;---------------------------------------------------------------------------
[Statedef 5600]
ctrl = 0

[State 5600, 1]
type     = AssertSpecial
trigger1 = Time = [0,33]
flag     = nofg
flag1    = nokoslow
flag2        = noFg
persistent = 0
time = 2

[state 5600, 2]
type = BGPalFx
trigger1 = time = 0
add = 255,255,255
sinadd = -255,-255,-255,50
time  = 33
ignorehitpause = 1
persistent = 0

[state 5600, 3]
type  = EnvColor 
trigger1 = Time= 0
time = 3
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 4]
type  = EnvColor 
trigger1 = Time = 3
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 5]
type  = EnvColor 
trigger1 = Time = 6
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 6]
type  = EnvColor 
trigger1 = Time = 9
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 7]
type  = EnvColor 
trigger1 = Time = 12
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 8]
type  = EnvColor 
trigger1 = Time = 15
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 9]
type  = EnvColor 
trigger1 = Time = 18
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 10]
type  = EnvColor 
trigger1 = Time = 21
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 11]
type  = EnvColor 
trigger1 = Time = 24
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 12]
type  = EnvColor 
trigger1 = Time = 27
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 13]
type  = EnvColor 
trigger1 = Time= 30
time = 1
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 14]
type  = EnvColor 
trigger1 = Time = 31
time = 1
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 5600, 15]
type  = EnvColor 
trigger1 = Time = 32
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 5600, 16]
type = DestroySelf
trigger1 = RoundState = 0

;기본기로 이겼을때
[Statedef 5650]
ctrl = 0

[State 5650, 1]
type     = AssertSpecial
trigger1 = Time = [0,14]
flag     = nofg
glag2        = nobg
time = 2
persistent = 0

[state 5650, 2]
type = BGPalFx
trigger1 = time = 10
add = 255,255,255
sinadd = -255,-255,-255,50
time  = 4
ignorehitpause = 1
persistent = 0

[state 5650, 3]
type  = EnvColor 
trigger1 = Time= 10
time = 2
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 5650, 4]
type  = EnvColor 
trigger1 = Time = 12
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 5650, 5]
type = DestroySelf
trigger1 = RoundState = 0



;----------------------------------------------------------------------------
[Statedef 6997]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 13000,changeanim2]
type = changeanim2
trigger1 = time = 0
value = 15260

[State 13000]
type = posfreeze
trigger1 = time = [0,7]

[State 13000]
type = velset
trigger1 = time >= 8
x=-.2*(28-time)

[State 13000]
type = selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
[Statedef 6998]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 6999, DestroySelf]
type = DestroySelf
trigger1 = Time >= 0
trigger1 = ishelper

[State 13000,changeanim2]
type = changeanim2
trigger1 = time = 0
value = 13155

[State 13000,velset]
type = velset
trigger1 = time >= 0
x=-0.5

[State 13000,velset]
type = velset
trigger1 = time = 0
y=-2

[State 13000,veladd]
type = veladd
trigger1 = time >= 0
y=0.3

[State 13000,changestate]
type = changestate
trigger1 = pos Y >= 0
value = 6997

;----------------------------------------------------------------------------
[Statedef 6999]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 6999, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 6999, DestroySelf]
type = DestroySelf
trigger1 = Time >= 0
trigger1 = ishelper

[State 6999, EnvColor]
type = EnvColor 
Trigger1 = Time = 0
time = 3
Value = 210,210,210

[State 6999, SelfState]
type = SelfState
triggerall = pos y <= 0
trigger1 = animtime = 0
trigger2 = time >= 20
value = 5070

[State 6999, SelfState]
type = SelfState
triggerall = pos y > 0
trigger1 = time >= 12
value = 5070



;---------------------------------------------------------------------------
[Statedef 4000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5001, 1]
type = varset
trigger1 = 1
fvar(22) = 0

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

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030+(ifelse(GetHitVar(yvel)<-11,1,0))+ifelse((GetHitVar(yvel)>-11 && GetHitVar(yvel)<0) && GetHitVar(groundtype)= 2,4,0)

[State 5000, 3] ;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))+(ifelse(GetHitVar(animtype)=4 && GetHitVar(yvel)<-11,4,0))+ifelse(GetHitVar(animtype)=5 && P2StateNo>=3000,5,0)

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = SelfState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = SelfState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[State 5000, FFB Hard]
type = PlaySnd
triggerall = alive
triggerall = Random <= 500
triggerall = UniqHitCount <= 1
triggerall = GetHitVar(hitcount) <= 1
trigger1 = Time = 1
value = 0,4
channel = 3

