
type = PalFX
trigger1 = animelemtime(2) = 0
time = 36
add = 100,-100,-100
mul = 256,256,256
sinadd = 40,40,30,17
invertall = 0
color = 0
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animtime = 0
time = 999
timegap = 2
framegap = 3
length = 10
palbright = 1,1,1
palcontrast = 150,50,50
paladd = 0,0,0
palmul = .5,.5,.5
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,69

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 27
movetime = 27
anim = -1
sound = -1
pos = 0,0
darken = 1
value = -1000

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 1053
ID = 1053
pos = -13,-65
postype = p1
facing = 1
vfacing = 1
bindtime = 26
removetime = 26
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 26
pausemovetime = 26
removeongethit = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 30
var(16) = 600

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

;===============================================================================
;Specials

;-------------------------------------------------------------------------------
;One Inch (Not Canceled Into)
[Statedef 1000]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 1000
juggle = 9
velset = 0,0
facep2 = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 10
ampl = -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,55
channel = 0

[State 0, Hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype = Hard
damage = 80
guardflag = MA
priority = 6, Hit
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
pausetime = 13,13
sparkxy = -10,-60
sparkno = S8000+(random%7)
guard.sparkno = s3005
hitsound = S100,16
guardsound = S100,17
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 18
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
fall = 1
yaccel = .5
p2stateno = 1002
air.recover = 0
fall.recover = 0

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

;One Inch (Canceled Into)
[Statedef 1001]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 1001
velset = 0,0
facep2 = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 10
ampl = -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,55
channel = 0

[State 0, Hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype = Hard
damage = 75
guardflag = MA
priority = 6, Hit
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
pausetime = 13,15
sparkxy = -10,-60
sparkno = S8000+(random%7)
guard.sparkno = s3005
hitsound = S100,16
guardsound = S100,17
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
ground.velocity = -10
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 18
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = -16
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
yaccel = .5

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

;P2 Custom State
[Statedef 1002]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, Turn]
type = Turn
triggerall = time = 0
trigger1 = P2dist X < 0

[State 0, ChangeAnim] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 0, ChangeAnim] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 0, ChangeAnim] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 0, ChangeAnim] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 0, ChangeState]
type = ChangeState
trigger1 = HitShakeOver
value = 1003

[Statedef 1003]
type    = A
movetype= H
physics = N
ctrl = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.523

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -7.1
y = -5.46

[State 0, ChangeState]
type = ChangeState
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 0
value = 1005

[State 1122, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1004 ;HITA_UP (transition)

[Statedef 1004]
type    = A
movetype= H
physics = N

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 0, ChangeState]
type = ChangeState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 0  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 3084 ;HITA_FALL

[Statedef 3084]
type    = A
movetype= H
physics = N

[State 0, ChangeAnim] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 0, ChangeAnim] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 0, Gravity] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -4 && Vel Y > 0
value = 1005 ;HIT_BOUNCE

[Statedef 1005]
type    = S
movetype= H
physics = N
anim = 5100

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -2.4
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = vel x < 0
x = -2.4
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 0, FallEnvShake]
type = FallEnvShake
trigger1 = time = 0

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

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

[State 0, VelMul] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 0, GameMakeAnim]
type = GameMakeAnim
trigger1 = Time = 1
value = 61
pos = 0, 0
under = sysvar(1) <= 10

[State 0, HitFallDamage]
type = HitFallDamage
trigger1 = Time = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = F7, 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 1006

[Statedef 1006]
type    = L
movetype= H
physics = N
ctrl = 0

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

[State 0, FallEnvShake]
type = FallEnvShake
trigger1 = time = 0

[State 0, HitFallDamage]
type = HitFallDamage
trigger1 = time = 0

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

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, ChangeState] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 0, SelfState] ;If just died
type = SelfState
triggerall = alive
trigger1 = time = 50
value = 5120

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

[State 0, VelMul] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

;Blowback Attack
[Statedef 933]
type    = S
movetype = A
physics = N
juggle = 8
ctrl = 0
poweradd = -1000
velset = 0,0
anim = 930

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,55
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
value = 100,7
channel = 2+(time%7)

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 3
movetime = 3
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 3
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,4
invertall = 0
color = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 1,0
player = 5,5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 50,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = S8000+(random%7)
sparkxy = -10, -54
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4.2,-7.5
guard.velocity = -8
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

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

;-------------------------------------------------------------------------------
;Knee Assault
[Statedef 1007]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 1007
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100,56
channel = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 8

[State 0 ,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1008

[Statedef 1008]
type = A
movetype = A
physics = N
poweradd = 0
ctrl = 0
anim = 1008
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,9

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [0,1]
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 2
x = 11

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [3,8]
x = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
y = -3.4

[State 0, VelAdd]
type = VelAdd
trigger1 =  1
y = .38

[State 0, Hitdef]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype = Hard
damage = 90
guardflag = H
priority = 6, Hit
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
pausetime = 13,13
sparkxy = -10,-70
sparkno = S8000+(random%7)
guard.sparkno = s3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 17
guard.hittime  = 17
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime (4) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1009

[Statedef 1009]
type    = S
physics = S
ctrl = 0
anim = 1009
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,23

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

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

;-------------------------------------------------------------------------------
;Sniper Side
[Statedef 1010]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 1010
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,48
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 100,10

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 16

[State 0, PosAdd]
type = PosAdd
triggerall = palno = 7
trigger1 = time = [0,3]
x = 6

[State 0, Hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype = Hard
damage = 70
guardflag = MA
priority = 6, Hit
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
pausetime = 11,13
sparkxy = -10,-80
sparkno = S8000+(random%7)
guard.sparkno = s3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -11
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 17
guard.hittime  = 17
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = -16
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
fall = 0
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

;Canceled Into
[Statedef 1134]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 1010
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,48
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 100,10

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [0,3]
x = 2

[State 0, PosAdd]
type = PosAdd
triggerall = palno = 7
trigger1 = time = [0,3]
x = 6

[State 0, Hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype = Hard
damage = 70
guardflag = MA
priority = 6, Hit
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
pausetime = 11,13
sparkxy = -10,-80
sparkno = S8000+(random%7)
guard.sparkno = s3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -11
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 17
guard.hittime  = 17
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = -16
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
fall = 0
yaccel = .5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

;-------------------------------------------------------------------------------
;CUSTOM MOVE : Hard Edge
[Statedef 1015]
type    = S
movetype = A
physics = N
anim = 1015
juggle = 4
velset = 0,0
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,36
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,29

[State 0, VelSet]
type = VelSet
trigger1 = time = [10,12]
x = 6

[State 0, VelSet]
type = VelSet
trigger1 = time = [12,14]
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = time = [14,16]
x = 5

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1016
pos = 0,0
postype = p1
ownpal = 1
bindtime = 3
removeongethit = 1
removetime = 10
pausemovetime = -1
supermove = 1
ID = 1016
sprpriority = 6

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1017
pos = 20,0
postype = p1
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = 12
pausemovetime = -1
supermove = 1
ID = 1017
sprpriority = 6

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage = 98,15
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 13,14
sparkno = S8010+(random%7)
sparkxy = -20, -76
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.5,-4.5
guard.velocity = -8
air.velocity = -6.5,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

;-------------------------------------------------------------------------------
;Blackout (Weak)
[Statedef 1018]
type = S
movetype= A
physics = S
anim = ifelse(palno=7,1131,1018)
ctrl = 0
velset = 0,0
sprpriority = -2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [14,19]
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,57
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,58

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = time > 10 && time < 14
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = time > 14 && time < 19
x = 9

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = time > 7 && time < 12
x = 3

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = time >= 12 && time < 28
x = 6

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = time = 29
x = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = time = 10
time = 4
length = 2
FrameGap = 3
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1

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

;-------------------------------------------------------------------------------
;Blackout (Medium)
[Statedef 1019]
type = S
movetype= A
physics = S
anim = ifelse(palno=7,1131,1018)
ctrl = 0
velset = 0,0
sprpriority = -2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [14,19]
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,57
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,58

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = time > 10 && time < 14
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = time > 14 && time < 19
x = 14

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = time > 7 && time < 12
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = time >= 12 && time < 28
x = 8

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = time = 29
x = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = time = 10
time = 4
length = 2
FrameGap = 3
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
trans = Add1

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

;-------------------------------------------------------------------------------
;Blackout (Hard)
[Statedef 1020]
type = S
movetype= A
physics = S
anim = ifelse(palno=7,1132,1019)
ctrl = 0
velset = 0,0
sprpriority = -2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [16,29]
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,57
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,58

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = time > 12 && time < 14
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = time >= 14 && time < 18
x = 6

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = time >= 18 && time < 30
x = 13

[State 0, PosAdd]
type = PosAdd
trigger1 = palno != 7
trigger1 = time >= 18 && time < 30
x = 2

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time >= 0 && time <= 36
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = time > 9 && time < 15
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = time >= 15 && time < 36
x = 8

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = time = 37
x = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = time = 10
time = 24
length = 2
FrameGap = 3
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
trans = Add1

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

;-------------------------------------------------------------------------------
;Eins Trigger Weak
[Statedef 1021]
type    = S
movetype = A
physics = S
anim = 1021
poweradd = ifelse(var(20)>0,0,100)
velset = 0,0
ctrl = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 59
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100, 60

[State 0, Helper]
type = Helper
trigger1 = time = 8
id = 1022
name = "Eins Trigger Flame"
pos = Ifelse(palno = 7,5,0),0
postype = P1
stateno = 1022
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdfwd" && command = "a"
var(21) = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdfwd" && command = "b"
var(21) = 2
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdback" && command = "a"
var(21) = 3
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdback" && command = "b"
var(21) = 4
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = palno != 7
trigger1 = command = "QCB_a" || command = "QCB_b"
var(21) = 5
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 1
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1027
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 2
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1031
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 3
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1018
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 4
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1020
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 5
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1041
ctrl = 0

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

[Statedef 1022]
type    = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 1022
sprpriority = 4

[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

[State 0, Projectile]
type = Projectile
trigger1 = time = 5
trigger1 = parent,stateno = 1021 || parent,prevstateno = 1021
projanim = ifelse(palno = 7,1026,1023)
projhitanim = -1
projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = S8010+(random%7)
guard.sparkno = S3005
sparkxy = 60, -60
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -4,-7
guard.velocity = -8
air.velocity = -4,-7
airguard.velocity = -5.33,-1
fall = 1
fall.recover = 0
air.juggle = ifelse((p2stateno != 5020 && p2stateno != 5040),15,16)
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
projID = 1023
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
yaccel = .5
projremove = 1
projremovetime = 16
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, Projectile]
type = Projectile
trigger1 = time = 5
trigger1 = parent,stateno = 1024 || parent,prevstateno = 1024
projanim = ifelse(palno = 7,1026,1023)
projhitanim = -1
projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage = 85,10
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = S8010+(random%7)
guard.sparkno = S3005
sparkxy = 60, -60
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -4,-7
guard.velocity = -8
air.velocity = -4,-7
airguard.velocity = -5.33,-1
fall = 1
fall.recover = 0
air.juggle = ifelse((p2stateno != 5020 && p2stateno != 5040),15,16)
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
projID = 1023
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
yaccel = .5
projremove = 1
projremovetime = 16
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, Projectile]
type = Projectile
trigger1 = time = 5
trigger1 = parent,stateno = 1025 || parent,prevstateno = 1025
projanim = ifelse(palno = 7,1026,1023)
projhitanim = -1
projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage = 85,10
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = S8010+(random%7)
guard.sparkno = S3005
sparkxy = 60, -60
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -12
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -5.33,-1
fall = 0
air.juggle = ifelse((p2stateno != 5020 && p2stateno != 5040),15,16)
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
projID = 1023
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
yaccel = .5
projremove = 1
projremovetime = 16
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, Projectile]
type = Projectile
trigger1 = time = 5
trigger1 = parent,stateno = 1072 || parent,prevstateno = 1072
projanim = ifelse(palno = 7,1026,1023)
projhitanim = -1
projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage = 60,10
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = S8010+(random%7)
guard.sparkno = S3005
sparkxy = 60, -60
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -4,-7
guard.velocity = -8
air.velocity = -4,-7
airguard.velocity = -5.33,-1
fall = 1
fall.recover = 0
air.juggle = 4
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
projID = 1023
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
yaccel = .5
projremove = 1
projremovetime = 16
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

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

;-------------------------------------------------------------------------------
;Eins Trigger Medium
[Statedef 1024]
type    = S
movetype = A
physics = S
anim = 1021
poweradd = ifelse(var(20)>0,0,100)
velset = 0,0
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdfwd" && command = "a"
var(21) = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdfwd" && command = "b"
var(21) = 2
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdback" && command = "a"
var(21) = 3
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdback" && command = "b"
var(21) = 4
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = palno != 7
trigger1 = command = "QCB_a" || command = "QCB_b"
var(21) = 5
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 1
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1027
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 2
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1031
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 3
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1018
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 4
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1020
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 5
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1041
ctrl = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 59
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100, 60

[State 0, Helper]
type = Helper
trigger1 = time = 8
id = 1022
name = "Eins Trigger Flame"
pos = Ifelse(palno = 7,5,0),0
postype = P1
stateno = 1022
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5

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

;-------------------------------------------------------------------------------
;Eins Trigger Hard
[Statedef 1025]
type    = S
movetype = A
physics = S
anim = 1021
poweradd = ifelse(var(20)>0,0,100)
velset = 0,0
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,> 0 && Animelem = 8,<=4
trigger1 = command = "holdfwd" && command = "a"
var(21) = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdfwd" && command = "b"
var(21) = 2
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdback" && command = "a"
var(21) = 3
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = command = "holdback" && command = "b"
var(21) = 4
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = Animelem = 4,>0 && Animelem = 8,<=4
trigger1 = palno != 7
trigger1 = command = "QCB_a" || command = "QCB_b"
var(21) = 5
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 1
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1027
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 2
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1031
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 3
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1018
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 4
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1020
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(21) = 5
trigger1 = Animelem = 7,>=0 && Animelem = 7,<=9
value = 1041
ctrl = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 59
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100, 60

