;---------------------- Integer variable list ----------------------

; var(0):= -3, 5900, 1011, 3011, 30060, 30063, 30065, 4500, 4501, 7001, 9999
; var(1):= 131, 3011, 30065, 4500, 4501, 4004, 9999
; var(2):= 1010, 1050, 1100, -2, 1001, 1022, 3011, 9999, -1
; var(3):= -3, 3011, 4000, 9999
; var(4):= 200, 205, 206, 210, 211, 212, 400, 405, 410, 600, 605, 610, 831, 1006, 1010, 1050, 1100, 3000, 3050, 3051, -3, 4, 5, 1022, 4000, 9999
; var(5):= 800, 830, 3010, 4000, 9999
; var(6):= -2, 45, 4000, 9999
; var(7):= 1006, 1001, 10011, 9999
; var(8):= 59, 4000, 9999
; var(9):= -2, 9999
;var(10):= -2, 1001, 10011, 1011, 10111, 4000, 9999
;var(11):= 410, 1006, -2, 9999
;var(12):= -2, 9999
;var(13):= 3061, 9999
;var(14):= 600, 108, 9999
;var(15):= 9999
;var(16):= -3
;var(17):= 3061
;var(18):= -2
;var(19):= 810, 831, 1050, 3000, -2, 9999
;var(20):= 800, 810, 830, 831, 1001, 1011, 9999
;var(21):= 200, 205, 206, 210, 211, 212, 400, 405, 410, 600, 605, 610, 700, 831, 1004, 1007, 1006, 1010, 1050, 1100, 3000, 3051, -2, 1001, 10011, 1022, 3012, 3013, 3014, 4000, 9999
;var(22):= 1022
;var(23):= -2, 4000
;var(24):= -2
;var(25):= -2, 9999
;var(26):= -2, 40, 45
;var(27):= 1100, -2
;var(28):= 3061
;var(29):= -2
;var(30):= -2
;var(31):= -2, 1022, -1
;var(32):= -2, 4, 3011
;var(33):= -2
;var(34):= -1
;var(35):= -2
;var(36):= -2, 4000, 4500, 4501
;var(38):= -2
;var(40):= -2
;var(41):= -3
;var(42):= -3
;var(50):= 4001
;var(52):= 30065
;var(53):= 4000, 4001
;var(54):= -2, 190, 4000, 4001
;var(55):= 5900
;var(56):= -3
;var(59):= 190, 9999

;---------------------- Float variable list ----------------------

; fvar(0):= 4, 5, 4000, 4004
; fvar(2):= 3051, -3, 1001, 10011, 1022, 3010, 3012, 3013, 3014, 4000
; fvar(4):= -3
; fvar(6):= -1
; fvar(7):= -1
; fvar(9):= 190














[Data]
life = 925
attack = 100
power=1000
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 53
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 32 ;Player width (back, ground)
ground.front = 40    ;Player width (front, ground)
air.back = 24        ;Player width (back, air)
air.front = 24       ;Player width (front, air)
height = 120          ;Height of player (for opponent to jump over)
attack.dist = 120    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -190   ;Approximate position of head
mid.pos = -5, -130   ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,1   ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 5    ;Walk forward
walk.back = -4.2     ;Walk backward
run.fwd  = 14, -6    ;Run forward (x, y)
run.back = -13.5,-3.2 ;Hop backward (x, y)
jump.neu = 0,-19.6  ;Neutral jumping velocity (x, y)
jump.back = -5.1   ;Jump back Speed (x, y)
jump.fwd = 5.1      ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.
air.gethit.groundrecover = -.15,-7  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = 1,.4     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-9    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -12      ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -4         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 3

[Movement]
airjump.num = 0     ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = 1.1        ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
air.gethit.groundlevel = 15          ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .7   ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 10      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .8               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .1

[Quotes]
victory0 = "To think you even stood a chance against our might! Such nerve!"
victory1 = "Crushing you beneath my heel was all but certain!"
victory2 = "Is this what you call strategy? How worthless."
victory3 = "I'm here to conquer, you were simply in the way."
victory4 = "The Blitz Engine is unmatched by any!"
victory5 = "Nien, you were never a threat."
victory6 = "Do not consider this a retreat! I will show you the power of the Blitz Engine!"
victory7 = "I will kill you in cold blood for what you've done!"
;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).


;---------------------------------------------------------------------------
; 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 200, 1]
type = PlaySnd
trigger1 = animelem=3
value = 200,18
channel=0
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 171]
type = S
physics=S
ctrl = 0
anim = 5950

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


[State 0, StopSnd]
type = StopSnd
trigger1 = time=[0,5]
channel = -1
[State 200, 1]
type = PlaySnd
trigger1 = time = 6
value = 11, 1
channel=0

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


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

[State 0, ChangeState]
type = ChangeState
trigger1 =animtime = 0
value =5150
;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
;[Statedef 180]
;type = S
;
;;[State 180, 1]
;;type = ChangeState
;;triggerall=var(28)!=1
;;trigger1 = random<499
;;trigger1 = !matchover
;;value = 183
;[State 180, 1]
;type = ChangeState
;triggerall=var(28)!=1
;;trigger1 = random>=499
;trigger1 = !matchover
;value = 182
;
;[State 180, 1]
;type = ChangeState
;triggerall=var(28)!=1
;trigger1 = matchover
;value = 183
;;[State 180, 1]
;;type = ChangeState
;;triggerall=var(28)!=1
;;trigger1 = matchover
;;value = 185
;[State 180, 1]
;type = ChangeState
;trigger1=var(28)=1
;;trigger1 = matchover
;value = 181
;

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

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && !var(28) && !matchover
value = 181
[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && !var(28) && matchover
value = 182
[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && var(28)
value = 183
;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S180, 0

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

;---------------------------------------------------------------------------
; Win pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S180, 2
channel=0
[State 182, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S4,0
channel=1
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 182
ID = 1105
pos =-10,-258
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
removetime=-1
ownpal = 1
removeongethit = 1
ignorehitpause=0
persistent=0
[State 182, ??????]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Bombe Spark"
stateno =1820
facing = 1
postype = p1
pos = -20,-250
sprpriority = -4
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Bombe Spark"
stateno = 1821
facing = 1
postype = p1
pos = -20,-250
sprpriority = -4
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Bombe Spark"
stateno = 1821
facing = -1
postype = p1
pos = -20,-250
sprpriority = -4
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1

[State 182, ??????]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Bombe Spark"
stateno = 1822
facing = 1
postype = p1
pos = -20,-250
sprpriority = -4
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Bombe Spark"
stateno = 1822
facing = -1
postype = p1
pos = -20,-250
sprpriority = -4
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win pose 2
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S180,1
channel=0

[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

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

[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,var(59)=141
value =193
;[State 0, ChangeState]
;type = ChangeState
;trigger1 = enemy,var(59)=161
;value =193
;anim =
;ignorehitpause = 
;persistent = 

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, Helper]
type = Helper
triggerall = var(53)=0
trigger1= command="start"
triggerall = numhelper(4001)<1
helpertype = normal ;player
name ="system Direction"
ID =4001
stateno =4001
pos = ceil(-ifelse(teamside=1,50,-60)*const(size.xscale))*2,ceil(-190*const(size.yscale))*2
postype = p1    ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=999
pausemovetime=999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =command="start" || AnimTime = 0|| AIlevel>0
id =12010

[State 191, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S190,0


[State 191, 3] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Introduction
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0
[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192
[State 0, PosAdd]
type = Posset
trigger1 = time=0
x = 120*facing
[State 0, Turn]
type = Turn
trigger1 = time=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =12010
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(4)>=0 && animelemtime(5)<0
x = 5