[State 5000, FFB Hard]
type = PlaySnd
triggerall = alive
triggerall = Random <= 500
triggerall = UniqHitCount <= 1
triggerall = GetHitVar(hitcount) <= 1
trigger1 = Time = 1
value = 0,5
channel = 3

;---------------------------------------------------------------------------
[Statedef 4001]
type    = S
movetype= H
physics = S

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 4010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;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 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = SelfState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = SelfState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[State 5000, FFB Hard]
type = PlaySnd
triggerall = alive
triggerall = Random <= 500
triggerall = UniqHitCount <= 1
triggerall = GetHitVar(hitcount) <= 1
trigger1 = Time = 1
value = 0,4
channel = 3

[State 5000, FFB Hard]
type = PlaySnd
triggerall = alive
triggerall = Random <= 500
triggerall = UniqHitCount <= 1
triggerall = GetHitVar(hitcount) <= 1
trigger1 = Time = 1
value = 0,5
channel = 3

;---------------------------------------------------------------------------
[Statedef 4011]
type    = C
movetype= H
physics = C

[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 4020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;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 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
;value = 5030+(ifelse(GetHitVar(yvel)<-11,1,0))
value = ifelse(GetHitVar(yvel)<0,5030+(ifelse(GetHitVar(yvel)<-11,1,0)),5058)+ifelse((GetHitVar(yvel)>-11 && GetHitVar(yvel)<0) && GetHitVar(groundtype)= 2,4,0)

[State 5020, 3] ;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))+(ifelse(GetHitVar(animtype)=4 && GetHitVar(yvel)<-11,4,0))+ifelse(GetHitVar(animtype)=5 && P2StateNo>=3000,5,0)

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 6]
type = varset
trigger1 = ((P2StateNo = [200,249]) || (P2StateNo = [400,439]) || (P2StateNo = [600,649])) && time = 0; && movecontact = 1
var(6) = 1

[State 5020, 6]
type = SelfState
trigger1 = RoundState = 2
trigger1 = HitShakeOver && var(6) = 1
value = 5040

[State 5020, 5]
type = SelfState
trigger1 = HitShakeOver
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[State 5000, FFB Hard]
type = PlaySnd
triggerall = alive
triggerall = Random <= 500
triggerall = UniqHitCount <= 1
triggerall = GetHitVar(hitcount) <= 1
trigger1 = Time = 1
value = 0,4
channel = 3

[State 5000, FFB Hard]
type = PlaySnd
triggerall = alive
triggerall = Random <= 500
triggerall = UniqHitCount <= 1
triggerall = GetHitVar(hitcount) <= 1
trigger1 = Time = 1
value = 0,5
channel = 3

;---------------------------------------------------------------------------
[Statedef 4030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 4]
type = varset
trigger1 = anim = 5058
fvar(36) = 1

[State 5030, 4]
type = varset
trigger1 = anim != 5058
fvar(36) = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = SelfState
triggerall = HitFall
triggerall = AnimTime = 0
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = SelfState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

[State 5030, 6]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0 
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
[Statedef 4035]
type    = A
movetype= H
physics = N

[State 5035, 1]
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 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = SelfState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

[State -2, 11]
type = PlaySnd
triggerall = random < 500
trigger1 = time = 0
value = 0,4
channel = 3

;---------------------------------------------------------------------------
[Statedef 4040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 5040,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5040, 1]
type = SelfState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 2]
type = VelSet
trigger1 = Time = 0
x = ifelse(P2Dist x >= 0,-3.84,3.84)
y = -7.3

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = 0.523;GetHitVar(yaccel)

[State 5040, 6]
type = SelfState
trigger1 = Pos Y >= -14 && Vel Y > 0
value = 5045 ;JUMPLAND

;---------------------------------------------------------------------------
[Statedef 4045]
type    = S
physics = S
anim = 47
ctrl = 0
velset = 0,0

[State 5045,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5045, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 5045, 2]
type = PosSet
trigger1 = Time = 0
y = 0

;Play sound when landing
[State 5045, 3]
type = PlaySnd
trigger1 = Time = 0
value = 1,5

[State 5045, 4]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 4050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;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+(ifelse(anim = 5031,6,0))+ifelse((GetHitVar(yvel)>-11 && GetHitVar(yvel)<0) && GetHitVar(groundtype)= 2,4,0)

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

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, SelfState]
type = varset
trigger1 = time = 0
var(6) = 0
ignorehitpause = 1

[State 5050, SelfState]
type = varset
triggerall = alive && Vel Y > 0 && Pos Y >= -40
triggerall = CanRecover
trigger1 = (var(26) = [900,905]) || command = "900" || Command = "recovery"
var(6) = 1
ignorehitpause = 1