[State 0, Helper]
type = Helper
trigger1 = time = 8
id = 1022
name = "Eins Trigger Flame"
pos = Ifelse(palno = 7,5,0),0
postype = P1
stateno = 1022
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5

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


;Second Shoot
[Statedef 1027]
type    = S
movetype = A
physics = S
anim = 1027
poweradd = ifelse(var(20)>0,0,100)
velset = 0,0
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = animelem = 4
x = -4

[State 0, PosAdd]
type = PosAdd
triggerall = palno != 7
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 61
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100, 62

[State 0, Helper]
type = Helper
trigger1 = time = 9
id = 1028
name = "Second Shoot Fireball"
pos = 77,-71
postype = P1
stateno = 1028
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1030
ctrl = 0

[Statedef 1028]
type    = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 1028
sprpriority = 4

[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

[State 0, VelSet]
type = VelSet
trigger1 = parent,prevstateno = 1025
trigger1 = time = 1
x = 8

[State 0, VelSet]
type = VelSet
trigger1 = parent,prevstateno = 1024
trigger1 = time = 1
x = 7

[State 0, VelSet]
type = VelSet
trigger1 = parent,prevstateno = 1021
trigger1 = time = 1
x = 5

[State 0, Projectile]
type = Projectile
trigger1 = time = 1
projanim = 1029
projhitanim = -1
projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage = 80,10
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 0,9
sparkno = S8010+(random%7)
guard.sparkno = S3005
sparkxy = 20, 0
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -12
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -5.33,-1
fall = 0
air.juggle = 0
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
projID = 1029
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
yaccel = .5
palfx.time = 26
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, DestroySelf]
type = DestroySelf
triggerall = time >= 1
trigger1 = FrontEdgeDist <= -40
trigger2 = !root,numprojid(1029)

[Statedef 1030]
type    = S
movetype = A
physics = S
anim = 1030
velset = 0,0
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,23

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

;Second Shell
[Statedef 1031]
type = S
movetype = A
physics = S
poweradd = ifelse(var(20)>0,0,100)
ctrl = 0
anim = ifelse(palno=7,1137,1031)
velset = 0,0
juggle = ifelse(prevstateno=1025,10,0)

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = palno = 7
trigger1 = animelem = 2
anim = 1049
ID = 1049
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 9
sprpriority = 4
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = palno = 7
trigger1 = time = 7
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = palno = 7
trigger1 = time = 12
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, VelSet]
type = VelSet
triggerall = palno = 7
trigger1 = animelem = 3
x = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno != 7
trigger1 = animelem = 1
value = 100,63
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno != 7
trigger1 = animelem = 4
value = 100,64

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = 7
trigger1 = AnimElem = 5
value = 100,73

[State 0, Hitdef]
type = HitDef
trigger1 = palno != 7
trigger1 = !movecontact
trigger1 = animelem = 4 || animelem = 5
attr = S, NA
animtype = Hard
damage = 80,10
guardflag = MA
priority = 6, Hit
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
pausetime = 13,13
sparkxy = -10,-80
sparkno = S8010+(random%7)
guard.sparkno = s3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2.4,-12.4
air.velocity = -2.4,-12.4
airguard.velocity = -3.6,-2
guard.slidetime = 17
guard.hittime  = 17
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
air.recover = 0
air.fall = 1
air.recover = 0
air.juggle = 0
yaccel = .5
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, Hitdef]
type = HitDef
trigger1 = palno != 7
trigger1 = !movecontact
trigger1 = animelem = 6
attr = S, NA
animtype = Hard
damage = 80,10
guardflag = MA
priority = 6, Hit
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
pausetime = 13,13
sparkxy = -10,-80
sparkno = S8010+(random%7)
guard.sparkno = s3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2.4,-12.4
air.velocity = -2.4,-12.4
airguard.velocity = -3.6,-2
guard.slidetime = 17
guard.hittime  = 17
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
air.recover = 0
air.fall = 1
air.recover = 0
air.juggle = 0
yaccel = .5
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, Hitdef]
type = HitDef
trigger1 = palno = 7
trigger1 = time = 0
attr = S, NA
animtype = Hard
damage = 80,10
guardflag = MA
priority = 6, Hit
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
pausetime = 8,9
sparkxy = -10,-80
sparkno = S8010+(random%7)
guard.sparkno = s3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-7.4
air.velocity = -4,-7.4
airguard.velocity = -3.6,-2
guard.slidetime = 17
guard.hittime  = 17
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
air.recover = 0
air.fall = 1
air.recover = 0
air.juggle = 0
yaccel = .5
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, Explod]
type = Explod
trigger1 = palno != 7
trigger1 = time = 6
anim = 1032
ID = 1032
pos = 0,0
postype = p1
bindtime = 1
removetime = 23
sprpriority = 6
ontop = 1
ownpal = 0
removeongethit = 0
ignorehitpause = 1
scale = .5,.5

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

;-------------------------------------------------------------------------------
;Minute Spike Weak
[Statedef 1033]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
anim = 1033
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, ReversalDef]
type = ReversalDef
triggerall = p2Movetype != H
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
reversal.attr = SCA, NAP, SAP, HAP
numhits = 0
pausetime = 7,10
sparkno = s3005
hitsound = s100,17

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,67
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,68

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
x = 8

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 9
y = ifelse(palno = 7,-5,-3.25)

[State 0, VelMul]
type = VelMul
trigger1 = AnimElem = 4, >= 0
x = .95

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 4, >= 0
y = .42

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 22
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(4) = 0
statetype = A
physics = N

[State 0, HitDef]
type = HitDef
trigger1 = time > 7
attr = A, SA
animtype  = Diagup
damage = 90,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,14
sparkno = S8010+(random%7)
sparkxy = -10, -60
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.4,-8
guard.velocity = -8
air.velocity = -6.4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1034

[Statedef 1034]
type    = S
physics = S
ctrl = 0
anim = 1034
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,23

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

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

;Minute Spike Weak Air
[Statedef 1035]
type    = A
movetype = A
physics = N
juggle = 4
velset = 0,0
anim = ifelse(palno=7,1139,1035)
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno != 7
trigger1 = animelem = 1
value = 100,67
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = 7
trigger1 = animelem = 1
value = 100,36
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,68

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 8

[State 1220,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 8
y = ifelse(palno = 7,-5,-3.25)

[State 0, VelMul]
type = VelMul
trigger1 = AnimElem = 3, >= 0
x = .95

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
y = .42

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 16
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = Diagup
damage = 90,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,14
sparkno = S8010+(random%7)
sparkxy = -10, -60
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.4,-8
guard.velocity = -8
air.velocity = -6.4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1034

;Minute Spike Medium
[Statedef 1036]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
anim = 1033
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, ReversalDef]
type = ReversalDef
triggerall = p2Movetype != H
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
reversal.attr = SCA, NAP, SAP, HAP
numhits = 0
pausetime = 7,10
sparkno = S3005
hitsound = s100,18

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,67
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,68

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
x = 8.5

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 10.5
y = ifelse(palno = 7,-5,-3.25)

[State 0, VelMul]
type = VelMul
trigger1 = AnimElem = 4, >= 0
x = .95

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 4, >= 0
y = .42

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 22
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(4) = 0
statetype = A
physics = N

[State 0, HitDef]
type = HitDef
trigger1 = time > 7
attr = A, SA
animtype  = Diagup
damage = 95,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,14
sparkno = S8010+(random%7)
sparkxy = -10, -60
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.4,-8
guard.velocity = -8
air.velocity = -6.4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1034


;Minute Spike Medium Air
[Statedef 1037]
type    = A
movetype = A
physics = N
juggle = 4
velset = 0,0
anim = ifelse(palno=7,1139,1035)
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno != 7
trigger1 = animelem = 1
value = 100,67
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = 7
trigger1 = animelem = 1
value = 100,36
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,68

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 8.5

[State 1220,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 9.5
y = ifelse(palno = 7,-5,-3.25)

[State 0, VelMul]
type = VelMul
trigger1 = AnimElem = 3, >= 0
x = .95

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
y = .42

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 16
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = Diagup
damage = 90,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,14
sparkno = S8010+(random%7)
sparkxy = -10, -60
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.4,-8
guard.velocity = -8
air.velocity = -6.4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1034

;Minute Spike Hard
[Statedef 1038]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
anim = 1038
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,67
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,68

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
x = 8

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 12
y = -5

[State 0, VelSet]
type = VelSet
triggerall = palno = 7
trigger1 = AnimElem = 9
y = -2

[State 0, VelMul]
type = VelMul
trigger1 = AnimElem = 4, >= 0
x = .95

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 4, >= 0
y = .42

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 23
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(4) = 0
statetype = A
physics = N

[State 0, HitDef]
type = HitDef
trigger1 = time > 7
attr = A, SA
animtype  = Diagup
damage = 90,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,14
sparkno = S8010+(random%7)
sparkxy = -10, -60
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.4,-8
guard.velocity = -8
air.velocity = -6.4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 1 && Vel Y > 0
value = 1039

[Statedef 1039]
type    = S
physics = S
ctrl = 0
anim = 1039
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,23

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

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

;Minute Spike Hard Air
[Statedef 1040]
type    = A
movetype = A
physics = N
juggle = 4
velset = 0,0
anim = ifelse(palno=7,1139,1040)
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno != 7
trigger1 = animelem = 1
value = 100,67
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = 7
trigger1 = animelem = 1
value = 100,36
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,68

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 8

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 12.5
y = -5

[State 0, VelSet]
type = VelSet
triggerall = palno = 7
trigger1 = AnimElem = 6
y = -2

[State 0, VelMul]
type = VelMul
trigger1 = AnimElem = 3, >= 0
x = .95

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
y = .42

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 19
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = Diagup
damage = 90,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,14
sparkno = S8010+(random%7)
sparkxy = -10, -60
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.4,-8
guard.velocity = -8
air.velocity = -6.4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 1 && Vel Y > 0
value = 1039


;Narrow Spike
[Statedef 1041]
type    = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 1041
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

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

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = Ifelse(palno = 7,20,16)

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 4
x = Ifelse(palno = 7,12,9)

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [5,6]
x = Ifelse(palno = 7,11,8)

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [7,8]
x = 7

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [9,10]
x = 6

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 11
trigger2 = time = 13
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 12
trigger2 = time = [14,15]
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 0, HitDef]
type = HitDef
trigger1 = time > 2
attr = S, SA
animtype  = Hard
damage = 90,10
priority  = 6, Hit
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = S8010+(random%7)
sparkxy = 0, -10
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-7
guard.velocity = -8
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

;-------------------------------------------------------------------------------
;Air Trigger Weak
[Statedef 1042]
type    = A
movetype = A
physics = N
anim = ifelse(palno=7,1141,1042)
poweradd = ifelse(var(20)>0,0,100)
velset = ifelse(palno=7,vel x,0),ifelse(palno=7,vel y,0)
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,70
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,71

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 6
x = -4.3
y = -6.1

[State 0, VelAdd]
type = VelAdd
trigger1 = ifelse(palno=7,AnimElem = 1, >= 0,AnimElem = 6, >= 0)
y = .48

[State 0, VelAdd]
type = VelMul
trigger1 = AnimElem = 6, >= 0
x = .95

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5,=1
anim = 1043
sprpriority = 2
pos = 0, 0
bindtime = -1

[State 0, Projectile]
type = Projectile
trigger1 = Animelem =6,=1
projscale = .5,.5
projanim = 1044
projhitanim = -1
projremanim = 1045
offset = 41,-51
projpriority = 1
projsprpriority = 4
velocity = 2.5, 4.6
attr = S, SP
damage = 90,10
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,9
sparkno = S8010+(random%7)
guard.sparkno = S3005
sparkxy = 20, 0
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = ifelse(palno=7,-4,-12),ifelse(palno=7,-1,0)
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -5.33,-1
fall = ifelse(palno=7,1,0)
fall.recover = 0
air.juggle = 0
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
projID = 1044
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
yaccel = .5
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 1 && Vel Y > 0
value = 1039


;Air Trigger Medium
[Statedef 1046]
type    = A
movetype = A
physics = N
anim = ifelse(palno=7,1141,1042)
poweradd = ifelse(var(20)>0,0,100)
velset = ifelse(palno=7,vel x,0),ifelse(palno=7,vel y,0)
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,70
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,71

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 6
x = -4.6
y = -6.6

[State 0, VelAdd]
type = VelAdd
trigger1 = ifelse(palno=7,AnimElem = 1, >= 0,AnimElem = 6, >= 0)
y = .48

[State 0, VelAdd]
type = VelMul
trigger1 = AnimElem = 6, >= 0
x = .95

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5,=1
anim = 1043
sprpriority = 2
pos = 0, 0
bindtime = -1

[State 0, Projectile]
type = Projectile
trigger1 = Animelem =6,=1
projscale = .5,.5
projanim = 1044
projhitanim = -1
projremanim = 1045
offset = 41,-51
projpriority = 1
projsprpriority = 4
velocity = 3, 4.8
attr = S, SP
damage = ifelse(palno=7,100,90),10
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,9
sparkno = S8010+(random%7)
guard.sparkno = S3005
sparkxy = 20, 0
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -12
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -5.33,-1
fall = 0
fall.recover = 0
air.juggle = 0
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
projID = 1044
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
yaccel = .5
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 1 && Vel Y > 0
value = 1039


;Air Trigger Hard
[Statedef 1047]
type    = A
movetype = A
physics = N
anim = ifelse(palno=7,1141,1047)
poweradd = ifelse(var(20)>0,0,100)
velset = ifelse(palno=7,vel x,0),ifelse(palno=7,vel y,0)
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,70
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,71