[State 0, VelSet]
type = VelSet
trigger1 = animelem=12
x = 3.5
y = -8
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(12)>0 && animelemtime(16)<0 
y = .45
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(16)>0 && animelemtime(27)<0 
y = .35
[State 0, Turn]
type = Turn
trigger1 = animelem=16
[State 0, VelSet]
type = VelSet
trigger1 = animelem=16
x = -3
y = -3
[State 0, VelSet]
type = VelSet
trigger1 = animelem=21
x = -1
[State 0, VelSet]
type = VelSet
trigger1 = animelem=26
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = animelem=26
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=26
physics = S
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=29
x = 16
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=34
x = 11
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=35
x =7
[State 0, VelSet]
type = VelSet
trigger1 = animelem=35
x = 5
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 =animelem=46
x = -9
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=36
x =4
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=50
x =16
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=61
x =-4
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=63
physics = N
;ignorehitpause = 
;persistent = 
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, VelSet]
type = VelSet
trigger1 =animelem=63
x = 4
y=-5
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(63)>0  
y = .55


[State 200, 1]
type = PlaySnd
trigger1 = animelem=3
value = 200,7
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=11
value = 200,1
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=17
value = 200,5
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=28
value = 200,3
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=35
value = 200,0
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=46
value = 181,0
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=51
value = 195,2
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=63
value = 200,14
channel=0
;abspan = 
;ignorehitpause = 
;persistent = 
;---------------------------------------------------------------------------
; Introduction
[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =Time = 0
id =12010
;ignorehitpause = 
;persistent = 
[State 200, 1]
type = PlaySnd
trigger1 =time=270
value = 180,1
channel=0

[State 0, Helper]
type = Helper
trigger1=time=0
trigger2=time=16
trigger3=time=48
helpertype = normal ;player
name ="dead soldiers"
ID =198
stateno =198
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime=999
pausemovetime=999

[State 0, Helper]
type = Helper
trigger1= time=0
helpertype = normal ;player
name ="Soldat"
ID =4006
stateno =4000
pos =0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=999
pausemovetime=999
persistent=0
[State 191, 3] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190, 0
volumescale = 100
channel = 0

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



;---------------------------------------------------------------------------
[Statedef 196]
type    = A
movetype=H
physics = N
poweradd= 0
ctrl = 0
juggle=0
velset=-3,-8
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time=0
value = 5040

[State 0, VelAdd]
type = VelAdd
trigger1 = anim=5040
y = .5

;ignorehitpause = 
;persistent = 
 

[State 0, PosSet]
type = PosSet
trigger1 = pos x > fvar(9) && facing=-1
trigger2 = pos x < fvar(9) && facing=1
x = fvar(9)
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 =pos y>=0&&anim!=193
value =193
[State 200, 1]
type = PlaySnd
trigger1 = animelem=7&&anim=193
value = 195,1
channel=0
[State 0, PosSet]
type = PosSet
trigger1 = anim=193
y = 0
x = fvar(9)
[State 0, VelSet]
type = VelSet
trigger1 = anim=193
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State -3, Landing Sound]
type = PlaySnd
triggerall = anim=193
trigger1 =animelem=1
value = 40, 0

[State 191, 3] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0 && anim=193
value = 0

;---------------------------------------------------------------------------
; 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  = 0                    ;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)
facep2=1



[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 200, 1]
type = HitDef
triggerall= anim=200
trigger1 = AnimElem =2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 10, 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 =8,8               ;Time attacker pauses, time opponent shakes
sparkno = Scond(var(42)=0,cond(var(42)=0,7000+(random%4),1),1)                       ;Spark anim no (Def: set above)
sparkxy = -10*var(18), -76*var(18)               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S2, 0
guard.sparkno= S7500       
getpower=5        ;Sound to play on hit
givepower=5,5
guardsound = S6, 0                ;Sound to play on guard
ground.type = High     
p2facing=1          ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7             ;Time that the opponent slides back
ground.hittime  = ceil(ifelse(var(21)=1,14,ifelse(var(21)=2,15,8)))           ;Time opponent is in hit state
ground.velocity = -5*var(18)
guard.velocity=-4.5 *var(18)           ;Velocity at which opponent is pushed
airguard.velocity = -1.9*var(18),-.8*var(18)     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3.4*var(18),-2.5*var(18)           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime =ceil(ifelse(var(21)=1,45,ifelse(var(21)=2,20,15)))             ;Time before opponent regains control in air
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,28,14))-var(25))
air.fall=1
forcenofall= p2statetype=C
id=200
yaccel=.52*var(18)

;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = command="x" && anim=200 && movecontact
;value = 201
;elem = 1
;ignorehitpause = 
;persistent = 


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I  
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2 
x = 12
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4 
x = -12
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 && prevstateno=200
x = -12
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1



[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 201]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=1



[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type
[State 0, Turn]
type = Turn
trigger1 =facing=enemy,facing
;ignorehitpause = 
;persistent = 


[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5030)
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim2
trigger1 = Time = 0 && !selfanimexist(5030)
value = 5030
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 202
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 202]
type    = A
movetype= H
physics = N
ctrl = 0
[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5061)
value = 5061
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = Time = 0 && !selfanimexist(5061)
value = 5050
[State 5030, 1]
type = VelAdd;Gravity
triggerall = prevstateno!=10003
trigger1 = time>0
y = GetHitVar(yaccel)
[State 5030, 1]
type = VelAdd;Gravity
triggerall = prevstateno=10003
trigger1 = time>0
y =.47*enemy,var(18)
[State 5030, 2]
type = HitVelSet
triggerall = prevstateno!=10003
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 2]
type = VelSet
triggerall = prevstateno=10003
trigger1 = Time = 0
x = -.75*enemy,var(18)
y = -6*enemy,var(18)

[State 5035, 4]
type=selfState
triggerall = time>2
trigger1= Pos Y >=60
value = 5100 ;HITA_FALL

[State 0, SelfState]
type = SelfState
triggerall = alive &&prevstateno=10003
triggerall =canrecover && HitOver  && (time>gethitvar(hittime)) 
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
value =5210
;ctrl =
;ignorehitpause = 0
;persistent = 1

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 203 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 203]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5061)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5061

[State 5035, 2]
type = VelAdd
trigger1 = time>0
y = GetHitVar(yaccel)



[State 5035, 4]
type=selfState
triggerall = time>2
trigger1 = Pos Y >= 60;.
value = 5100 ;HITA_FALL



[State 0, SelfState]
type = SelfState
triggerall = alive
triggerall =canrecover && HitOver && enemy,var(21)=0 && (time>gethitvar(hittime)) 
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
value =5210
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 301]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=1


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

 ;5051 - 4 + type
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 &&prevstateno=5020 && enemy,var(29)
y = -const(size.mid.pos.y)


[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5030)
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim2
trigger1 = Time = 0 && !selfanimexist(5030)
value = 5030
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 302
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 302]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim2
trigger1 = Time = 0 
value =1028
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && anim=1028
y = const(size.mid.pos.y)

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = time>0
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0&&prevstateno!=1051
x = 1
y =1

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0&&prevstateno=1051
x = 1
[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&prevstateno=1051
y = -vel y
;ignorehitpause = 
;persistent = 

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
triggerall= enemy,var(11)
triggerall = alive
triggerall =HitOver && enemy,var(21)=0 && (time>gethitvar(hittime)) &&canrecover
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
y = -const(size.mid.pos.y)-10
[State 0, SelfState]
type = SelfState
triggerall= enemy,var(11)
triggerall = alive
triggerall = p2stateno!=3061
triggerall =HitOver && enemy,var(21)=0 && (time>gethitvar(hittime)) &&canrecover
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
value =5210

[State 5035, 4]
type=changeState
triggerall = time>10
trigger1 = Pos Y >= const(size.mid.pos.y)+40&& vel y >0
value = 303 ;HITA_FALL

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 303]
type    = L
movetype= H
physics = N

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


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5100

[State 820, 1]
type = ChangeAnim2
Trigger1 = animtime=0 && anim=5100
value = 5110