[State 5050, SelfState]
type = SelfState
trigger1 = Pos Y >= -14 && Vel Y > 0
triggerall = GetHitVar(yvel) < -1
trigger1 = var(6) = 1
value = 5200

[State 5050, 6]
type = SelfState
trigger1 = Pos Y >= -14 && Vel Y > 0
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
[Statedef 4070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070, 2]
type = SelfState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

[State -2, 11]
type = PlaySnd
triggerall = random < 700
triggerall = UniqHitCount <= 1
triggerall = GetHitVar(hitcount) <= 1
triggerall = alive
trigger1 = time = 1
value = 0,5
channel = 3

;---------------------------------------------------------------------------
[Statedef 4071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, SelfState]
type = varset
trigger1 = time = 0
var(6) = 0
ignorehitpause = 1

[State 5050, SelfState]
type = varset
triggerall = alive && Vel Y > 0 && Pos Y >= -40
triggerall = CanRecover
trigger1 = (var(26) = [900,905]) || command = "900" || Command = "recovery"
var(6) = 1
ignorehitpause = 1

[State 5050, SelfState]
type = SelfState
trigger1 = Pos Y >= -14 && Vel Y > 0
trigger1 = var(6) = 1
value = 5200

[State 5050, 6]
type = SelfState
trigger1 = Pos Y >= -14 && Vel Y > 0
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
[Statedef 4080]
type    = L
movetype= H
physics = N
velset = 0,0

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = SelfState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = SelfState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

;---------------------------------------------------------------------------
[Statedef 4081]
type    = L
movetype= H
physics = C

[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081, 4]
type = SelfState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN

;---------------------------------------------------------------------------
[Statedef 4100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100 +ifelse(anim = 5065||anim = 5067,(anim % 2),0)+ifelse(anim = 5058 && P2stateno < 2999,4,ifelse(anim = 5058 && P2stateno > 2999,1,0))+ifelse(anim = 5976,3,0)

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + ((anim != 5062 && anim != 5054) && anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = SelfState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = SelfState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

[State 5100, 13]
type = PlaySnd
triggerall = alive
trigger1 = Time = 1
value = 0,4
channel = 3

;---------------------------------------------------------------------------
[Statedef 4101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160 +ifelse(anim = 5103,816,0)

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = velset
triggerall = fvar(36) = 1
trigger1 = Time = 0
x = -1.5
y = -7.2

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .6

[State 5101, 6]
type = SelfState
trigger1 = Pos Y >= -8 && Vel Y > 0
value = 5110

;---------------------------------------------------------------------------
[Statedef 4110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170+ifelse(anim = 5976,1,0)

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, 4]
type = velSet
trigger1 = 1
x = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
[Statedef 4120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 4150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 4200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 4201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 4210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;--------------------------------------------------------------------------
[StateDef 9990]
anim=9999
ctrl=0

[State 9990]
type = assertspecial
trigger1 = 1
flag = invisible

[State 9990]
type=selfstate
trigger1=!ishelper
value=0

[State 9990]
type=varset
Trigger1=command="up"&&root,command="up"
Trigger2=command="down"&&root,command="down"
Trigger3=command="back"&&root,command="back"
Trigger4=command="fwd"&&root,command="fwd"
Trigger5=command="a"&&root,command="a"
Trigger6=command="b"&&root,command="b"
Trigger7=command="c"&&root,command="c"
Trigger8=command="x"&&root,command="x"
Trigger9=command="y"&&root,command="y"
Trigger10=command="z"&&root,command="z"
Trigger11=command="start"&&root,command="start"
var(20)=-1

[State 9990]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(20)||var(20)=-1
Trigger2=command="up"&&root,command="up"
Trigger3=command="down"&&root,command="down"
Trigger4=command="back"&&root,command="back"
Trigger5=command="fwd"&&root,command="fwd"
Trigger6=command="a"&&root,command="a"
Trigger7=command="b"&&root,command="b"
Trigger8=command="c"&&root,command="c"
Trigger9=command="x"&&root,command="x"
Trigger10=command="y"&&root,command="y"
Trigger11=command="z"&&root,command="z"
Trigger12=command="start"&&root,command="start"

[State 9990]
Type=varset
TriggerAll=var(20)!=-1
Trigger1=root,command="up"
Trigger2=root,command="down"
Trigger3=root,command="back"
Trigger4=root,command="fwd"
Trigger5=root,command="a"
Trigger6=root,command="b"
Trigger7=root,command="c"
Trigger8=root,command="x"
Trigger9=root,command="y"
Trigger10=root,command="z"
Trigger11=root,command="start"
var(20)=1