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 6
x = -4.3
y = -8.14

[State 0, VelAdd]
type = VelAdd
trigger1 = ifelse(palno=7,AnimElem = 1, >= 0,AnimElem = 6, >= 0)
y = .48

[State 0, VelAdd]
type = VelMul
trigger1 = AnimElem = 6, >= 0
x = .95

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5,=1
anim = 1043
sprpriority = 2
pos = 0, 0
bindtime = -1

[State 0, Projectile]
type = Projectile
trigger1 = Animelem =6,=1
projscale = .5,.5
projanim = 1044
projhitanim = -1
projremanim = 1045
offset = 41,-51
projpriority = 1
projsprpriority = 4
velocity = 5, 4.6
attr = S, SP
damage = 90,10
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,9
sparkno = S8010+(random%7)
guard.sparkno = S3005
sparkxy = 20, 0
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -12
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -5.33,-1
fall = 0
air.juggle = 0
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
projID = 1044
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
yaccel = .5
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 1 && Vel Y > 0
value = 1039

;-------------------------------------------------------------------------------
;Crow Bite (Weak)
[Statedef 1048]
type    = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 1048
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 31
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = ifelse(palno=7,5,4)

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 6
x = ifelse(palno=7,10,9)

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 7
y = ifelse(palno=7,-8,-5)

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = .45

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1049
ID = 1049
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 9
sprpriority = 4
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,72
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,73

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
trigger1 = anim = 1048
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time > 1
attr = S, SA
animtype  = Hard
damage = 100,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = S8010+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -3,-7
guard.velocity = -8
air.velocity = -3,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.4
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 45
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1052

[Statedef 1052]
type    = S
physics = S
ctrl = 0
anim = 1052
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,23

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

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

;Crow Bite (Medium)
[Statedef 1054]
type    = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 1048
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 31
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = ifelse(palno=7,28,24)

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 6
x = ifelse(palno=7,24,18)

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 7
y = ifelse(palno=7,-9,-6)

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = .45

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1049
ID = 1049
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 9
sprpriority = 4
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,72
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,73

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
trigger1 = anim = 1048
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = time > 1
attr = S, SA
animtype  = Hard
damage = 105,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8010+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -3,-7
guard.velocity = -8
air.velocity = -3,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.4
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 45
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1052


;Crow Bite (Hard)
[Statedef 1055]
type    = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 1055
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 40
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = ifelse(palno=7,6,5)

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = ifelse(palno=7,5,4)

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = ifelse(palno=7,12,11)

[State 0, VelSet]
type = Null
trigger1 = animelem = 8
x = ifelse(palno=7,5,6)

[State 0, VelSet]
type = VelSet
trigger1 = time > 28
x = ifelse(palno=7,3,6)

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
y = ifelse(palno=7,-10,-9)

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = .45

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1049
ID = 1049
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 9
sprpriority = 4
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 18
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,72
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,73

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
trigger1 = anim = 1055
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = movehit
value = SCA
time = 5
persistent = 0

[State 0, HitDef]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = animelem = 5
attr = S, SA
animtype  = Hard
damage = 25,3
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = S8010+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = -3
guard.velocity = 0
air.velocity = -3,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 38
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = Null
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = animelem = 6
attr = S, SA
animtype  = Hard
damage = 25,3
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = S8010+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = 0
air.velocity = -4,-6
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 38
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = animelem = 6
attr = S, SA
animtype  = Hard
damage = 25,3
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = S8010+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-7
guard.velocity = -8
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = Null
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = animelem = 7
attr = S, SA
animtype  = Hard
damage = 25,3
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = S8010+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-9.5
guard.velocity = -8
air.velocity = -4,-9.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
trigger1 = p2stateno != [154,155]
trigger1 = animelem = 8
attr = S, SA
animtype  = Hard
damage = 40,5
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = S8010+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4.5,-9.5
guard.velocity = -8
air.velocity = -4.5,-9.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 0
persistent = 3

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 8,>4 && animelem = 11,<=2
trigger1 = command = "holdfwd" && command = "a"
var(21) = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 8,>4 && animelem = 11,<=2
trigger1 = command = "holdfwd" && command = "b"
var(21) = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = var(40) = 2
trigger1 = animelem = 6,>0 && animelem = 11,<=2
trigger1 = command = "holdfwd" && command = "c"
var(21) = 1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = var(21) = 1
trigger1 = animelem = 8,>4 && animelem = 11,<=2
value = 1070
ctrl = 0
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1052


;Tsuika Kougeki
[Statedef 1070]
type    = A
movetype= A
physics = N
juggle  = 2
poweradd= 20
ctrl = 0
anim = 1070
sprpriority = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 4
value = 100,73

[State 0, Explod]
type = Explod
trigger1 = time = 4
anim = 1071
ID = 1071
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 12
sprpriority = 6
ownpal = 0
removeongethit = 0
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = p2statetype = A
trigger1 = time = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 70,10                   ;Damage that move inflicts, guard damage
animtype = Hard                ;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 = 6, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 9, 10                 ;Time attacker pauses, time opponent shakes
sparkno = S8010+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -70              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 65                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High              ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12            ;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 = -6.67,-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 = -4,-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
fall = 0
air.fall = 1
guard.ctrltime = 20
guard.velocity = -9.33
yaccel = .5
guard.pausetime = 13,14
palfx.time = 45
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1002

[State 0, HitDef]
type = HitDef
trigger1 = p2statetype = S
trigger1 = time = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 70,10                   ;Damage that move inflicts, guard damage
animtype = Back               ;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 = 6, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 9, 10                 ;Time attacker pauses, time opponent shakes
sparkno = S8010+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -40              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 65                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = Low              ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12            ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-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 = -4,-7           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
fall = 1
air.fall = 1
guard.ctrltime = 20
guard.velocity = -9.33
yaccel = .5
guard.pausetime = 13,14
palfx.time = 45
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1052
;===============================================================================
;Supers

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

;Heat Drive (Weak)
[Statedef 1056]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1056
juggle = 0
poweradd = -1000

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

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

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 17

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 955
ID = 955
pos = 15,-85
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 74
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1057
ctrl = 0

[Statedef 1057]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1057
juggle = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1059
ID = 1059
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
sprpriority = 6
ownpal = 0
removeongethit = 1
scale = .5,.5

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 239
v = 15
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 6
trigger1 = command != "holdx"
trigger2 = time = 240
value = 1058
ctrl = 0

[Statedef 1058]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = ifelse(palno=7,1140,1058)
juggle = 4

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = 7
trigger1 = time = [6,21]
value = SCA
time = 1

[State 0, VarSet]
type = VarSet
trigger1 = time >= 48
v = 58
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time <= 4
trigger1 = p2bodydist x <= 118
v = 58
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time <= 4
trigger1 = p2bodydist x > 118
v = 58
value = 2

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = var(15) = 1
trigger1 = 1
flag = unguardable

[State 0, Explod]
type = Explod
trigger1 = time = 19
anim = 1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 16
sprpriority = 6
ownpal = 0
removeongethit = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = animelem = 3
time = 8
timegap  = 2
framegap = 3
length = 6
palbright = 1,1,1
palcontrast = 128,128,128
paladd = 100,100,100
palmul = .5,.5,.5
trans = add1

[State 0, AfterImage]
type = AfterImage
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = animelem = 7
time = 8
timegap  = 2
framegap = 3
length = 6
palbright = 1,1,1
palcontrast = 128,128,128
paladd = 100,100,100
palmul = .5,.5,.5
trans = add1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = palno != 7
trigger1 = time >= 7 && time <= 21
value = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = palno = 7
trigger1 = time >= 2 && time <= 21
value = 0

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = palno != 7
trigger1 = animelem = 2
x = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = palno != 7
trigger1 = time > 3 && time <= 23
x = .6

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 3
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 6
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 7
x = 25

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 10
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = animelemtime(10) = 1
x = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,75

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1059

;[State 0, VarSet]
;type = VarSet
;trigger1 = time = 0
;v = 58
;value = 0

;[State 0, VarSet]
;type = VarSet
;trigger1 = moveguarded
;v = 58
;value = 1

;[State 0, VarSet]
;type = VarSet
;trigger1 = time = 55
;v = 58
;value = 0

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
trigger1 = anim = 1058
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 100,86
ignorehitpause = 1
persistent = 0

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Up
air.animtype = Up
damage = 250,15
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-7
guard.velocity = 0
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0,0
givepower = 35, 35
forcestand = 1
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1061

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

;HEAT DRIVE-ED ENEMY
[Statedef 1061]
type = A
movetype = H
physics = N
velset = 0, 0
facep2 = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = p2stateno != 1076
trigger1 = p2stateno != 1083
trigger1 = p2stateno != 1090
trigger1 = 1
value = SCA

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0
value = 1061

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -17

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

[State 0, SelfState]
type = ChangeState
trigger1 = Pos Y >= -16 && Vel Y > 0
value = 1062

[Statedef 1062]
type = A
movetype = H
physics = N
velset = 0, 0

[State 0, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -8

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5100+ifelse(SelfAnimexist(5101),1,0)

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1063

[Statedef 1063]
type = A
movetype = H
physics = N
velset = 0, 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = -1.5
y = -3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5160+ifelse(SelfAnimexist(5161),1,0)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .525

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -2 && Vel Y > 0
value = 5110

;Heat Drive (Medium)
[Statedef 1064]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1056
juggle = 0
poweradd = -2000

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

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

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 17

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 3039
ID = 3039
pos = 15,-85
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 74
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1065
ctrl = 0

[Statedef 1065]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1057
juggle = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1059
ID = 1059
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
sprpriority = 6
ownpal = 0
removeongethit = 1
scale = .5,.5

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 239
v = 15
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 8
trigger1 = command != "holdy"
trigger2 = time = 240
value = 1066
ctrl = 0

[Statedef 1066]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = ifelse(palno=7,1140,1058)
juggle = 4

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = 7
trigger1 = time = [6,21]
value = SCA
time = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = var(15) = 1
trigger1 = 1
flag = unguardable

[State 0, Explod]
type = Explod
trigger1 = time = 19
anim = 1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 16
sprpriority = 6
ownpal = 0
removeongethit = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = animelem = 3
time = 8
timegap  = 2
framegap = 3
length = 6
palbright = 1,1,1
palcontrast = 128,128,128
paladd = 100,100,100
palmul = .5,.5,.5
trans = add1

[State 0, AfterImage]
type = AfterImage
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = animelem = 7
time = 8
timegap  = 2
framegap = 3
length = 6
palbright = 1,1,1
palcontrast = 128,128,128
paladd = 100,100,100
palmul = .5,.5,.5
trans = add1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = palno != 7
trigger1 = time >= 7 && time <= 21
value = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = palno = 7
trigger1 = time >= 2 && time <= 21
value = 0

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = palno != 7
trigger1 = animelem = 2
x = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = palno != 7
trigger1 = time > 3 && time <= 23
x = .6

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 3
x = 18

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 6
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 7
x = 25

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 10
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = animelemtime(10) = 1
x = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,75

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1059

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
trigger1 = anim = 1058
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 100,86
ignorehitpause = 1
persistent = 0

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Up
air.animtype = Up
damage = 400,15
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-7
guard.velocity = 0
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0,0
givepower = 35, 35
forcestand = 1
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1061

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

;Heat Drive (Hard)
[Statedef 1067]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1056
juggle = 0
poweradd = -3000

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

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

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 17

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 3050
ID = 3050
pos = 15,-85
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 74
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1068
ctrl = 0

[Statedef 1068]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1057
juggle = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1059
ID = 1059
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
sprpriority = 6
ownpal = 0
removeongethit = 1
scale = .5,.5

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 239
v = 15
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = var(40) = 2
trigger1 = time > 8
trigger1 = command != "holdz"
trigger2 = time = 240
trigger3 = var(40) != 2
trigger3 = time > 8
trigger3 = command != "holdy"
value = 1069
ctrl = 0

[Statedef 1069]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = ifelse(palno=7,1140,1058)
juggle = 4

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = 7
trigger1 = time = [5,20]
value = SCA
time = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = var(15) = 1
trigger1 = 1
flag = unguardable

[State 0, Explod]
type = Explod
trigger1 = time = 19
anim = 1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 16
sprpriority = 6
ownpal = 0
removeongethit = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = animelem = 3
time = 8
timegap  = 2
framegap = 3
length = 6
palbright = 1,1,1
palcontrast = 128,128,128
paladd = 100,100,100
palmul = .5,.5,.5
trans = add1

[State 0, AfterImage]
type = AfterImage
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = animelem = 7
time = 8
timegap  = 2
framegap = 3
length = 6
palbright = 1,1,1
palcontrast = 128,128,128
paladd = 100,100,100
palmul = .5,.5,.5
trans = add1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = palno != 7
trigger1 = time >= 7 && time <= 21
value = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = palno = 7
trigger1 = time >= 2 && time <= 21
value = 0

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = palno != 7
trigger1 = animelem = 2
x = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = palno != 7
trigger1 = time > 3 && time <= 23
x = .6

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 3
x = 18

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 6
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 7
x = 25

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = animelem = 10
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = animelemtime(10) = 1
x = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,75

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1059

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
trigger1 = anim = 1058
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 100,86
ignorehitpause = 1
persistent = 0

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Up
air.animtype = Up
damage = 500,15
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-7
guard.velocity = 0
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0,0
givepower = 35, 35
forcestand = 1
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1061

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

;-------------------------------------------------------------------------------
;Heaven's Drive (Weak)
[Statedef 1073]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = ifelse(palno=7,1133,1073)
juggle = 4
poweradd = -1000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = 7
trigger1 = animelem = 14
value = 100,68