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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .8
[State 0, VelSet]
type = VelSet
trigger1 =time=12
x = 0


[State 0, SelfState]
type = SelfState
trigger1 = time > 2
value =ifelse(alive,5201,5110)



;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd= 0
ctrl = 0
velset = 0,0
anim = ifelse(fvar(6) <25,205,206)
sprpriority =2

[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

[State 200, 1]
type = PlaySnd
triggerall = random <499
triggerall = anim=200
trigger1 = Time = 1
value = 200, 0
channel=0


[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

;[State 210, Width]
;type = Width
;trigger1 = anim=206
;value = 20,0
;edge=27,0
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2 && anim=205
x = 12
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3 && anim=205
x = -2
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4 && anim=205
x = -13

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=1 && anim=206
x = 25
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2 && anim=206
x = -10
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3 && anim=206
x = 6
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5 && anim=206
x = -4
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6 && anim=206
x = -17
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = Scond(var(42)=0,cond(var(42)=0,7010+(random%4),1),1) 
sparkxy = -10*var(18),ifelse(anim=205,-50,-87)*var(18)
hitsound = S2, 1
guard.sparkno= S7500
getpower=15,7 
guardsound = S6, 0
ground.type = High
givepower=20,5
ground.slidetime = 14
guard.ctrltime=10
ground.hittime  = 14
ground.velocity = -5.5*var(18)
guard.velocity=-6*var(18)
air.velocity = -2.5*var(18),-3.5*var(18)
p2facing=1
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,27,16)))
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,27,16))
air.fall=1
forcenofall= p2statetype=C
id=200
yaccel= .47*var(18)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4 && anim=205
trigger2 = animelem=5 && anim=206
movetype = I  
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 207
sprpriority =2
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200,2
channel=0
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 
x = 18
 [State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 
x = -18
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = Scond(var(42)=0,cond(var(42)=0,7010+(random%4),1),1) 
sparkxy = -10*var(18),-95*var(18)
hitsound = S2, 1
guard.sparkno= S7500
getpower=20,7 
givepower=15,5
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime=11
ground.hittime  = 16
ground.velocity = -4.5*var(18)
guard.velocity=-6*var(18)
air.velocity = -1.5*var(18),-8.5*var(18)
p2facing=1
air.hittime=ifelse(var(21)=1,65,ifelse(var(21)=2,31,18))
fall.recovertime=ifelse(var(21)=1,65,ifelse(var(21)=2,31,18))
down.hittime=ifelse(var(21)=1,65,ifelse(var(21)=2,31,18))
air.fall=1
forcenofall= p2statetype=C
id=200
yaccel= .48*var(18)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I  
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd=0
ctrl = 0
velset = 0,0
anim = ifelse(fvar(6) <25,210,211)
sprpriority = 2
facep2=1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
;[State 210, Width]
;type = Width
;trigger1 = anim=211
;value = 23,0


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=1 && anim=210 
x = 31
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2 && anim=210
x = 4
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3 && anim=210
x = 20

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4 && anim=210
x = 12
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5 && anim=210
x = -18
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6 && anim=210
x = -42
[State 0, PosAdd]
type = PosAdd
trigger1 = animtime=0 && anim=210
x = -7

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=1 && anim=211
x = 18
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2 && anim=211
x = -7
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3&& anim=211
x = 35

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4 && anim=211
x = 10

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5 && anim=211
x = 2
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7 && anim=211
x = -17
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8 && anim=211
x = -41
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200, 2
channel=0


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    =30
guardflag = MA
pausetime = 12,12
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
sparkxy = -10*var(18),-70*var(18)
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=40,20 
givepower=20,5
ground.type = High
p2facing=1
guard.ctrltime=14
ground.slidetime =15
ground.hittime  = 19
ground.velocity = -5.5*var(18)
guard.velocity=-7*var(18)
air.velocity = -1.5*var(18),-3*var(18)
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,26,22)))
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,26,22)))
air.fall=1
forcenofall= p2statetype=C
id=200
yaccel= .48*var(18)


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, Width]
type = Width
trigger1 = p2statetype=A && anim=210
player = 35,0
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7&&anim=211
trigger2 = animelem=5 &&anim=210
movetype = I  
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd=0
ctrl = 0
velset = 0,0
anim = 212
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
;[State 210, Width]
;type = Width
;trigger1 = anim=211
;value = 23,0

;ignorehitpause = 
;persistent = 
[State 0, HitBy]
type = HitBy
trigger1 =animelemtime(2)>0&&animelemtime(7)<0 
value = SA,NA,SA,HA,AP
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 


[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

;ignorehitpause = 
;persistent = 


[State 210, 1]
type = PlaySnd
trigger1 = animelem=1
trigger2 = animelem=10
value = 0, 2
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 200, 3
channel=0


;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =211
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    =35
guardflag = MA
pausetime = 12,12
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
sparkxy = -10,-55*var(18)
hitsound = S2, 1
guardsound = S6, 0
guard.sparkno= S7500
getpower=20,5
givepower=15,5
ground.type = High
p2facing=1
guard.ctrltime=12
ground.slidetime =15
ground.hittime  = 15
ground.velocity =-4.5*var(18)
guard.velocity=-5*var(18)
air.velocity =  -4*var(18),-3*var(18)
air.hittime=55
fall.recovertime=ifelse(var(21)=2,35,ifelse(var(21)=1,99,25))
air.fall=1
id=200
yaccel = .51*var(18) 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=2 
statetype = A       ;S,A,C,L
physics =N
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I
statetype=S
[State 0, PosSet]
type = PosSet
trigger1 =animelem=7 
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=7
x = 0
y = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
x = 3*var(18)
y = -5.5*var(18)
;ignorehitpause = 
;persistent = 


[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(2)>0&&animelemtime(7)<0
y = .53*var(18)
[State 200, 1]
type = PlaySnd
trigger1 = animelem=10
value = 200, 4
channel=0

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


;persistent = 

;ignorehitpause = 
;persistent = 

[State 210, 5]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 213
sprpriority =2
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200,2
channel=0
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 
x =30
 [State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2
trigger2 =animelem=3 
x = 8
 [State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4 
x = 11
 [State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 
x = -18
 [State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6 
x = -2
 [State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7 
x = -37

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = HA
pausetime = 8,8
sparkno = Scond(var(42)=0,cond(var(42)=0,7010+(random%4),1),1) 
sparkxy = -10*var(18),-85*var(18)
hitsound = S2, 1
guard.sparkno= S7500
getpower=20,7 
givepower=25,10
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime=11
ground.hittime  = 14
ground.velocity = -4.5*var(18)
guard.velocity=-6*var(18)
air.velocity = -1.5*var(18),6.5*var(18)
p2facing=1
air.hittime=ifelse(var(21)=1,45,ifelse(var(21)=2,26,18))
fall.recovertime=ifelse(var(21)=1,45,ifelse(var(21)=2,26,18))
down.hittime=ifelse(var(21)=1,45,ifelse(var(21)=2,32,18))
air.fall=1
forcenofall= p2statetype=C
id=211
nochainid=cond(p2statetype=A,211,105)
yaccel= .52*var(18)

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = HA
pausetime = 12,12
sparkno = Scond(var(42)=0,cond(var(42)=0,7010+(random%4),1),1) 
sparkxy = -10*var(18),-45*var(18)
hitsound = S2, 1
guard.sparkno= S7500
getpower=20,7 
givepower=25,10
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime=9
ground.hittime  = 14
ground.velocity = -4.5*var(18)
guard.velocity=-6*var(18)
air.velocity = -1.5*var(18),6.5*var(18)
p2facing=1
air.hittime=ifelse(var(21)=1,45,ifelse(var(21)=2,26,18))
fall.recovertime=ifelse(var(21)=1,45,ifelse(var(21)=2,26,18))
down.hittime=ifelse(var(21)=1,45,ifelse(var(21)=2,26,18))
air.fall=1
forcenofall= p2statetype=C
id=211
nochainid=cond(p2statetype=A,211,105)
yaccel= .52*var(18)