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 103
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 30
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = A
trigger1 = time > 30
trigger1 = command = "c"
value = 980
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 12
anim = 1049
ID = 1049
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 9
sprpriority = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 33
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 39
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = palno != 7
trigger1 = time = 62
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = palno != 7
trigger1 = time = 70
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 90
anim = 1071
ID = 1071
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 12
sprpriority = 6
ownpal = 0
removeongethit = 0
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = palno != 7
trigger2 = AnimElem = 15
trigger3 = time = 90
value = 100,73

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 30
flag = noBG

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 38

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 955
ID = 955
pos = -13,ifelse(palno=7,-98,-108)
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 76
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = 100, 72
channel = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = palno != 7
trigger1 = animelem = 18
statetype = A
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = palno = 7
trigger1 = animelem = 8
statetype = A
physics = N

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 13

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = ifelse(palno=7,13,6)

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 17
x = 10

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 17
x = 23

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 18
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 19
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 20
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 21
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 7
y = -1

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 21
y = -1

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 17
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = palno = 7
trigger1 = AnimElem = 19, >= 0
y = .45

[State 0, VelAdd]
type = VelAdd
trigger1 = palno != 7
trigger1 = AnimElem = 17, >= 0
y = .5

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 7 && movehit
trigger2 = animelem = 17 && movehit
value = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
trigger1 = anim = 1073 || anim = 1113
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
animtype  = Hard
damage = 30,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = Hard
damage = 30,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
animtype  = Hard
damage = 30,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = ifelse(palno=7,-4,0),ifelse(palno=7,-5,0)
guard.velocity = -8
air.velocity = 0,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = ifelse(palno=7,1,0)
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 9
attr = S, HA
animtype  = Hard
damage = 30,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,ifelse(palno=7,-5,-7)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 15
attr = S, HA
animtype  = Hard
damage = 30,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ifelse(palno=7,2,4),ifelse(palno=7,4,6)
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,ifelse(palno=7,15,65)
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,ifelse(palno=7,-5,-7)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = ifelse(palno=7,0,36)
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 16
attr = S, HA
animtype  = Hard
damage = 30,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ifelse(palno=7,2,4),ifelse(palno=7,4,6)
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,ifelse(palno=7,15,65)
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,ifelse(palno=7,-5,-7)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = ifelse(palno=7,0,36)
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 17
attr = A, HA
animtype  = Hard
damage = ifelse(palno=7,80,40),5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ifelse(palno=7,4,9),ifelse(palno=7,6,10)
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,ifelse(palno=7,15,65)
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-10
guard.velocity = -8
air.velocity = -3,ifelse(palno=7,-5,-10)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = ifelse(palno=7,0,36)
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 18
attr = A, HA
animtype  = Hard
damage = 40,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 9,10
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-10
guard.velocity = -8
air.velocity = -3,ifelse(palno=7,-5,-10)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 25
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 35,10                   ;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 = MAF                    ;Flags of conditions that move can hit
priority = 7, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 16, 17                 ;Time attacker pauses, time opponent shakes
sparkno = S8020+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -35              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 65                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High              ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12            ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -7,12             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-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 = -7,12           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0
givepower = 35, 35
fall = 1
fall.recover = 0
air.recover = 0
guard.ctrltime = 20
guard.velocity = -9.33
yaccel = .5
guard.pausetime = 13,14
palfx.time = 30
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

;Heaven's Drive (Medium)
[Statedef 1074]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = ifelse(palno=7,1133,1073)
juggle = 4
poweradd = -2000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = 7
trigger1 = animelem = 14
value = 100,68

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 103
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 30
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = A
trigger1 = time > 30
trigger1 = command = "c"
value = 980
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 12
anim = 1049
ID = 1049
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 9
sprpriority = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 33
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 39
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = palno != 7
trigger1 = time = 62
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = palno != 7
trigger1 = time = 70
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 90
anim = 1071
ID = 1071
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 12
sprpriority = 6
ownpal = 0
removeongethit = 0
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = palno != 7
trigger2 = AnimElem = 15
trigger3 = time = 90
value = 100,73

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 30
flag = noBG

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 38

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 3039
ID = 3039
pos = -13,ifelse(palno=7,-98,-108)
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 76
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = 100, 72
channel = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = palno != 7
trigger1 = animelem = 18
statetype = A
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = palno = 7
trigger1 = animelem = 8
statetype = A
physics = N

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 13

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = ifelse(palno=7,13,6)

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 17
x = 10

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 17
x = 23

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 18
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 19
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 20
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 21
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 7
y = -1

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 21
y = -1

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 17
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = palno = 7
trigger1 = AnimElem = 19, >= 0
y = .45

[State 0, VelAdd]
type = VelAdd
trigger1 = palno != 7
trigger1 = AnimElem = 17, >= 0
y = .5

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 7 && movehit
trigger2 = animelem = 17 && movehit
value = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
trigger1 = anim = 1073 || anim = 1113
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
animtype  = Hard
damage = 35,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = Hard
damage = 35,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
animtype  = Hard
damage = 35,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = ifelse(palno=7,-4,0),ifelse(palno=7,-5,0)
guard.velocity = -8
air.velocity = 0,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = ifelse(palno=7,1,0)
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 9
attr = S, HA
animtype  = Hard
damage = 35,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,ifelse(palno=7,-5,-7)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 15
attr = S, HA
animtype  = Hard
damage = 35,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ifelse(palno=7,2,4),ifelse(palno=7,4,6)
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,ifelse(palno=7,15,65)
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,ifelse(palno=7,-5,-7)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = ifelse(palno=7,0,36)
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 16
attr = S, HA
animtype  = Hard
damage = 35,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ifelse(palno=7,2,4),ifelse(palno=7,4,6)
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,ifelse(palno=7,15,65)
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,ifelse(palno=7,-5,-7)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = ifelse(palno=7,0,36)
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 17
attr = A, HA
animtype  = Hard
damage = ifelse(palno=7,90,50),10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ifelse(palno=7,4,9),ifelse(palno=7,6,10)
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,ifelse(palno=7,15,65)
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-10
guard.velocity = -8
air.velocity = -3,ifelse(palno=7,-5,-10)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = ifelse(palno=7,0,36)
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 18
attr = A, HA
animtype  = Hard
damage = 50,10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 9,10
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-10
guard.velocity = -8
air.velocity = -3,ifelse(palno=7,-5,-10)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 25
attr = A, 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 = MAF                    ;Flags of conditions that move can hit
priority = 7, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 16, 17                 ;Time attacker pauses, time opponent shakes
sparkno = S8020+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -35              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 65                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High              ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12            ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -7,12             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-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 = -7,12           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0
givepower = 35, 35
fall = 1
fall.recover = 0
air.recover = 0
guard.ctrltime = 20
guard.velocity = -9.33
yaccel = .5
guard.pausetime = 13,14
palfx.time = 35
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

;Heaven's Drive (Hard)
[Statedef 1075]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = ifelse(palno=7,1133,1073)
juggle = 4
poweradd = -3000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = 7
trigger1 = animelem = 14
value = 100,68

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 103
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 30
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = A
trigger1 = time > 30
trigger1 = command = "c"
value = 980
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 12
anim = 1049
ID = 1049
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 9
sprpriority = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 33
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 39
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = palno != 7
trigger1 = time = 62
anim = 1050
ID = 1050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = palno != 7
trigger1 = time = 70
anim = 1051
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 21
removetime = 21
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 90
anim = 1071
ID = 1071
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 12
sprpriority = 6
ownpal = 0
removeongethit = 0
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = palno != 7
trigger2 = AnimElem = 15
trigger3 = time = 90
value = 100,73

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 30
flag = noBG

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 38

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 3050
ID = 3050
pos = -13,ifelse(palno=7,-98,-108)
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 76
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = 100, 72
channel = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = palno != 7
trigger1 = animelem = 18
statetype = A
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = palno = 7
trigger1 = animelem = 8
statetype = A
physics = N

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 13

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = ifelse(palno=7,13,6)

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 17
x = 10

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 17
x = 23

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 18
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 19
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 20
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 21
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 7
y = -1

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 21
y = -1

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 17
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = palno = 7
trigger1 = AnimElem = 19, >= 0
y = .45

[State 0, VelAdd]
type = VelAdd
trigger1 = palno != 7
trigger1 = AnimElem = 17, >= 0
y = .5

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 7 && movehit
trigger2 = animelem = 17 && movehit
value = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
trigger1 = anim = 1073 || anim = 1113
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
animtype  = Hard
damage = 45,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = Hard
damage = 45,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
animtype  = Hard
damage = 45,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = ifelse(palno=7,-4,0),ifelse(palno=7,-5,0)
guard.velocity = -8
air.velocity = 0,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = ifelse(palno=7,1,0)
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 9
attr = S, HA
animtype  = Hard
damage = 45,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,6
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,ifelse(palno=7,-5,-7)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 15
attr = S, HA
animtype  = Hard
damage = 45,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ifelse(palno=7,2,4),ifelse(palno=7,4,6)
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,ifelse(palno=7,15,65)
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,ifelse(palno=7,-5,-7)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = ifelse(palno=7,0,36)
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 16
attr = A, HA
animtype  = Hard
damage = 45,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ifelse(palno=7,2,4),ifelse(palno=7,4,6)
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,ifelse(palno=7,15,65)
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,ifelse(palno=7,-5,-7)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = ifelse(palno=7,0,36)
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 17
attr = A, HA
animtype  = Hard
damage = ifelse(palno=7,95,55),10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ifelse(palno=7,4,9),ifelse(palno=7,6,10)
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,ifelse(palno=7,15,65)
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-10
guard.velocity = -8
air.velocity = -3,ifelse(palno=7,-5,-10)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = ifelse(palno=7,0,36)
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 18
attr = S, HA
animtype  = Hard
damage = 55,10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 9,10
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-10
guard.velocity = -8
air.velocity = -3,ifelse(palno=7,-5,-10)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 25
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 45,10                   ;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 = MAF                    ;Flags of conditions that move can hit
priority = 7, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 16, 17                 ;Time attacker pauses, time opponent shakes
sparkno = S8020+(random%7)                        ;Spark anim no (Def: set above)
sparkxy = -10, -35              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = S3005
;Y-offset for the spark rel. to p1
hitsound = s100, 65                  ;Sound to play on hit
guardsound = s100, 17                ;Sound to play on guard
ground.type = High              ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12            ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -7,12             ;Velocity at which opponent is pushed
airguard.velocity = -6.67,-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 = -7,12           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0
givepower = 35, 35
fall = 1
fall.recover = 0
air.recover = 0
guard.ctrltime = 20
guard.velocity = -9.33
yaccel = .5
guard.pausetime = 13,14
palfx.time = 35
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052


;-------------------------------------------------------------------------------
;Chain Drive (Weak)
[Statedef 1076]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1076
juggle = 0
poweradd = -1000

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 29
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 30
flag = noBG

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 48

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 955
ID = 955
pos = -5,-92
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 100, 77
channel = 0

[State 0, Helper]
type = Helper
trigger1 = animelemtime(6) = 1
ID = 1077
offset = 37,-86
postype = P1
stateno = 1077
keyctrl = 0
ownpal = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animelemtime(7) >= 5
trigger1 = numhelper(1077) = 0
Value = 1079

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

;Sunglasses
[Statedef 1077]
type = S
movetype = A
physics = N
anim = 1077

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 7.8
y = -2.7

[State 0, VelSet]
type = Null
trigger1 = parent, prevstateno != 1089
trigger1 = parent, prevstateno != 1095
trigger1 = time = 0
x = 7.8
y = -2.7

[State 0, VelSet]
type = Null
trigger1 = parent, prevstateno = 1089
trigger1 = time = 0
x = 4
y = -2.7

[State 0, VelSet]
type = Null
trigger1 = parent, prevstateno = 1095
trigger1 = time = 0
x = 4
y = -2.7

[State 0, VelSet]
type = Null
trigger1 = parent, prevstateno = 1058
trigger1 = time = 0
x = 5
y = -2

[State 0, VelSet]
type = VelSet
trigger1 = time = 10
y = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 16
y = .3

[State 0, ReversalDef]
type = Null
trigger1 = time >= 0
reversal.attr = SCA,NP, SP, HP
hitflag = P
numhits = 0
pausetime = 1,1
p1stateno = 1138

[state 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1138

[State 0, NotHitBy]
type = Null
trigger1 = 1
value = SCA, AP
time = 999

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
guardflag = MA
attr = S, HA
damage = ifelse(parent, prevstateno = 1058 || parent, prevstateno = 1073,180,60),20
animtype = Hard
air.animtype = Up
givepower = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = -10,-60
hitsound  = S100,11
guardsound = S100,17
ground.type = High
ground.hittime  = 32
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.velocity = -3,ifelse(parent, prevstateno = 1073,-4,-8)
air.fall = 1
yaccel = .6
air.recover = 0
fall.recover = 0
kill = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time = 120

[Statedef 1138]
ctrl = 0
anim = 1138

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;Move to Connect Attack
[Statedef 1079]
type    = S
movetype= A
physics = S
poweradd = 0
anim = 1079

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = , AP

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 1
anim = 1080
ID = 1080
pos = 0,0
postype = p1
bindtime = 1
removetime = 7
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,79

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 3,>=0
x = 14

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 3,>=0
x = 20

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Up
air.animtype = Up
damage = 0,0
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = 0,-80
hitsound = S100,13
guardsound = S100,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0,-7
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = -2
air.fall = 1
air.type = Low
yaccel = 0.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 5902
p2getp1state = 1
kill = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit > 0
value = 1081
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger2 = moveguarded > 0
value = 1078
ctrl = 0


;OPPONENT STATE WHEN CONNECT ATTACK HITS
[Statedef 5902]
type = S
movetype = H
physics = S
velset = 0, 0
ctrl = 0
facep2 = 1

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

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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1087