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I  
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0;    5
poweradd=0
ctrl = 0
anim = 400
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 200, 1]
type = PlaySnd
triggerall = random <499
triggerall = anim=200
trigger1 = Time = 1
value = 200, 1
channel=0
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =400
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 && (prevstateno=200||prevstateno=400)
x = -12

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2 
x = 12
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3
x = -3
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4 
x = -1

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime=0 
x = -8
[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 10
priority  = 2
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 8,8
givepower=5,5
sparkno = Scond(var(42)=0,cond(var(42)=0,7000+(random%4),1),1) 
sparkxy = -10*var(18),-58*var(18)
hitsound = S2, 0
guardsound = S6, 0
ground.type = Low
getpower=2 
guard.sparkno= S7500
guard.ctrltime=10
ground.slidetime =12
ground.hittime  = 10
fall.recovertime=12
down.hittime=12
air.hittime=12
ground.velocity = -4*var(18)
guard.velocity=-4.5*var(18)
down.velocity=-.5,-5*var(18)
air.velocity = -1.5*var(18),-3*var(18)
air.fall=1
forcenofall= 1
id=208
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A||p2statetype=L) && movehit=1 && (p2stateno!=[201,203])
value =201
ID =208
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I  
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 0;    5
poweradd= 0
ctrl = 0
anim = 405
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200,1
channel=0
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=1
x =22

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x =-22

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3
x =27

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x =3

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6
x =-12

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7
x =3

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime=0
x =-21
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 27
animtype  = Medium
hitflag = MAF
guardflag = LA
pausetime = 8,8
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
sparkxy = -10*var(18),-10*var(18)
guard.sparkno= S7500
hitsound = S2, 2
getpower=20,10  
givepower=10,5
p2facing=1
guardsound = S6, 0
ground.type = low
guard.ctrltime=11
ground.slidetime =15
ground.hittime  = 15
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,55,35))
ground.velocity = -5*var(18)
guard.velocity=-4.5*var(18)
air.velocity = -1.5*var(18),-3.5*var(18)
air.fall=1
yaccel=.49*var(18)
id=200
ground.cornerpush.veloff=-ifelse(var(21)=1,0,6)


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =0
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I  
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0;    6
poweradd= 0
velset=0,0
ctrl = 0
anim = 410
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
trigger2= animelem=10
value = 0, 2
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200,2
channel=0
;This is the first hit, triggered on the 3rd element of animation.

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x =24


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3
x =21
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x =-4
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
x =-3



[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6
x =-5
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7
x =-33






[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = command="holdz" && animelem=5 && AIlevel=0
trigger2 = AIlevel >0 && random >45*AILEVEL && movehit && animelemtime(9)>=0&& animelemtime(10)<0 && var(21)=1
value = anim
elem = 9
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=9
x =38
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=10
x =14
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=11
x =-11
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=12
x =33
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=14
x =2
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=15
x =-5
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=16
x =-23



[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    =45
animtype  = Medium
hitflag = MAF
guardflag = LA
pausetime = 10,10
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
sparkxy = -10*var(18),-10*var(18)
guard.sparkno= S7500
hitsound = S2, 2
getpower=20,10  
givepower=10,5
p2facing=1
guardsound = S6, 0
ground.type = low
guard.ctrltime=16
ground.slidetime =16
ground.hittime  = 16
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,45,35))
ground.velocity = -1*var(18),-6*var(18)
guard.velocity=-5.5*var(18)
air.velocity = -1*var(18),-6*var(18)
air.fall=1
yaccel=.42*var(18)
id=440

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 12 
attr = C, NA
damage    =45
animtype  = Medium
hitflag = MAFD
guardflag = LA
pausetime = 10,10
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
sparkxy = -10*var(18),-10*var(18)
guard.sparkno= S7500
hitsound = S2, 2
getpower=20,10  
givepower=10,5
p2facing=1
guardsound = S6, 0
ground.type = low
guard.ctrltime=16
ground.slidetime =16
ground.hittime  = 16
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,45,35))
ground.velocity = -1*var(18),-6*var(18)
guard.velocity=-5.5*var(18)
air.velocity = -1*var(18),-9*var(18)
down.velocity=-1*var(18),-7*var(18)
air.fall=1
yaccel=.42*var(18)
id=997
chainid=439+(var(21)=1)
[State 0, VarSet]
type = VarSet
trigger1 = animelem=11 && var(21)=1
v = 11   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I 

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = animelem=8
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0;    1
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 0, VarSet]
type = Varadd
trigger1 = movehit && p2statetype=A
v = 14    ;fv = 10
value = 1
ignorehitpause =1
persistent =0
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    =13
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = Scond(var(42)=0,cond(var(42)=0,7000+(random%4),1),1) 
sparkxy = -10*var(18),-58*var(18)
hitsound = S2, 0
getpower=10,5  
givepower=5,5
guardsound = S6, 0
guard.sparkno= S7500
ground.type = High
ground.slidetime = 5
ground.hittime  = ceil(ifelse(var(21)=1,20,ifelse(var(21)=2,12,10))-(var(25)))
ground.velocity = -4*Var(18)
air.velocity = -1.3*Var(18),ifelse(p2bodydist y <=-30,-1,-3.5)*Var(18)
air.hittime=ceil(ifelse(var(21)=1,20,ifelse(var(21)=2,12,10))-(var(25)))
fall.recovertime=ceil(ifelse(var(21)=1,20,ifelse(var(21)=2,12,10))-(var(25)))
air.fall=1
forcenofall= p2statetype=C
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1



[State 600, 3]
type =ctrlset
trigger1 = Time = 18
value=1
;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 0;    1
poweradd= 0
ctrl = 0
anim = 605
sprpriority = 2
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 23
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = Scond(var(42)=0,cond(var(42)=0,7010+(random%4),1),1) 
sparkxy = -5*var(18),-50*var(18)
hitsound = S2, 1
getpower=10,10  
givepower=7,5
guardsound = S6, 0
ground.type = High
guard.sparkno= S7500
ground.slidetime = 9
ground.hittime  = 14
ground.velocity = -4*Var(18)
air.velocity = -2*Var(18),-4.5*Var(18)
air.hittime=ceil(ifelse(var(21)=1,27,ifelse(var(21)=2,24,17)))
fall.recovertime=ceil(ifelse(var(21)=1,27,ifelse(var(21)=2,24,17)))
air.fall=1
forcenofall= p2statetype=C
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1



[State 600, 3]
type =ctrlset
trigger1 =animtime=0
value =1

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0;    1
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1 = movehit=1 
anim =10000
ID = 610
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200, 3
channel=0
[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 35
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
sparkxy = -13*var(18),-53*var(18)
hitsound = S2, 2
getpower=30,15 
givepower=10,5
guardsound = S6, 0
guard.sparkno= S7500
animtype = Med
ground.type = High
ground.slidetime = 9
ground.hittime  = ceil(ifelse(var(21)=1,23,ifelse(var(21)=2,21,19)))
guard.ctrltime=19
ground.velocity = -5*Var(18)
air.velocity = -3*Var(18),6.75*Var(18)
air.hittime=ifelse(var(21)=1,34,ifelse(var(21)=2,25-((numexplod(610)>4)*7),25-((numexplod(610))*3)))
fall.recovertime=ifelse(var(21)=1,34,ifelse(var(21)=2,25-((numexplod(610)>4)*7),25-((numexplod(610))*3)))
air.fall=1
forcenofall= p2statetype=C
id=999
yaccel=.47
envshake.time = 12
envshake.ampl = 4
envshake.freq=85