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

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

[State 0, ChangeState]
type = ChangeState
triggerall = time = 1
trigger1 = P2StateNo != 1081
value = 5901

[Statedef 5903]
type = S
movetype = H
physics = S
velset = 0, 0
ctrl = 0
facep2 = 1

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

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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1087

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

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

[State 0, ChangeState]
type = ChangeState
triggerall = time = 1
trigger1 = P2StateNo != 1085
value = 5901

[Statedef 5904]
type = S
movetype = H
physics = S
velset = 0, 0
ctrl = 0
facep2 = 1

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

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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1087

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

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

[State 0, ChangeState]
type = ChangeState
triggerall = time = 1
trigger1 = P2StateNo != 1092
value = 5901

;IN CASE OF ANY ERROR
[Statedef 5901]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = -1

[State 0, VelSet]
type = Velset
trigger1 = Time = 0
y = -8.09
x = -4.64

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.523

[State 0, ChangeAnim]
type = Changeanim
trigger1 = Time = 0
value = 5050

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -15 && Vel Y > 0
value = 5100

;Connect Attack GUARDED SHIT
[Statedef 1078]
type    = S
movetype= I
physics = S
poweradd = 0
anim = 1078

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 7

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 1
x = 6

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 2
x = 6

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [4,5]
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 6
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [7,9]
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 11
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 10
trigger2 = time = [12,13]
x = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [14,20]
trigger2 = time = 23
trigger3 = time = 26
trigger4 = time = 33
x = 1

[State 0, PosAdd]
type = Posadd
trigger1 = time = 21
trigger2 = time = 3
x = 3

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


;C..C..C..CONNECTED BITCH,TIME TO DIE....ATTAACK BARRAAAAGE!!!!
[Statedef 1081]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1081
poweradd = 0
facep2 = 0

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 187
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

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

[state 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,78
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 27
value = 100,80
channel = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Width]
type = Width
trigger1 = time > 3
value = 20, 35

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 1
time = 94
id = -1
pos = 80,0
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = 1
x = 2.5

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = 1
x = 2

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype = Hard
damage = 5,5
guardflag = MA
priority = 7
getpower = 0,0
pausetime = 20,21
guard.pausetime = 6,7
sparkno = S8020+(random%7)
sparkxy = -10,-75
guard.sparkno = S3005
hitsound = S100,13
guardsound = S100,17
ground.type = High
forcestand = 1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.type = Low
yaccel = 0.5
kill = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 15
trigger4 = AnimElem = 21
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
trigger8 = AnimElem = 43
trigger9 = AnimElem = 45
trigger10 = AnimElem = 54
trigger11 = AnimElem = 60
trigger12 = AnimElem = 72
trigger13 = AnimElem = 77
trigger14 = AnimElem = 79
attr = S, HA
animtype  = Hard
damage  = ifelse(palno=7,13,10),0
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = ifelse(palno=7,7,3),ifelse(palno=7,9,4)
guard.pausetime = 3,4
sparkno = S8020+(random%7)
sparkxy = -10,-20-(random%70)
guard.sparkno = S3005
hitsound = S100,11+(random%5)
guardsound = S100,17
ground.type = High
forcestand = 1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.type = Low
yaccel = 0.5
kill = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 19
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 50
trigger6 = AnimElem = 58
trigger7 = AnimElem = 63
trigger8 = AnimElem = 68
attr = S, HA
animtype  = Hard
damage    = 10,0
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = ifelse(palno=7,7,1),ifelse(palno=7,9,2)
guard.pausetime = 1,2
sparkno = S8020+(random%7)
sparkxy = -10,-20-(random%70)
guard.sparkno = S3005
hitsound = S100,11+(random%5)
guardsound = S100,17
ground.type = Low
forcestand = 1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.type = Low
yaccel = 0.5
kill = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 95
value = 1082
ctrl = 0

;AH?
[Statedef 1082]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 1082
velset = 0,0
facep2 = 1

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 10
ampl = -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,81
channel = 0

[State 0, Hitdef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Hard
air.animtype = Up
damage = 75
guardflag = MA
priority = 7, Hit
getpower = 0
pausetime = 20,21
sparkxy = -10,-60
sparkno = S8020+(random%7)
guard.sparkno = s3005
hitsound = S100,16
guardsound = S100,17
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-8
air.velocity = -5,-8
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 18
guard.velocity = -1
air.type = Low
fall = 1
air.recover = 0
fall.recover = 0
yaccel = .5

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


;Chain Drive (Medium)
[Statedef 1083]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1076
juggle = 0
poweradd = -2000
sprpriority = 3

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 1
id = 1060
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 29
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Turn]
type = Turn
trigger1 = time = 1
trigger1 = p2bodydist x < -10
trigger1 = var(58) = 1
trigger1 = prevstateno = 1058

[State -2, PalFX]
type = PalFX
trigger1 = prevstateno = 1058
trigger1 = time < 17
trigger1 =(GameTime%2) = 0
time = 1
add = 255,0,0
mul = 255,0,0
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1

[State -2, PalFX]
type = PalFX
trigger1 = prevstateno = 1073
trigger1 = time < 17
trigger1 =(GameTime%2) = 0
time = 1
add = 255,0,0
mul = 255,0,0
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1

[State 0,Explod]
type = Explod
trigger1 = !time
trigger1 = prevstateno = 1058
anim = 3055
pos = 0,85
postype = left
supermove = 1
supermovetime = 999
sprpriority = 10
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = 26

[State 0,Explod]
type = Explod
trigger1 = !time
trigger1 = prevstateno = 1058
anim = 3056
pos = 0,85
postype = left
supermove = 1
supermovetime = 999
sprpriority = 9
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = 28

[State 0,Explod]
type = Explod
trigger1 = !time
trigger1 = prevstateno = 1058
anim = 3057
pos = 0,85
postype = left
supermove = 1
supermovetime = 999
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = 28

[State 0, VarAdd]
type = VarAdd
triggerall = !time
triggerall = var(40) = 3
trigger1 = prevstateno = 1058
v = 41
value = -1000

[State 0, VarAdd]
type = VarAdd
triggerall = !time
triggerall = var(40) = 1
trigger1 = prevstateno = 1058
v = 42
value = -1000

[State 0,Explod]
type = Explod
trigger1 = !time
trigger1 = prevstateno = 1073
anim = 3055
pos = 0,85
postype = left
supermove = 1
supermovetime = 999
sprpriority = 10
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = 26

[State 0,Explod]
type = Explod
trigger1 = !time
trigger1 = prevstateno = 1073
anim = 3056
pos = 0,85
postype = left
supermove = 1
supermovetime = 999
sprpriority = 9
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = 28

[State 0,Explod]
type = Explod
trigger1 = !time
trigger1 = prevstateno = 1073
anim = 3057
pos = 0,85
postype = left
supermove = 1
supermovetime = 999
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = 28

[State 0, VarAdd]
type = VarAdd
triggerall = !time
triggerall = var(40) = 3
trigger1 = prevstateno = 1073
v = 41
value = -1000

[State 0, VarAdd]
type = VarAdd
triggerall = !time
triggerall = var(40) = 1
trigger1 = prevstateno = 1073
v = 42
value = -1000

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 30
flag = noBG

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 48

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 3039
ID = 3039
pos = -5,-92
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 100, 77
channel = 0

[State 0, Helper]
type = Helper
trigger1 = animelemtime(6) = 1
ID = 1077
offset = 37,-88
postype = P1
stateno = 1077
keyctrl = 0
ownpal = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animelemtime(7) >= 5
trigger1 = numhelper(1077) = 0
Value = 1084

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

;Move to Connect Attack
[Statedef 1084]
type    = S
movetype= A
physics = S
poweradd = 0
anim = 1079

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = , AP

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 1
anim = 1080
ID = 1080
pos = 0,0
postype = p1
bindtime = 1
removetime = 7
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,79

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 3,>=0
x = 14

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 3,>=0
x = 20

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Up
air.animtype = Up
damage = 0,0
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = 0,-80
hitsound = S100,13
guardsound = S100,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0,-7
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = -2
air.fall = 1
air.type = Low
yaccel = 0.5
p2stateno = 5903
p2getp1state = 1
kill = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit > 0
value = 1085
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger2 = moveguarded > 0
value = 1078
ctrl = 0

;C..C..C..CONNECTED BITCH,TIME TO DIE....ATTAACK BARRAAAAGE!!!!
[Statedef 1085]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1081
poweradd = 0
facep2 = 0

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 187
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

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

[state 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,78
channel = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Width]
type = Width
trigger1 = time > 3
value = 20, 35

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = 1
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = 1
x = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 173
x = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 1
time = 150
id = -1
pos = 80,0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype = Hard
damage = 5,5
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 20,21
guard.pausetime = 6,7
sparkno = S8020+(random%7)
sparkxy = -10,-75
guard.sparkno = S3005
hitsound = S100,13
guardsound = S100,17
ground.type = High
forcestand = 1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.type = Low
yaccel = 0.5
kill = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 15
trigger4 = AnimElem = 21
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
trigger8 = AnimElem = 43
trigger9 = AnimElem = 45
trigger10 = AnimElem = 54
trigger11 = AnimElem = 60
trigger12 = AnimElem = 72
trigger13 = AnimElem = 77
trigger14 = AnimElem = 79
attr = S, HA
animtype  = Hard
damage  = ifelse(palno=7,12,8),0
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = ifelse(palno=7,7,1),ifelse(palno=7,9,2)
guard.pausetime = 1,2
sparkno = S8020+(random%7)
sparkxy = -10,-20-(random%70)
guard.sparkno = S3005
hitsound = S100,11+(random%5)
guardsound = S100,17
ground.type = High
forcestand = 1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.type = Low
yaccel = 0.5
kill = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 19
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 50
trigger6 = AnimElem = 58
trigger7 = AnimElem = 63
trigger8 = AnimElem = 68
attr = S, HA
animtype  = Hard
damage    = 8,0
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = ifelse(palno=7,7,1),ifelse(palno=7,9,2)
guard.pausetime = 1,2
sparkno = S8020+(random%7)
sparkxy = -10,-20-(random%70)
guard.sparkno = S3005
hitsound = S100,11+(random%5)
guardsound = S100,17
ground.type = Low
forcestand = 1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.type = Low
yaccel = 0.5
kill = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1086
ctrl = 0


;KAY DASH'S GONNA KICK YOUR ASS
[Statedef 1086]
type = S
movetype = A
physics = N
poweradd = 0
ctrl =0
anim = 1083
velset = 0,0
facep2 = 1

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
triggerall = !movecontact
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1089
ID = 1089
pos = 0,0
postype = p1
bindtime = 1
removetime = 30
sprpriority = 3
ownpal = 1
removeongethit = 0
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 100,80
channel = 0

[State 0, Width]
type = Width
trigger1 = 1
value = 30, 35

[State 0, Explod]
type = Explod
trigger1 = animelem = 6,=2
anim = 1084
ID = 1084
pos = 0,0
postype = p1
bindtime = 1
removetime = 4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = -4

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = -5

[State 0, VelSet]
type = Velset
trigger1 = AnimElem = 14
x = 0

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Hard
damage = 85
guardflag = H
priority = 7, Hit
getpower = 0,0
pausetime = 30,32
guard.pausetime = 30,32
sparkxy= -15,-85
sparkno = S8020+(random%7)
guard.sparkno = s3005
hitsound = S100,64
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 300
ground.velocity = 0
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime = 50
air.type = Low
air.fall = 1
yaccel = .5
kill = 0
envshake.time = 8
envshake.ampl = 2
palfx.time = 80
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
id = 1083

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 8
value = 1088
id = 1083

[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 9
value = 0, 0, 0
time = 26
under = 1
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1087


;TEH HEAT IN TEH DRIVE
[Statedef 1087]
type    = S
movetype= A
physics = N
poweradd = 0
anim = 1085

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Width]
type = Width
trigger1 = 1
value = 30, 35

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 12

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 100,65

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Up
air.animtype = Up
damage = 45,15
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = -30,-50
hitsound = S100,86
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.4,-11
air.velocity = -4.4,-11
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 18
guard.velocity = 0
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
air.type = Low
yaccel = .5
p1stateno = 1089
p2stateno = 1061
air.recover = 0
fall.recover = 0

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


;OPPONENT STATE WHEN PWNED BY EXPLODING FIST
[Statedef 1088]
type = S
movetype = H
physics = S
velset = 0, 0
ctrl = 0
facep2 = 1

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

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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1088

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

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


;THE END OF TEH HEAT AFTER TEH CHAIN
[Statedef 1089]
type    = S
movetype= A
physics = N
poweradd = 0
anim = 1086

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 16
sprpriority = 6
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 100,65

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Up
air.animtype = Up
damage = 45,15
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = -30,-50
hitsound = S100,86
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.4,-11
air.velocity = -4.4,-11
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 18
guard.velocity = 0
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
air.type = Low
yaccel = .5
p2stateno = 1061
air.recover = 0
fall.recover = 0

[State 0, VelSet]
type = Velset
trigger1 = animelem = 1
x = 10

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

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

;Chain Drive (Hard)
[Statedef 1090]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1076
juggle = 0
poweradd = -3000

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 29
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 30
flag = noBG

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 48

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (2) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(2) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 3050
ID = 3050
pos = -5,-92
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 100, 77
channel = 0

[State 0, Helper]
type = Helper
trigger1 = animelemtime(6) = 1
ID = 1077
offset = 37,-88
postype = P1
stateno = 1077
keyctrl = 0
ownpal = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animelemtime(7) >= 5
trigger1 = numhelper(1077) = 0
Value = 1091

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

;Move to Connect Attack
[Statedef 1091]
type    = S
movetype= A
physics = S
poweradd = 0
anim = 1079