[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1







[State 600, 3]
type = changestate
trigger1 =animtime=0
value = 57
ctrl=1


;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 700]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd= -350
ctrl = 0
velset = 0,0
anim = 700
sprpriority =2
[State pal, *]
type = PalFX
trigger1 = time = 0
time = 8
add = 128,128,128
sinadd = -128,-128,-128,16
invertall = 0
color = 256
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200,7
channel=0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=1
x = 4
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x = 18
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
x = 3


[State 210, 2]
type = HitDef
trigger1 =!movecontact
attr = S, NA
animtype  = Medium
damage    = 5
guardflag = MA
pausetime = 7,7
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
sparkxy = -10,-85
hitsound = S2, 2
guard.sparkno= S7500
getpower=0,0 
givepower=5,5
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime=16
ground.hittime  = 20
ground.velocity = -8.5*var(18),-5.5*var(18)
guard.velocity=-3
air.velocity = -7.5*var(18),-5.5*var(18)
p2facing=1
air.hittime=23
fall.recovertime=23
air.fall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I  
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0;    0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = 0

[State 800, 1]
type = HitDef
triggerall = fvar(6) <=82
Trigger1 = Time = 1
attr = S, NT         ;Attributes: Standing, Normal Throw         ;Affect only ground people who are not being hit
priority = 2    ;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" && AIlevel=0||(AIlevel >0 && backedgebodydist>200&&random<85*AIlevel),1,-1)
p2facing = 1          ;Force p2 to face KFM
p1stateno = 810       ;On success, KFM changes to state 810
p2stateno = 820       ;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
id=800
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 =var(21)>0
v = 5  ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 = (p2stateno=[140,155])||p2movetype=H
v = 5  ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 = (p2stateno!=[140,155])&&p2movetype=I
v = 5  ;fv = 10
value =0
[State 200, 1]
type = PlaySnd
trigger1 = time=8
value = S5000,1
channel=0
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 80


[State 0, VarSet]
type = VarSet
trigger1 = (random<50*(enemy,AIlevel))&&var(5)=0&&(enemy,AIlevel)>0&&time=0
trigger2 = (random<62*(enemy,AIlevel))&&var(5)=2&&(enemy,AIlevel)>0&&time<3
v = 20   ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = (time=[1,21])&&((enemy,command="z")||(enemy,command="x"&&enemy,command="a")||(enemy,command="x"&&enemy,command="y")||(enemy,command="y"&&enemy,command="z"))&&var(5)=2&&enemy,AIlevel=0
trigger2 = (time=[1,6])&&((enemy,command="z")||(enemy,command="x"&&enemy,command="a")||(enemy,command="x"&&enemy,command="y")||(enemy,command="y"&&enemy,command="z"))&&var(5)=0&&enemy,AIlevel=0
trigger3 = var(20)=1&&(var(5)=0||var(5)=2)&&(enemy,AIlevel>0)&& time >7
value =811
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time=9&&var(5)=1
trigger2= time=12&&var(5)=0
value = 810
elem = 2
[State 0, VarSet]
type = VarSet
trigger1 = var(5)>=1
v = 19    ;fv = 10
value = 1
[State 0, Explod]
type = Explod
triggerall =numexplod(840)<1
trigger1 =time=1 && var(5)=1
trigger2= (time=12) && var(5)=0
trigger3= (time=26) && var(5)=2
anim =840
ID =840
pos = 110,-137
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=9
vel = 0,0
accel = 0,0
random = 0,0
scale = 4,4
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =time=1 && var(5)=0
anim =842
ID =841
pos = 110,-137
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=14
vel = 0,0
accel = 0,0
random = 0,0
scale = 4,4
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =time=1 && var(5)=2
anim =841
ID =841
pos = 110,-137
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=28
vel = 0,0
accel = 0,0
random = 0,0
scale = 4,4
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=[0,5]
ID =840
scale = (2-((time)*.12))*var(18),(2-((time)*.12))*var(18)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =840
scale = 2,2
facing=facing

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=[0,5]
ID =841
scale = (2-((time)*.12))*var(18),(2-((time)*.12))*var(18)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =841
scale = 2,2
facing=facing

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
value = S0, 2
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
value = S200,random%2
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = S2,1
channel=2
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = S200,2
channel=0
[State 0, Width]
type = Width
trigger1 = 1
edge = 120,0
player = 0,0
;value = 0,0
[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 2

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1)>= 0&&animelemtime(2)<0
pos = 99,0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
anim =cond(var(42)=0,cond(var(42)=0,7010+(random%4),1),1) 
ID =7010
pos = 112,-132
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(2)>= 0&&animelemtime(3)<0
trigger2 = AnimElemtime(6)>= 0&&animelemtime(7)<0
trigger3 = AnimElemtime(10)>= 0&&animelemtime(11)<0
pos =100,-135



[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(3)>= 0&&animelemtime(5)<0
trigger1 = AnimElemtime(7)>= 0&&animelemtime(9)<0
trigger1 = AnimElemtime(11)>= 0&&animelemtime(13)<0
pos =138,-129



[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemtime(5)>= 0&&animelemtime(6)<0
trigger1 = AnimElemtime(9)>= 0&&animelemtime(10)<0
trigger1 = AnimElemtime(13)>= 0&&animelemtime(14)<0
pos =89,-149


[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemtime(14)>=0 && animelemtime(15)<0
pos = 104,-161
[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemtime(15)>=0 && animelemtime(16)<0
pos = 114,-144
[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem=16
pos = 153,-124
;ignorehitpause = 
;persistent = 

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = -15
kill=0


[State 1010, 6] ;Opponent near
type = HitDef
trigger1 =AnimElem=16
attr = S, NT
air.animtype= up
animtype  = Hard
damage    = 25, 15
priority  = 5
hitflag=MAF
guardflag = MA
pausetime = 5,5
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
guard.sparkno= S7510
sparkxy = -16*var(18),-77*var(18)
hitsound =S2, 5
getpower=25,10
givepower=20,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = ifelse(var(21)=1,28,ifelse((p2stateno=[120,155]),26,23))
guard.ctrltime=26
down.hittime=20
ground.velocity = -5.5
air.velocity = -9.5*var(18),-3*var(18)
down.velocity=-3,-12.8
guard.velocity=-5
air.fall=1
forcenofall=ifelse(p2statetype!=A,1,0)
fall.recovertime=50
air.hittime=50
down.hittime=50
yaccel=.65
id=20010
envshake.time = 5
envshake.ampl = 7
envshake.freq=85



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

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 811]
type    = S
movetype= A
physics = S
anim = 830
poweradd = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 5000,0
channel=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =  840
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =  841
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -11
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=811
value =812
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =time=9&&enemy,var(5)=1
trigger2=time=12&&enemy,var(5)=0
value = 820
elem = 2
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NT
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

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

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = enemy,stateno!=810&& enemy,stateno!=812
value = 5050
;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = -1.5,-7.25
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .55

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 45
trigger2 = FrontEdgeBodyDist < 45
value = 1
movecamera = 0,1

;ignorehitpause =
;persistent =

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1047

;anim =
;ignorehitpause = 
;persistent = 


[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = alive
triggerall =time >25&&var(19)=0
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 20
value = 5100 ;Hit ground
;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1045]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = ifelse(p2stateno=3051,1029,1025)
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && (enemy,var(11)||p2stateno=3051)
y = const(size.mid.pos.y)-10
[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1046

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1046]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45*enemy,var(18)

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

;ignorehitpause =
;persistent =

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1047

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1047]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)
[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1026
[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = (15 - BackEdgeBodyDist)*enemy,var(18)

[State 1027, Stop moving]
type = PosFreeze
trigger1 = time =[1,30]
value=1
[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3




[State 1027, State]
type = ChangeState
trigger1 = time >30
value = 1048

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1048]
type    = A
movetype= H
physics = N
[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027
[State 0, SelfState]
type = SelfState
triggerall =enemy,var(19)=0  && alive
trigger1=(time=[1,20])&& command="recovery" 
trigger2 = (time=[1,5])&&var(16) = 1&& p1name="Training"
trigger3 =(time=[1,5])&& AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 
value =5210


[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6*enemy,var(18)

[State 1028, Vel X]
type = VelSet
triggerall = anim!=5052
trigger1 = Time = 0
x = .5*enemy,var(18)

[State 1028, Vel X]
type = VelSet
triggerall = anim=5052
trigger1 = Time = 0
x = -.5*enemy,var(18)


[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .48*enemy,var(18)

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 1028, Turn]
type = Turn
triggerall = anim!=5052
trigger1 = (Time = 0) && (BackEdgeDist < 30)
[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 15)
value = 5100
;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 812]
type    = S
movetype= A
physics = S
poweradd = 0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 831

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -11*enemy,var(18)
[State 810, State End]
type = selfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt

[Statedef 830]
type    = A
movetype= A
physics =A
juggle  = 0;
ctrl = 0
anim = 850
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = 0

            ;Force p2 into falling down
[State 800, 1]
type = HitDef
triggerall= p2statetype=A
Trigger1 = Time = 0
attr = A, NT         ;Attributes: Standing, Normal Throw         ;Affect only ground people who are not being hit
priority = 2    ;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 = 831      ;On success, KFM changes to state 810
p2stateno = 832       ;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   
id=800
air.velocity = -13*var(18), -5*var(18)
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 =p2movetype=A
v = 5  ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 = (p2stateno=[140,155])||p2movetype=H
v = 5  ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 = (p2stateno!=[140,155])&&p2movetype=I
v = 5  ;fv = 10
value =0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 57
ctrl = 0

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 831]
type    = A
movetype= A
physics = N
velset=0,0
anim = 851
poweradd =80


[State 0, VarSet]
type = VarSet
trigger1 = (random<50*(enemy,AIlevel))&&var(5)=0&&(enemy,AIlevel)>0&&time=0
trigger2 = (random<62*(enemy,AIlevel))&&var(5)=2&&(enemy,AIlevel)>0&&time<3
v = 20   ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 =  (time=[1,21])&&((enemy,command="z")||(enemy,command="x"&&enemy,command="a")||(enemy,command="x"&&enemy,command="y")||(enemy,command="y"&&enemy,command="z"))&&var(5)=2&&enemy,AIlevel=0
trigger2 =(time=[1,13])&&((enemy,command="z")||(enemy,command="x"&&enemy,command="a")||(enemy,command="x"&&enemy,command="y")||(enemy,command="y"&&enemy,command="z"))&&var(5)=0&&enemy,AIlevel=0
trigger3 = var(20)=1&&(var(5)=0||var(5)=2)&&(enemy,AIlevel>0)&& time >7
value =835

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time=9&&var(5)=1
trigger2= time=13&&var(5)=0
value = 851
elem = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =time=0
v =4     ;fv =
value = -6

[State 0, VarSet]
type = VarSet
trigger1 =var(16)<0
v =4    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 = var(5)>=1
v = 19    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = time >30
v = 21   ;fv = 10
value = 0

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall =numexplod(840)<1
trigger1 =time=1 && var(5)=1
trigger2= (time=13) && var(5)=0
trigger3= (time=26) && var(5)=2
anim =840
ID =840
pos = 36*var(18),-73*var(18)
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=9
vel = 0,0
accel = 0,0
random = 0,0
scale = 2*var(18),2*var(18)
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =time=1 && var(5)=0
anim =842
ID =841
pos = 36,-73
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=14
vel = 0,0
accel = 0,0
random = 0,0
scale = 2*var(18),2*var(18)
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =time=1 && var(5)=2
anim =841
ID =841
pos = 36*var(18),-73*var(18)
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=28
vel = 0,0
accel = 0,0
random = 0,0
scale = 2*var(18),2*var(18)
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=[0,5]
ID =840
scale = (2-((time)*.12))*var(18),(2-((time)*.12))*var(18)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =840
scale = 2,2
facing=facing

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=[0,5]
ID =841
scale =(2-((time)*.12))*var(18),(2-((time)*.12))*var(18)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =841
scale = 2,2
facing=facing

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S200,5
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=3
value = S4,0
channel = 1
[State 0, SprPriority]
type = SprPriority
trigger1 =animelem=1
value = 2
;ignorehitpause =
;persistent =
[State 0, SprPriority]
type = SprPriority
trigger1 =animelem=2
value = -2

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
edge = 60,0
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 87,-114
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 47,-151
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos =99,-157
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 4
pos =114,-168

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 853
ID = 853
pos = 100,-161
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem=4
value = -60
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = animelem=5
x = -3*var(18)
y = -5*var(18)

[State 0, EnvShake]
type = EnvShake
trigger1 =animelem=4
time = 12
freq = 60
ampl = -4
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=4
value = S4,2
channel =1

;ignorehitpause = 
;persistent = 

[State 0, TargetState]
type = TargetState
trigger1 =animelem=4
value =1025
;ignorehitpause = 
;persistent = 

;abspan = 
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
physics = A         ;A,C,S,N
;ignorehitpause = 
;persistent = 


;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 832]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 852
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=835
value =836
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 
[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem=3
time = 45
add = 25,-200,40
mul = 150,0,150
sinadd = -75,0,-75,10
invertall = 0
color = 256

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =enemy,animelem=2
value =anim
elem = 2
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 1
movecamera = 1,0

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = enemy,stateno!=831
value = 5050
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 833]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
triggerall = p2stateno!=3001
Trigger1 = Time = 0 && prevstateno!=[800,899]
value = 854
[State 820, 1]
type = ChangeAnim2
triggerall = p2stateno=3001
Trigger1 = Time = 0 
value = 1029
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = S,HP
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&p2statetype=A&&p2stateno=810
x = -3
y = 7
[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&p2statetype!=A&&p2stateno=810
x = 6.5
y = -5
[State 0, HitVelSet]
type = HitVelSet
trigger1 =time=0 &&p2stateno!=810
x = 1
y = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >=ifelse(anim=820,15,0)&& (time >5||p2statetype=A)
value = 834
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 834]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-5
x = -3
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0


[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0
triggerall = alive
trigger1 = time > 27 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 27 
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > 27
value =5201

[State 0, ChangeState]
type = selfState
trigger1 = time>67
value = ifelse(!alive, 5110,5120)

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 835]
type    = A
movetype= I
physics = A
anim = 5040
poweradd = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 5000,1
channel=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =  840
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =  841
;ignorehitpause =
;persistent =

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


;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 836]
type    = A
movetype= I
physics = N
poweradd = 0
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5040

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -6
y=-5
[State 0, Gravity]
type = Gravity
trigger1 =1

[State 810, State End]
type = selfState
trigger1 = pos y>0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; Ground bounce up
[Statedef 837]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset=0,0
sprpriority =-1

;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = 5100

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=5
value = 50061

[State 0, VelSet]
type = VelSet
trigger1 = time=3
y=-5.25*enemy,var(18)
x=-1*enemy,var(18)

[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .5*enemy,var(18)

[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0
triggerall = alive
trigger1 = time > 24 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 24 
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > 24 
value =5210


[State 0, SelfState]
type = SelfState
trigger1 = pos y>0 && time>20
value =5100  
;---------------------------------------------------------------------------
; Kung Fu Palm
[Statedef 1000]
type    = S
movetype= I
physics = N
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim =300
ctrl = 0
sprpriority = 1
[State 2200, end]
type = ChangeState
triggerall = time=0
trigger1 = numhelper(4000)=0
trigger2 = var(36)
value = 1003

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S200,0
channel = 0



[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=========================================================================================================
; Kung Fu Palm
[Statedef 1003]
type    = S
movetype= I
physics = N
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim = 301
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,1
channel = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = animelemtime(3)>=0&&animelemtime(11)<0
value = 0
;ignorehitpause = 
;persistent = 
[State 0, Turn]
type = Turn
trigger1 = animelem=11 && fvar(6) <-50
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(3)>=0&&animelemtime(11)<0
x = 14
;ignorehitpause = 
;persistent = 