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = , AP

[State 0, Explod]
type = Explod
trigger1 = animelemtime(2) = 1
anim = 1080
ID = 1080
pos = 0,0
postype = p1
bindtime = 1
removetime = 7
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,79

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = AnimElem = 3,>=0
x = 14

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = AnimElem = 3,>=0
x = 20

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Up
air.animtype = Up
damage = 0,0
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = 0,-80
hitsound = S100,13
guardsound = S100,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0,-7
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = -2
air.fall = 1
air.type = Low
yaccel = 0.5
p2stateno = 5904
p2getp1state = 1
kill = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit > 0
value = 1092
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger2 = moveguarded > 0
value = 1078
ctrl = 0

;C..C..C..CONNECTED BITCH,TIME TO DIE....ATTAACK BARRAAAAGE!!!!
[Statedef 1092]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1081
poweradd = 0
facep2 = 0

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 187
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

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

[state 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,78
channel = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Width]
type = Width
trigger1 = time > 3
value = 20, 35

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 1
time = 150
id = -1
pos = 80,0
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = palno != 7
trigger1 = 1
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = palno = 7
trigger1 = 1
x = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 173
x = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype = Hard
damage = 5,5
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 20,21
guard.pausetime = 6,7
sparkno = S8020+(random%7)
sparkxy = -10,-75
guard.sparkno = S3005
hitsound = S100,13
guardsound = S100,17
ground.type = High
forcestand = 1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.type = Low
yaccel = 0.5
kill = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 15
trigger4 = AnimElem = 21
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
trigger8 = AnimElem = 43
trigger9 = AnimElem = 45
trigger10 = AnimElem = 54
trigger11 = AnimElem = 60
trigger12 = AnimElem = 72
trigger13 = AnimElem = 77
trigger14 = AnimElem = 79
attr = S, HA
animtype  = Hard
damage  = ifelse(palno=7,20,15),0
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = ifelse(palno=7,7,1),ifelse(palno=7,9,2)
guard.pausetime = 1,2
sparkno = S8020+(random%7)
sparkxy = -10,-20-(random%70)
guard.sparkno = S3005
hitsound = S100,11+(random%5)
guardsound = S100,17
ground.type = High
forcestand = 1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.type = Low
yaccel = 0.5
kill = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 19
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 50
trigger6 = AnimElem = 58
trigger7 = AnimElem = 63
trigger8 = AnimElem = 68
attr = S, HA
animtype  = Hard
damage    = 15,0
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = ifelse(palno=7,7,1),ifelse(palno=7,9,2)
guard.pausetime = 1,2
sparkno = S8020+(random%7)
sparkxy = -10,-20-(random%70)
guard.sparkno = S3005
hitsound = S100,11+(random%5)
guardsound = S100,17
ground.type = Low
forcestand = 1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 20
guard.velocity = 0
air.type = Low
yaccel = 0.5
kill = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1093
ctrl = 0


;KAY DASH'S GONNA KICK YOUR ASS
[Statedef 1093]
type = S
movetype = A
physics = N
poweradd = 0
ctrl = 0
anim = 1083
velset = 0,0
facep2 = 1

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
triggerall = !movecontact
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1089
ID = 1089
pos = 0,0
postype = p1
bindtime = 1
removetime = 30
sprpriority = 3
ownpal = 1
removeongethit = 0
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 100,80
channel = 0

[State 0, Width]
type = Width
trigger1 = 1
value = 30, 35

[State 0, Explod]
type = Explod
trigger1 = animelem = 6,=2
anim = 1084
ID = 1084
pos = 0,0
postype = p1
bindtime = 1
removetime = 4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = -4

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = -5

[State 0, VelSet]
type = Velset
trigger1 = AnimElem = 14
x = 0

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Hard
damage = 105
guardflag = H
priority = 7, Hit
getpower = 0,0
pausetime = 30,32
guard.pausetime = 30,32
sparkxy= -15,-85
sparkno = S8020+(random%7)
guard.sparkno = s3005
hitsound = S100,64
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 300
ground.velocity = 0
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime = 50
air.type = Low
air.fall = 1
yaccel = .5
kill = 0
envshake.time = 8
envshake.ampl = 2
palfx.time = 80
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
id = 1083

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 8
value = 1088
id = 1083

[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 9
value = 0, 0, 0
time = 26
under = 1
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1094


;TEH HEAT IN TEH DRIVE
[Statedef 1094]
type    = S
movetype= A
physics = N
poweradd = 0
anim = 1085

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Width]
type = Width
trigger1 = 1
value = 30, 35

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 12

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 100,65

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Up
air.animtype = Up
damage = 70,15
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = -30,-50
hitsound = S100,86
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.4,-11
air.velocity = -4.4,-11
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 18
guard.velocity = 0
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
air.type = Low
yaccel = .5
p1stateno = 1095
p2stateno = 1061
air.recover = 0
fall.recover = 0

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


;THE END OF TEH HEAT AFTER TEH CHAIN
[Statedef 1095]
type    = S
movetype= A
physics = N
poweradd = 0
anim = 1086

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
trigger1 = time > 1
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 16
sprpriority = 6
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 100,65

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Up
air.animtype = Up
damage = 70,15
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = -30,-50
hitsound = S100,86
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.4,-11
air.velocity = -4.4,-11
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 18
guard.velocity = 0
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
air.type = Low
yaccel = .5
p2stateno = 1061
fall.recover = 0
air.recover = 0

[State 0, VelSet]
type = Velset
trigger1 = animelem = 1
x = 10

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

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

;-------------------------------------------------------------------------------
;Alpha Counters

;One Inch
[Statedef 1011]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1001
velset = 0,0
facep2 = 1
poweradd = -1000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,19

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1012
ID = 1012
pos = 15,10
postype = p1
bindtime = 1
removetime = 18
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
removeongethit = 0
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 3
movetime = 3
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = animelem = 4
time = 4
add = -60,-60,60
mul = 256,256,256
sinadd = 56,56,0,6
invertall = 0
color = 0
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 10
ampl = -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,55
channel = 0

[State 0, Hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype = Hard
damage = 80
guardflag = MA
priority = 7, Hit
getpower = 0
pausetime = 13,13
sparkxy = -10,-60
sparkno = S8010+(random%7)
guard.sparkno = s3005
hitsound = S100,16
guardsound = S100,17
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 18
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
yaccel = .5
p2stateno = 1002
air.recover = 0
fall.recover = 0

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

;Sniper Side
[Statedef 1013]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1010
velset = 0,0
poweradd = -1000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,19

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1012
ID = 1012
pos = 15,10
postype = p1
bindtime = 1
removetime = 18
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
removeongethit = 0
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 3
movetime = 3
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = animelem = 4
time = 4
add = -60,-60,60
mul = 256,256,256
sinadd = 56,56,0,6
invertall = 0
color = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,48
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 100,10

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [0,3]
x = 2

[State 0, Hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype = Hard
damage = 70
guardflag = MA
priority = 7, Hit
getpower = 0
pausetime = 11,13
sparkxy = -10,-80
sparkno = S8010+(random%7)
guard.sparkno = s3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 17
guard.hittime  = 17
guard.velocity = -1
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
yaccel = .5

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

;===============================================================================
;LV.3 Super

;Crimson Star Road

[Statedef 1100]
type    = S
movetype = A
physics = S
anim = 1100
juggle = 4
velset = 0,0
ctrl = 0
poweradd = -3000

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
triggerall = !movecontact
trigger1 = time > 27
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 28
flag = noBG
flag2 = unguardable
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (1) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(1) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
darken = 1
value = -1000

[State 0, Explod]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 3050
ID = 3050
pos = -2,-89
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = animelem = 2
value = SCA
time = 30

[State 0, AfterImage]
type = AfterImage
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = animelem = 12
time = 10
length = 9
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,  0,  0
palmul = 1,1,1
framegap = 3
trans = add1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = time%2 = 0 && time <= 65
time = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,83
channel = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = palno != 7
trigger1 = time = [32,51]
x = 6.8

[State 0, PosAdd]
type = PosAdd
trigger1 = palno = 7
trigger1 = time = [32,51]
x = 8.6

[State 0, PosFreeze]
type = PosFreeze
trigger1 = Time <= 45

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Up
air.animtype = Up
damage = 0,0
getpower = 0,0
pausetime = 14,14
guard.pausetime = 14,14
sparkno = S-1
guard.sparkno = S3005
sparkxy = 0,-80
hitsound = S100,18
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime  = 0
ground.velocity = 0
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 0
guard.velocity = 0
air.fall = 1
air.type = Low
yaccel = .5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p1stateno = 1101
p2stateno = 1102
kill = 0

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

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

;KURODAO.......MAKURO!!!
[Statedef 1101]
type    = S
movetype= A
physics = N
poweradd = 0
anim = 1101

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,84

[State 0, PlaySbd]
type = PlaySnd
trigger1 = animelem = 25,=1
value = 100,85

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 14
x = 95

[State 0, Turn]
type = Turn
trigger1 = animelem = 14

[state 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3040
id = 3040
postype = back
pos = 170,240
bindtime = -1
sprpriority = -10
ontop = 0
ownpal = 1
removetime = 188
scale = 1.1, 1.1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = 100,64

[State 0, Explod]
type = Explod
trigger1 = time = 120
anim = 1104
ID = 1104
pos = 0,-30
postype = p2
bindtime = 1
removetime = 19
;scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
scale = .7,.7

[State 0, Helper]
type = Helper
trigger1 = time = 120 || time = 122 || time = 124 || time = 126
helpertype = normal
pos = -50,0
postype = p2
stateno = 1105
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 132 || time = 130
helpertype = normal
pos = -50,0
postype = p2
stateno = 1106
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 132
helpertype = normal
pos = -50,0
postype = p2
stateno = 1107
keyctrl = 0
ownpal = 1

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


;OPPONENT
[Statedef 1102]
type = S
movetype = H
physics = S
velset = 0, 0
ctrl = 0
facep2 = 1

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

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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1103

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

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

[Statedef 1103]
type = A
movetype = H
physics = N

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 1061

[State 0, ChangeState]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1104

[Statedef 1104]
type = A
movetype = H
physics = N
velset = 1.8,-20

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = .84

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 56
add = 40,-70,-200
sinadd = 40,30,0,10

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y >= -15 && Vel Y > 0
trigger1 = SelfAnimexist(5061)
value = 5061

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -15 && Vel Y > 0
value = 5100

;EXPLOSIONS
[Statedef 1105]
type    = A
physics = N
movetype= A
anim = 1102
ctrl = 0
poweradd = 0

[State 0, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up
air.animtype  = Up
damage    = 120,10
guardflag = M
pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = 0,-80
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 30
ground.hittime  = 28
ground.velocity = 0,-16
air.velocity = 0,-16
airguard.velocity = -1.9,-.8
guard.slidetime = 30
guard.hittime  = 56
guard.velocity = 10
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
yaccel = .5
kill = 0
palfx.time = 12
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
air.recover = 0
fall.recover = 0

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

[Statedef 1106]
type    = A
physics = N
movetype= A
anim = 1102
ctrl = 0
poweradd = 0

[State 0, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = Up
air.animtype = Up
damage = 110,10
guardflag = M
pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = 0,-80
hitsound = S100,65
guardsound = S100,17
ground.type = Low
ground.slidetime = 30
ground.hittime  = 28
ground.velocity = 10
guard.slidetime = 30
guard.hittime  = 56
guard.velocity = 10
fall = 1
yaccel = .5
kill = 1
p2stateno = 1103
palfx.time = 12
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
air.recover = 0
fall.recover = 0

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

[Statedef 1107]
type    = A
physics = N
movetype= A
anim = 1102
ctrl = 0
poweradd = 0

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Up
air.animtype  = Up
damage = 100,10
guardflag = M
pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = 0,-80
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 30
ground.hittime  = 28
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -1.9,-.8
guard.slidetime = 30
guard.hittime  = 56
guard.velocity = 10
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
yaccel = .5
kill = 0
palfx.time = 12
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
air.recover = 0
fall.recover = 0

[State 0, Destroy]
type = DestroySelf
trigger1 = time >= 5


;===============================================================================
;K-Blood-2 Only Moves

;Special

;Trickster
[Statedef 1118]
type    = S
movetype = A
physics = N
anim = 1118
juggle = 4
velset = 0,0
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 43
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,37
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,29

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 7

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage = 95,15
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,12
sparkno = S8010+(random%7)
sparkxy = -10, -60
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-7
guard.velocity = -8
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .60
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

;Phantom Fist
[Statedef 1119]
type    = S
movetype = A
physics = N
anim = 1119
juggle = 4
velset = 0,0
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [21,32]
value = SCA, AP
time = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,81
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 100,79

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 10
x = -10

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 14
x = -4

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 15
x = 0

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
animtype = Heavy
air.animtype  = Back
damage = 85,15
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,12
sparkno = S8010+(random%7)
sparkxy = -10, -80
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = Low
ground.slidetime = 40
ground.hittime  = 45
guard.ctrltime = 20
ground.velocity = -5
guard.velocity = -8
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .60
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

;R.E.D Arrow Weak
[Statedef 1120]
type    = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 1120
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 40
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 3
statetype = A

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 14

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
y = -15

[State 0, VelSet]
type = VelSet
trigger1 = pos y = -30
y = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 6, >= 0
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 18

[State 0, Explod]
type = Explod
trigger1 = time = 18
anim = 1028
ID = 1121
pos = 60,-42
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 6
removeongethit = 1
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 100,56
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 100,62

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time > 1
attr = A, SA
animtype  = Hard
damage = 80,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,8
sparkno = S8010+(random%7)
sparkxy = -10, -30
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6,-5
guard.velocity = -8
air.velocity = -6,-5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1052

;R.E.D Arrow Medium
[Statedef 1122]
type    = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 1122
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 44
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 3
statetype = A

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 14

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
y = -10

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
y = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 6, >= 0
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 20