[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl =1
;=========================================================================================================
; Kung Fu Palm
[Statedef 1004]
type    = A
movetype= A
physics = A
juggle  = 0;    4
poweradd= 0

anim =650
ctrl = 0
sprpriority = 1


[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 =time=0 && var(21)=1  &&prevstateno=[600,699]
v = 21   ;v = 570
value = 0


[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 652
ID = 1105
pos =64,-106
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=0
persistent=0


[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 1005
ID = 1105
pos =10,-112
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=0
persistent=0
;elem = 1
;ignorehitpause = 
;persistent = 

[State 630, 1]
type = PlaySnd
trigger1 = time=0
value = S200, 2
channel=0
persistent=0
[State 630, 1]
type = PlaySnd
trigger1 = time=0
value =4, 0
channel=1
persistent=0
;ignorehitpause = 
;persistent = 
[State 920, 色]
type = PalFX
trigger1 =time<13
time = 1
add = 180,70,20
sinadd = 64,32,5,3
   ;I,A,H
;ignorehitpause = 
;persistent = 

[State 0, ReversalDef]
type = ReversalDef
trigger1 = time=0
reversal.attr = A,AA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 9,9
;sparkxy = 0,0 ;offset
p1stateno =1005
p2stateno=1006
hitsound = S2,2
sparkno = -1



;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 1005]
type    = A
movetype= A
physics = N
anim = 651
poweradd =80
velset=0,-8.5
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =time=0 
id = 1105
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
trigger1= numhelper(4000)=0 &&time=0
trigger2= numhelper(4000)=1
trigger2= helper(4000),var(5)
helpertype = normal ;player
name ="Soldat"
ID =4000
stateno =4000
pos = -120,-530
postype = p1   ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=999
pausemovetime=999
[State 0, SprPriority]
type = SprPriority
trigger1 =animelem=1
value = -2
[State 810, Grab Sound]
type = PlaySnd
trigger1 = time=0
value = 1, 1


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
pos =25,-213
[State 0, Gravity]
type = Gravity
trigger1 = animelemtime(1)>0&&animelemtime(3)<0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =animelem=3  && pos y <-20
value = anim
elem = 1
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos =62,-148
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem=4
pos =52,-121

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem=3
value = -20
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
statetype=S
[State 0, PosSet]
type = PosSet
trigger1 =animelem=3
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = 0
y = 0

[State 0, EnvShake]
type = EnvShake
trigger1 =animelem=3
time = 8
freq = 60
ampl = -4
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S2,4
channel =1


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1006]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 653

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =time=0
value =anim
elem = 3
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 1
movecamera = 1,0

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = enemy,stateno!=1005
value = 5050
;=========================================================================================================
; Kung Fu Palm
[Statedef 1007]
type    = A
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0

anim =304
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 6
value = S200,1
volume = 255
channel = 0



[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 0, VelSet]
type = VelSet
trigger1 = animelem=1
x = 0
y = -1.1
[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2)=6
x = 0
y = 15
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelemtime(3)<0 && pos y >=0
value = anim
elem = 3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,7
volume = 255
channel =1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S4,4
volumescale = 40
channel =2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  animelem=3
statetype = S
physics = S
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  animelem=5
movetype = I        ;I,A,H
[State 0, PosSet]
type = PosSet
trigger1 = animelem=3
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=3 
time = 8
freq = 60
ampl = 3
phase = 90
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 =animelem = 3
anim =6501
ID = 6500
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .8,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
pausemovetime=99
removeongethit = 1
ignorehitpause=1
persistent=0
 
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Medium
damage    =65
guardflag = MA
hitflag=MAFD
pausetime = 6,6
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
sparkxy = -10,-45
hitsound = S2, 6
guardsound = S6, 0
guard.sparkno= S7500
getpower=40,5
givepower=30,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 16
ground.velocity = -0,-14
guard.velocity=-6
air.velocity =  0,-14
air.hittime=ceil(ifelse((var(21)=1||var(19)&&var(21)!=2),95,ifelse(var(21)=2,65,45)))
fall.recovertime=ceil(ifelse((var(21)=1||var(19)&&var(21)!=2),95,ifelse(var(21)=2,65,45)))
fall=1
id=200
yaccel=.47
[State -2, Helper]
type = Helper
trigger1 = movehit&&numhelper(11009)<1
helpertype = normal ;player
name = "trail"
ID = 11009
stateno = 7000
pos = -30,-10
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A||p2statetype= L) && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, SelfState]
type = changeState
trigger1 =animtime=0
value =0
ctrl=1
;---------------------------------------------------------------------------
; Ground Bounce
[Statedef 1029]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority =-1
facep2=1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&& p2stateno!=810
value = 5030

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=2&& p2stateno!=810
value = 5160

[State 0, VelSet]
type = VelSet
trigger1 = time=0
y=12*enemy,var(18)
x=-1*enemy,var(18)

;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .55*enemy,var(18)
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 && p2stateno!=810
y = -40*enemy,var(18)
ignorehitpause =1
;persistent =

[State 0, SelfState]
type = changeState
trigger1 = pos y>=-5
value =1030

;---------------------------------------------------------------------------
; Ground bounce up
[Statedef 1030]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset=0,0
sprpriority =-1
[State 0, PosSet]
type = PosSet
trigger1 =time=[0,2]
y = 0
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = 5100

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=5
value = 50061

[State 0, VelSet]
type = VelSet
trigger1 = time=3
y=-7.25*enemy,var(18)
x=-1*enemy,var(18)

[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .5*enemy,var(18)

[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0
triggerall = alive
trigger1 = time > 22 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 22 
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > 22 
value =5210


[State 0, SelfState]
type = SelfState
trigger1 = pos y>0 && time>20
value =5100  


;---------------------------------------------------------------------------
; Strong Kung Fu Palm
; CNS difficulty: medium
[Statedef 1006]
type    = S
movetype= A
physics = S
juggle  = 0;    ifelse(command="HCF4",3,6)
poweradd= 0
velset = 0,0
anim = 1002
ctrl = 0
sprpriority =4

[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = var(10)=1 && time=0
value = SCA
;value2 = S,NA
time = 5
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 =animelemtime(7)<0&&prevstateno=[1000,1009]
time = 2
 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1020)>1 && time=0 && var(21)>0
v = 21   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1&& numexplod(1020)=0  &&prevstateno=[200,640]
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A 
trigger2=time=5 && var(6)=2 && numexplod(1020)=0
v =21   ;v = 570
value = 1
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1 = movehit=1
anim =10000
ID = 1020
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, SprPriority]
type = SprPriority
trigger1 = movehit
value = -2
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 = animelem=4
anim =1003
ID = 1003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 =var(21)=0
v = 11    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =var(21)>0&& movehit=1 && p2stateno=[300,305]
v = 11    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 


[State 1010, 1]
type = PlaySnd
trigger1 = Time = 9
value = 0, 3



;[State 0, VarSet]
;type = VarSet
;triggerall = AILevel=0
;trigger1 = time=0
;v = 2  ;fv = 10
;value = ifelse(command = "QCB_y",1,ifelse(command="QCB_z",2,3))

;ignorehitpause =

;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)>0
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1