[State 0, Explod]
type = Explod
trigger1 = time = 22
anim = 1028
ID = 1121
pos = 60,-42
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 6
removeongethit = 1
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 22
value = 100,56
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 100,62

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time > 1
attr = A, SA
animtype  = Hard
damage = 90,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,8
sparkno = S8010+(random%7)
sparkxy = -10, -30
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6,-5
guard.velocity = -8
air.velocity = -6,-5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1052

;R.E.D Arrow Hard
[Statedef 1123]
type    = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 1123
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 48
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 3
statetype = A

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 14

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
y = -11

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
y = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 6, >= 0
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 25

[State 0, Explod]
type = Explod
trigger1 = time = 26
anim = 1028
ID = 1121
pos = 60,-42
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
sprpriority = 6
removeongethit = 1
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 26
value = 100,56
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 100,62

[State 0, Explod]
type = Explod
trigger1 = numexplod(1130)=0
trigger1 = movehit
trigger1 = p2stateno != 5110
anim = 1130
ID = 1130
pos = -5,-40
facing = -1
postype = p2
bindtime = -1
removetime = 30
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time > 1
attr = A, SA
animtype  = Hard
damage = 100,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,8
sparkno = S8010+(random%7)
sparkxy = -10, -30
guard.sparkno = S3005
hitsound = S100,65
guardsound = S100,17
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6,-5
guard.velocity = -8
air.velocity = -6,-5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1
palfx.time = 36
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1052


;Sidebreaker
[Statedef 1127]
type    = S
movetype = A
physics = N
anim = 1127
juggle = 4
velset = 0,0
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 23
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,36
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = 100,29

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 4

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

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 50,10
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = S8010+(random%7)
sparkxy = -20, -76
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -3
guard.velocity = -4
air.velocity = -4,-1
airguard.velocity = -5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .6
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

[State 0, ChangeState]
type = ChangeState
triggerall = time = [14,25]
trigger1 = command = "holdfwd" && command = "a"
value = 1128
ctrl = 0

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

[Statedef 1128]
type    = S
movetype = A
physics = N
anim = 1128
juggle = 2
velset = 0,0
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 22
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = 100,29

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 15
x = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 40,5
priority  = 6, Hit
hitflag = MAF
guardflag = H
pausetime = 9,10
sparkno = S8010+(random%7)
sparkxy = -20, -73
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -3
guard.velocity = -4
air.velocity = -4,-1
airguard.velocity = -5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .6
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

[State 0, ChangeState]
type = ChangeState
triggerall = time = [11,23]
trigger1 = command = "holdfwd" && command = "a"
value = 1129
ctrl = 0

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

[Statedef 1129]
type    = S
movetype = A
physics = N
anim = 1129
juggle = 1
velset = 0,0
ctrl = 0
poweradd = ifelse(var(20)>0,0,100)

[State 0, AfterImage]
type = AfterImage
triggerall = palno = 7
trigger1 = var(20) = 0
trigger1 = var(16) = 0
trigger1 = time = 1
time = 33
length = 12
paladd = 100,0,0
palmul = 0,0,0
palcontrast = 100,100,100
palinvertall = 0
palcolor = 0
ignorehitpause = 1
timegap = 2
framegap = 4
trans = add1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 5
value = SCA
time = 5

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 100,56
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = 100,29

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 20
x = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 55,10
priority  = 6, Hit
hitflag = MAF
guardflag = H
pausetime = 13,14
sparkno = S8010+(random%7)
sparkxy = -20, -60
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6,-5
guard.velocity = -4
air.velocity = -6,-5
airguard.velocity = -5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 13
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .4
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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


;LV.2 Super

;Code R.E.D
[Statedef 1115]
type    = S
movetype = A
physics = S
anim = 1115
juggle = 4
velset = 0,0
ctrl = 0
poweradd = -2000

[State 0, ChangeState]
type = ChangeState
triggerall = var(41) >= 1000
triggerall = var(40) = 3
triggerall = statetype = S
triggerall = !movecontact
trigger1 = time > 27
trigger1 = command = "c"
value = 979
ctrl = 1
ignorehitpause = 0
persistent = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 34
flag = noBG
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (1) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(1) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
darken = 1
value = -1000

[State 0, Explod]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 3039
ID = 3039
pos = 31,-67
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 27

[State 0, AfterImage]
type = AfterImage
trigger1 = var(16) = 0
trigger1 = var(20) = 0
trigger1 = animelem = 4
time = 20
length = 9
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 50,0,0
palmul = 1,1,1
framegap = 3
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,79

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 26

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 2

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

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = Up
air.animtype = Up
hitflag = MAF
guardflag = MA
damage = 0,0
getpower = 0,0
pausetime = 4,5
guard.pausetime = 2,2
sparkno = S-1
guard.sparkno = S3005
sparkxy = 0,-80
hitsound = S100,18
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime  = 0
ground.velocity = 0
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = 0
guard.velocity = 0
air.fall = 1
air.type = Low
yaccel = .5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p1stateno = 1116
p2stateno = 1117
kill = 0

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

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

[Statedef 1116]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1116
poweradd = 0
facep2 = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <= 128
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 163
flag = noBG

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

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,30]
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = time = [30,80]
x = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = 100,42
channel = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, EnvColor]
type = EnvColor
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(2) = 10
trigger3 = animelemtime(2) = 20
trigger4 = animelemtime(2) = 30
trigger5 = animelemtime(4) = 0
trigger6 = animelemtime(4) = 5
trigger7 = animelemtime(4) = 10
trigger8 = animelemtime(6) = 0
trigger9 = animelemtime(6) = 5
trigger10 = animelemtime(6) = 10
value = 200,0,0
time = 2
under = 1
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
triggerall = time < 80
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
value = 200,0,0
time = 2
under = 1
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 8
value = 200,0,0
time = 10
under = 1
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(2) = 10
trigger3 = animelemtime(2) = 20
trigger4 = animelemtime(2) = 30
trigger5 = animelemtime(4) = 0
trigger6 = animelemtime(4) = 5
trigger7 = animelemtime(4) = 10
trigger8 = animelemtime(6) = 0
trigger9 = animelemtime(6) = 5
trigger10 = animelemtime(6) = 10
trigger11 = command = "a"
trigger12 = command = "b"
trigger13 = command = "c"
trigger14 = command = "x"
trigger15 = command = "y"
trigger16 = command = "z"
attr = S, HA
animtype  = Hard
damage  = 15,10
guardflag = MA
priority = 7, Hit
getpower = 0,0
pausetime = 1,2
guard.pausetime = 1,2
sparkno = S8020+(random%7)
sparkxy = -25,-30-(random%60)
guard.sparkno = S3005
hitsound = S100,11+(random%5)
guardsound = S100,17
ground.type = High
forcestand = 1
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = 0
air.velocity = -3.77,-8
airguard.velocity = -3.6,-2
guard.slidetime = 20
guard.hittime  = 50
guard.velocity = 0
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
kill = 0

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = S, HA
animtype = Up
air.animtype = Up
priority = 7, Hit
damage = 200,10
guardflag = M
pausetime = 0,0
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = -10,-80
hitsound = S100,86
guardsound = S100,17
ground.type = Low
ground.slidetime = 30
ground.hittime  = 28
ground.velocity = 10
guard.slidetime = 30
guard.hittime  = 56
guard.velocity = 10
fall = 1
yaccel = .5
kill = 1
p2stateno = 1103
palfx.time = 12
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
air.recover = 0
fall.recover = 0
getpower = 0,0

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

[Statedef 1117]
type = S
movetype = H
physics = S
velset = 0, 0
ctrl = 0
facep2 = 1

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

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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1117

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

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

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

;===============================================================================
;BLOOD RAGE MOVE
;Double Trigger
[Statedef 1072]
type    = S
movetype = A
physics = S
anim = 1072
poweradd = ifelse(var(20)>0,0,100)
velset = 0,0
ctrl = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 59
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100, 60

[State 0, Helper]
type = Helper
trigger1 = time = 7
id = 1022
name = "Eins Trigger Flame"
pos = Ifelse(palno = 7,5,0),0
postype = P1
stateno = 1022
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5

[State 0, Helper]
type = Helper
trigger1 = time = 18
id = 1022
name = "Eins Trigger Flame"
pos = Ifelse(palno = 7,5,0),0
postype = P1
stateno = 1022
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 25
add = 100,-100,-100
mul = 256,256,256
sinadd = 40,40,30,17
invertall = 0
color = 0
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 25
timegap = 2
framegap = 4
length = 20
palbright = 1,1,1
palcontrast = 150,50,50
paladd = 0,0,0
palmul = .5,.5,.5
trans = add1
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

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

;-------------------------------------------------------------------------------
;Revolver Blast
[Statedef 1142]
type    = S
movetype = A
physics = S
anim = 1142
poweradd = -1000
velset = 0,0
ctrl = 0

[State 0,VarSet]
type = VarSet
trigger1 = var(20) > 0
v = 20
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 35
flag = noBG

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 7
value = SCA
time = 44

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime (3) = 0
value = 100,66

[State 0, SuperPause]
type = SuperPause
trigger1 = animelemtime(3) = 0
time = 28
movetime = 28
anim = -1
sound = -1
pos = 0,0
value = -1000
darken = 0

[State 0, Explod]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 955
ID = 955
pos = 51,-92
postype = p1
facing = 1
vfacing = 1
bindtime = 27
removetime = 27
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 27
pausemovetime = 27
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 35
value = 100, 89
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 35
value = 100, 90

[State 0, Explod]
type = Explod
trigger1 = time = 7
anim = 1143
ID = 1143
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 16
removetime = 16
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 35
anim = 1145
ID = 1145
pos = 75,-96
postype = p1
bindtime = 1
removetime = 8
scale = .5,.5
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, HitDef]
type = HitDef
trigger1 = time >= 35
attr = S, HA
animtype  = Hard
damage = 100,10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,14
sparkno = S8020+(random%7)
sparkxy = -10, -70
guard.sparkno = S3005
hitsound = S100,15
guardsound = S100,17
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-10
guard.velocity = -8
air.velocity = -4,-10
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 2
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
givepower = 35, 35
forcestand = 1

[State 0, Projectile]
type = Projectile
trigger1 = time = 35
projscale = 1,1
projanim = 1144
projhitanim = -1
projremanim = -1
offset = 0,0
projpriority = 1
projsprpriority = 6
velocity = 15,0
attr = S, HP
damage = 180,10
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,14
sparkno = S8020+(random%7)
guard.sparkno = S3005
sparkxy = 70, -85
hitsound = S100,65
guardsound = S100,17
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -5,-6
guard.velocity = -12
air.velocity = -4,-5
airguard.velocity = -5.33,-1
fall = 1
fall.recover = 0
air.juggle = 4
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
projID = 1144
getpower = 0,0
givepower = 35, 35
forcestand = 1
yaccel = .5
palfx.time = 15
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

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


;=========================NEVER MIND THIS=============================
;KING.OF.DARKNESS
;K.O.D
;DONT LOOK AT THE ANIMATIONS
[Statedef 6666]
type    = S
movetype = A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
anim = 6666

[State 0, PlaySnd]
type = PlaySnd
trigger1 = (time%1500) = 0
value = 100,87

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = timerfreeze

[state 0, Explod]
type = Explod
trigger1 = facing = 1
trigger1 = time = 0
anim = 6667
id = 6667
postype = back
pos = 165,360
bindtime = -1
sprpriority = -10
ontop = 0
ownpal = 1
removetime = -1
scale = .51,.51
removeongethit = 1

[state 0, Explod]
type = Explod
trigger1 = facing = -1
trigger1 = time = 0
anim = 6668
id = 6668
postype = back
pos = 155,360
bindtime = -1
sprpriority = -10
ontop = 0
ownpal = 1
removetime = -1
scale = .51,.51
removeongethit = 1

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, HitDef]
type = HitDef
trigger1 = (time%10) = 0
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 9999999,9999999
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S8020+(random%7)
sparkxy = 1
guard.sparkno = 1
hitsound = 1
guardsound = 1
ground.type = High
ground.slidetime = 666
ground.hittime  = 991
guard.ctrltime = 1337
ground.velocity = 0,-9999
guard.velocity = 0
air.velocity = 0,-9999
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 9999999
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = 0.01
persistent = 0
getpower = 567
givepower = 0, 0
forcestand = 1
kill = 0

;-------------------------------------------------------------------------------
;Groove Selector

;SNK
[Statedef 900]
ctrl = 1
anim = 899
velset = 0,0

[State 1000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(40) = 1

[State 1000, Explod]
type = Explod
trigger1 = Time = 0
Anim = 900
pos = Ifelse(Teamside = 1,-50, 0),0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
facing = Ifelse(Teamside = 1,1,-1)
ontop = 1
ID = 900
scale = .5,.5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 100,0
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,1
volume = 255
channel = 6

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 901

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 902

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 900

[State 1000, ChangeState]
type = ChangeState
trigger1 = parent,command = "fwd"
trigger1 = time > 10
value = 901

[State 1000, ChangeState]
type = ChangeState
trigger1 = parent,command = "back"
trigger1 = time > 10
value = 902

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;CAPCOM
[Statedef 901]
ctrl = 1
anim = 899
velset = 0,0

[State 1000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(40) = 2

[State 1000, Explod]
type = Explod
trigger1 = Time = 0
Anim = 901
pos = Ifelse(Teamside = 1,-50, 0),0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
facing = Ifelse(Teamside = 1,1,-1)
ontop = 1
ID = 901
scale = .5,.5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 100,0
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,1
volume = 255
channel = 6

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 900

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 902

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 901

[State 1000, ChangeState]
type = ChangeState
trigger1 = parent,command = "back"
trigger1 = time > 10
value = 900

[State 1000, ChangeState]
type = ChangeState
trigger1 = parent,command = "fwd"
trigger1 = time > 10
value = 902

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;EX
[Statedef 902]
ctrl = 1
anim = 899
velset = 0,0

[State 1000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(40) = 3

[State 1000, Explod]
type = Explod
trigger1 = Time = 0
Anim = 902
pos = Ifelse(Teamside = 1,-50, 0),0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
facing = Ifelse(Teamside = 1,1,-1)
ontop = 1
ID = 902
scale = .5,.5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 100,0
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,1
volume = 255
channel = 6

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 900

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 901

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 902

[State 1000, ChangeState]
type = ChangeState
trigger1 = parent,command = "back"
trigger1 = time > 10
value = 901

[State 1000, ChangeState]
type = ChangeState
trigger1 = parent,command = "fwd"
trigger1 = time > 10
value = 900

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;Guard Crush

;Stand
[Statedef 903]
type = S
movetype = H
physics = S
anim = 903
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,46
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,19

[State 0, EnvColor]
type = EnvColor
trigger1 = (!time)
value = 200,200,200
time = 3
ignorehitpause = 1

[State 903, VarSet]
type = VarSet
trigger1 = (!Time)
v = 1
value = 0

[State 903, VelSet]
type = VelSet
trigger1 = (!Time)
x = -5

[State 903, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Crouch
[Statedef 904]
type = C
movetype = H
physics = C
anim = 904
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,46
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,19

[State 0, EnvColor]
type = EnvColor
trigger1 = (!time)
value = 200,200,200
time = 3
ignorehitpause = 1

[State 904, VarSet]
type = VarSet
trigger1 = (!Time)
v = 1
value = 0

[State 904, NotHitBy]
type = NotHitBy
trigger1 = (Time < 10)
value = SCA

[State 904, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Air
[Statedef 905]
type = A
movetype = H
physics = A
anim = 905
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,46
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,19

[State 0, EnvColor]
type = EnvColor
trigger1 = (!time)
value = 200,200,200
time = 3
ignorehitpause = 1

[State 905, VarSet]
type = VarSet
trigger1 = (!Time)
v = 1
value = 0

[State 900, NotHitBy]
type = NotHitBy
trigger1 = (Time < 10)
value = SCA

[State 0, VelMul]
type = VelMul
trigger1 = (!time)
y = .45
ignorehitpause = 1

[State 905, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -5 && Vel Y > 0
value = 0
ctrl = 1

;Cheese Killed
[Statedef 906]
physics = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[State 0, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

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

[State 0, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 906, 2]
type = ChangeAnim
trigger1 = !HitOver
value = ifelse(fvar(1)=0,5010,5020)

[State 906, 4]
type = ChangeAnim
trigger1 = HitOver && anim != 906
value = 906

[State 906, ChangeState]
type = ChangeState
trigger1 = anim = 906 && animelem = 4
value = 5150
ctrl = 0

;-------------------------------------------------------------------------------
;Just Defend

;Stand
[Statedef 3000]
type = S
movetype = I
physics = S
anim = 3000
velset = 0,0
ctrl = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = ifelse(var(9),var(9),25)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,35
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,51

[State 0, Pause]
type = Pause
trigger1 = time = 1
time = 3

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 5
add = 190,190,228
mul = 190,190,228
sinadd = 190,190,228,-100

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 966
pos = 0,-55
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = 250

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 5
value = 130
ctrl = 1

;Crouch
[Statedef 3001]
type = C
movetype = I
physics = C
anim = 3001
velset = 0,0
ctrl = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = ifelse(var(9),var(9),25)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,35
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,51

[State 0, Pause]
type = Pause
trigger1 = time = 1
time = 3

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 5
add = 190,190,228
mul = 190,190,228
sinadd = 190,190,228,-100

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 966
pos = 0,-35
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = 250

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4110, ChangeState]
type = ChangeState
trigger1 = time > 5
value = 131
ctrl = 1

;Air
[Statedef 3002]
type = A
movetype = I
physics = N
anim = 3002
velset = 0,0
ctrl = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = ifelse(var(9),var(9),25)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 100,35
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,51

[State 0, Pause]
type = Pause
trigger1 = time = 1
time = 3

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 5
add = 190,190,228
mul = 190,190,228
sinadd = 190,190,228,-100

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 966
pos = 13,-93
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = 250

[State 4120, ChangeState]
type = ChangeState
trigger1 = time > 5
value = 3003

[Statedef 3003]
type = A
physics = N
velset = -1.5,-5.3
ctrl = 1
anim = 977

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

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;-------------------------------------------------------------------------------
;Blowback Attack
[Statedef 3006]
type    = S
movetype = A
physics = N
velset = 0,0
juggle = 15
anim = 3006
ctrl = 0
poweradd = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 20,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,38
channel = 0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,7
volume = 150

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,29
volume = 150

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 140,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = S8000+(random%7)
sparkxy = -10, -54
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4.2,-7.5
guard.velocity = -8
air.velocity = -4.2,-7.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

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

;-------------------------------------------------------------------------------
;Blowback Attack Air
[Statedef 3007]
type    = A
movetype = A
physics = A
juggle = 15
anim = 3007
ctrl = 0
poweradd = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,38
channel = 0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,7
volume = 150

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 100,29
volume = 150

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 140,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = S8000+(random%7)
sparkxy = -10, -54
guard.sparkno = S3005
hitsound = S100,16
guardsound = S100,17
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4.2,-7.5
guard.velocity = -8
air.velocity = -4.2,-7.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,70))
givepower = 35, 35
forcestand = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;-------------------------------------------------------------------------------
;EX Gauge

[Statedef 999]
ctrl = 0
anim = 899
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(990) = 0
trigger1 = teamside = 1
anim = 990
id = 990
postype = Left
pos = 2,205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = numexplod(990) = 0
trigger1 = teamside = 2
anim = 991
id = 990
postype = Right
pos = -7,205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(41) >= 1000 && parent, var(41) < 2000
trigger1 = numexplod(992) = 0
anim = 992
id = 992
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = parent, var(41) >= 2000 && parent, var(41) < 3000
trigger1 = numexplod(993) = 0
anim = 993
id = 993
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = parent, var(41) >= 3000 && parent, var(41) < 4000
trigger1 = numexplod(994) = 0
anim = 994
id = 994
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = parent, var(41) >= 4000
trigger1 = numexplod(995) = 0
anim = 995
id = 995
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(41) < 1000
id = 992
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(41) < 1000
trigger2 = parent, var(41) >= 1000 && parent, var(41) < 2000
id = 993
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(41) < 1000
trigger2 = parent, var(41) >= 1000 && parent, var(41) < 2000
trigger3 = parent, var(41) >= 2000 && parent, var(41) < 3000
id = 994
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(41) < 1000
trigger2 = parent, var(41) >= 1000 && parent, var(41) < 2000
trigger3 = parent, var(41) >= 2000 && parent, var(41) < 3000
trigger4 = parent, var(41) >= 3000 && parent, var(41) < 4000
id = 995
ignorehitpause = 1

;-------------------------------------------------------------------------------
;SNK Gauge

[Statedef 3029]
ctrl = 0
anim = 899
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(3030) = 0
trigger1 = teamside = 1
anim = 3030
id = 3030
postype = Left
pos = 2,205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -7

[State 0, Explod]
type = Explod
trigger1 = numexplod(3030) = 0
trigger1 = teamside = 2
anim = 3031
id = 3030
postype = Right
pos = -7,205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -7

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 300
trigger1 = numexplod(3034) = 0
anim = 3034
id = 3034
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 500
trigger1 = numexplod(3035) = 0
anim = 3035
id = 3035
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 600
trigger1 = numexplod(3036) = 0
anim = 3036
id = 3036
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 700
trigger1 = numexplod(3037) = 0
anim = 3037
id = 3037
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 900
trigger1 = numexplod(3038) = 0
anim = 3038
id = 3038
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 1300
trigger1 = numexplod(3058) = 0
anim = 3058
id = 3058
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 1500
trigger1 = numexplod(3059) = 0
anim = 3059
id = 3059
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 1600
trigger1 = numexplod(3060) = 0
anim = 3060
id = 3060
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 1700
trigger1 = numexplod(3061) = 0
anim = 3061
id = 3061
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 1900
trigger1 = numexplod(3062) = 0
anim = 3062
id = 3062
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -6

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 1000
trigger1 = numexplod(3032) = 0
anim = 3032
id = 3032
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -4

[State 0, Explod]
type = Explod
trigger1 = parent, var(42) >= 2000
trigger1 = numexplod(3033) = 0
anim = 3033
id = 3033
postype = Back
pos = Ifelse(teamside = 1,2,7),205
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
sprpriority = -4

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 300
trigger2 = parent, var(42) >= 500
id = 3034
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 500
trigger2 = parent, var(42) >= 600
id = 3035
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 600
trigger2 = parent, var(42) >= 700
id = 3036
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 700
trigger2 = parent, var(42) >= 900
id = 3037
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 900
trigger2 = parent, var(42) >= 1000
id = 3038
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 1300
trigger2 = parent, var(42) >= 1500
id = 3058
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 1500
trigger2 = parent, var(42) >= 1600
id = 3059
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 1600
trigger2 = parent, var(42) >= 1700
id = 3060
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 1700
trigger2 = parent, var(42) >= 1900
id = 3061
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 1900
trigger2 = parent, var(42) >= 2000
id = 3062
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 1000
id = 3032
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(42) < 1000
trigger2 = parent, var(42) >= 1000 && parent, var(42) < 2000
id = 3033
ignorehitpause = 1

;-------------------------------------------------------------------------------
;Win KO BG
[Statedef 3070]
type = S
movetype = I
physics = N
anim = 963

[state 0, BGPalFX]
type = BGPalFX
trigger1 = time = 10
add = 255,255,255
sinadd = -255,-255,-255,50
time = 30
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type = EnvColor
trigger1 = time = 10
time = 3
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 13
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 16
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 19
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 22
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 25
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 28
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 31
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 34
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 37
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 0, EnvColor]
type  = EnvColor
trigger1 = time = 40
time = 1
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 0

[State 0, Pause]
type = Pause
trigger1 = (!Time)
time = 12
movetime = 12

[State 0, EnvColor]
type = EnvColor
trigger1 = (Time < 12)
value = (Time*4),(Time*4),(Time*4)
time = 1
under = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = (!Time)
time = 22
freq = 120
ampl = -3
phase = 90

[State 0, AllPalFX]
type = AllPalFX
trigger1 = (Time < 50)
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = (Time*5)

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

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

[Statedef -3]

;=====================
;EX Slots Modifiers
[State -3, VarAdd]
type = VarAdd
trigger1 = Ifelse(movetype = A,time = 1,var(41) < 0)
v = 41
value = 30
ignorehitpause = 1
;=====================

;Blood Rage

[State -3, AfterImageTime]
type = AfterImageTime
trigger1 = var(16) > 0
time = 2

;Original Combo

[State -3, AfterImagePersist]
type=afterimagetime
trigger1=var(20)>0
time=2

;Get Hit Sound

[State -3, PlaySnd]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = alive
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 100,ifelse(StateNo = 5100 || GetHitVar(animtype) = 2, 34,ifelse(GetHitVar(animtype) = 1, 33, 32))
channel = 5

;Stop sounds when hit
[State -3, StopSnd]
type = StopSnd
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
trigger2 = StateNo = [150,159]
channel = 0

;Hit ground
[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateNo = 5100 || stateNo = 5110
value = 100, 20
channel = 10

;Guard Crush

[State -3, VarAdd]
type = Varadd
triggerall = (GetHitVar(HitShakeTime) = 8)
trigger1 = (StateNo = 150) || (StateNo = 152) || (Stateno = 151)
var(1) = 2
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
triggerall = (GetHitVar(HitShakeTime) = 12)
trigger1 = (StateNo = 150) || (StateNo = 152) || (Stateno = 151)
var(1) = 4
ignorehitpause = 1

[State -3, VarAdd]
type = Varadd
triggerall = (GetHitVar(HitShakeTime) = 15)
trigger1 = (StateNo = 150) || (StateNo = 152) || (Stateno = 151)
var(1) = 6
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
triggerall = var(1) > 0
trigger1 = stateno = 5001
trigger1 = anim = 5000
trigger2 = stateno = 5001
trigger2 = anim = 5010
trigger3 = stateno = 5011
trigger3 = anim = 5020
var(1) = -1
ignorehitpause = 1
persistent = 0

[State -3, VarAdd]
type = VarAdd
triggerall = var(1) > 0
trigger1 = stateno = 5001
trigger1 = anim = 5001
trigger2 = stateno = 5001
trigger2 = anim = 5011
trigger3 = stateno = 5011
trigger3 = anim = 5021
var(1) = -3
ignorehitpause = 1
persistent = 0

[State -3, VarAdd]
type = VarAdd
triggerall = var(1) > 0
trigger1 = stateno = 5001
trigger1 = anim = 5002
trigger2 = stateno = 5001
trigger2 = anim = 5012
trigger3 = stateno = 5011
trigger3 = anim = 5022
var(1) = -6
ignorehitpause = 1
persistent = 0

[State -3, VarAdd]
type = VarAdd
trigger1 = var(1) > 0
trigger1 = PrevStateNo = 5050
var(1) = -10
ignorehitpause = 1
persistent = 0

[State -3, ChangeState]
type = ChangeState
trigger1 = var(1) >= 60
trigger1 = statetype = S
value = 903
ctrl = 0
ignorehitpause = 1

[State -3, ChangeState]
type = ChangeState
trigger1 = var(1) >= 60
trigger1 = statetype = C
value = 904
ctrl = 0
ignorehitpause = 1

[State -3, ChangeState]
type = ChangeState
trigger1 = var(1) >= 60
trigger1 = statetype = A
value = 905
ctrl = 0
ignorehitpause = 1

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