;ignorehitpause =
;persistent =
;[State 0, VarSet]
;type = VarSet
;triggerall = AILevel>0
;triggerall = var(31)!=20
;triggerall=time=0||var(2)=0
;triggerall = fvar(6)<85 || prevstateno=211 && p2stateno=[120,155]
;trigger1 =  (p2movetype!=I || var(31)=7)
;trigger2 = p2movetype=A && p2statetype=A
;v = 2   ;fv = 10
;value = 1
;[State 0, VarSet]
;type = VarSet
;triggerall = AILevel>0
;triggerall=time=0||var(2)=0
;triggerall = fvar(6)>130 && p2statetype=A 
;triggerall =var(31)=0
;trigger1 =  (p2movetype!=I)
;trigger2 = time>=2&& var(2)=0 && (var(21)!=0)
;v = 2   ;fv = 10
;value = 2
;
;[State 0, VarSet]
;type = VarSet
;triggerall = AILevel>0
;triggerall = power >=250
;triggerall = random<499 || var(31)>0
;triggerall=time=0
;trigger1 = var(4)=0 && (var(21)=0&&p2movetype=H&&(p2stateno!=[120,155])&&prevstateno=[200,440]) && var(31)=0
;trigger2= var(31)=20
;v = 2   ;fv = 10
;value = 3



[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && prevstateno!=1001
value = 200, 8
channel=0




[State 0, VelSet]
type = VelSet
trigger1=time=0
x = 4



[State 1010, 6] ;Opponent near
type = HitDef
trigger1 = animelem=4 && p2statetype!=C
attr = S, SA
air.animtype= up
animtype  = Hard
damage    =50, 5
priority  = 5
pausetime = 5,10
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
guard.sparkno= S7510
sparkxy = -10,-57
hitsound = S2, 4
getpower=20,10
guardsound = S6, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
guard.ctrltime=14
ground.velocity = -0,-8.5
air.velocity = -0,-7.5
fall.recovertime=ifelse(var(21)>0,65,ceil(55-(var(27))))
air.hittime=ifelse(var(21)>0,65,ceil(55-(var(27))))
guard.velocity=-5
air.fall=1
yaccel=.48
nochainID = ifelse(var(21)>0,997,998)
id=ifelse(var(21)>0,997,998)
envshake.time = 8
envshake.ampl = 7
envshake.freq=85

;ignorehitpause = 
;persistent = 


[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=1034&&p2stateno!=[1031,1032]) && var(21)=0
value =1034
ID =998
ignorehitpause =1 


[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=[301,303]) && var(21)>0
value =301
ID =997
ignorehitpause =1

[State 0, VarSet]
type = VarSet
triggerall = prevstateno=[200,499]
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 0, VarSet]
type = Varadd
trigger1 = var(21)=1 && movehit=1
v =7   ;fv = 10
value = 2


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


[State 0, VarSet]
type = VarSet
triggerall = var(21)=2
trigger1 = time=0 && numexplod(1020)>1
v = 21   ;v = 570
value = 1
ignorehitpause =1



[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Kung Fu Palm
; CNS difficulty: medium
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 0;    ifelse(command="HCF4",3,6)
poweradd= 0
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2
facep2=1



[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1  &&prevstateno=[200,1100]
trigger2 = p2movetype!=A && animelemtime(5)<0
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 0, VarSet]
type = VarSet
triggerall = var(2)!=3
triggerall = AILevel=0 
trigger1 = time=0
v = 2  ;fv = 10
value = ifelse(command = "QCF_y",0,ifelse(command="QCF_z",1,2))
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
triggerall =  var(31)=0
triggerall = p2stateno!=5201
trigger1 =  helper(10003),var(20)
v = 2   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
triggerall =  var(31)=0
trigger1 =  helper(10003),var(21)
trigger2 = prevstateno=[200,499]
v = 2   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall = power >=270
triggerall =  var(31)=0
triggerall = fvar(6)<100
triggerall = random<499
triggerall = p2stateno!=5201 || p2statetype=L
triggerall=time=0&&var(31)=0
trigger1 = var(4)=0 && (var(21)=0&&p2movetype=H&&(p2stateno!=[120,155]))
v = 2   ;fv = 10
value = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = ifelse(var(2)=0,1000,ifelse(var(2)=1,1001,1002))
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=1 &&var(2)<=0 && anim!=1000
value = 1000
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = ifelse(Var(21)=2,1,3)
persistent=0
ignorehitpause=1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = var(2)=2 && time =0
value = -250
;ignorehitpause = 
;persistent = 


[State 0, Helper]
type = Helper
triggerall = var(2)=2
trigger1 = time=0
helpertype = normal ;player
name = "powerup"
ID =1056
stateno =1056
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0


[State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = animelem = 2
anim = 1005
ID = 313
pos = 0,-116
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 5,0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Helper]
type = Helper
trigger1 = animelem  =2
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =61,-161
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=const(size.xscale)
size.yscale=const(size.xscale)
;
;[State 0, TargetState]
;type = TargetState
;trigger1 =movehit=1 && (p2stateno!=[1034,1036]) &&p2statetype!=L
;value =1034
;ID =202
;ignorehitpause =1 

 
[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------
; Wall bounce
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && prevstateno=832
y = -const(size.mid.pos.y)
;ignorehitpause = 
;persistent = 

;persistent = 

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0 
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45*enemy,var(18)

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65*enemy,var(18)
trigger2 = FrontEdgeBodyDist < 65*enemy,var(18)
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20*enemy,var(18)
trigger2 = FrontEdgeBodyDist <= 20*enemy,var(18)
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30*enemy,var(18))

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = (15 - BackEdgeBodyDist)*enemy,var(18)

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 0, SelfState]
type = SelfState
triggerall =enemy,var(19)=0  && alive
trigger1=(time=[1,20])&& command="recovery" 
trigger2 = (time=[1,20])&&var(16) = 1&& p1name="Training"
trigger3 = AILevel >0 && random<99 && enemy,stateno!= 3050 
value =5210

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6*enemy,var(18)
[State 1028, Vel X]
type = VelSet
triggerall = anim!=5052
trigger1 = Time = 0
x = ((p2dist x/2)/5)
[State 1028, Vel X]
type = VelSet
triggerall = anim=5052
trigger1 = Time = 0
x = -((p2dist x/2)/5)
[State 0, VelMul]
type = VelMul
trigger1 =time <15
x = .88




[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .38*enemy,var(18)

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 1028, Turn]
type = Turn
triggerall = anim!=5052
trigger1 = (Time = 0) && (BackEdgeDist < 30)
[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; Trip/fast fall back down
[Statedef 1031]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority =-1
[State 0, Turn]
type = Turn
trigger1 =facing= enemy,facing 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&& p2stateno=405 || enemy,prevstateno=405
value = 5070
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&& anim!=5070 && p2stateno!=831
value = 5030

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno!=405 && enemy,prevstateno!=405
trigger1 = time=2&& anim=5030
value = ifelse(selfanimexist(5161),5161,5160)

[State 0, VelSet]
type = VelSet
trigger1 = time=0 && anim=5030
y=15*enemy,var(18)
x=0
[State 0, VelSet]
type = VelSet
trigger1 = time=0 && anim=852
y=10*enemy,var(18)
x=-7*enemy,var(18)
;ignorehitpause = 
;persistent = 
[State 0, HitVelSet]
type = HitVelSet
trigger1 =time=0 && anim=5070 
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = ifelse(anim=5070,.75,.55)*enemy,var(18)

;persistent =

[State 0, SelfState]
type = changeState
triggerall = time >ifelse(anim=5070,5,0)
trigger1 = pos y>=-5
value =1032

;---------------------------------------------------------------------------
; Ground bounce up
[Statedef 1032]
type    =L
movetype= H
physics = N
poweradd= 0
velset=0,0
ctrl = 0
sprpriority =-1
[State 0, PosSet]
type = PosSet
trigger1 =time=[0,4]
y = 0
;ignorehitpause =
;persistent =
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0  && selfanimexist(5101)
value = 5101
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0  && !selfanimexist(5101)
value = 5100

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && (anim!=[5110,5111])&& !selfanimexist(5111)
value = 5110
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  animtime=0 && (anim!=[5110,5111])&& selfanimexist(5111)
value = 5111
[State 0, EnvShake]
type = EnvShake
trigger1 =time=0 
time = 5
freq = 60
ampl = -4
phase = 90
;ignorehitpause = 
;persistent = 


[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0
;triggerall = enemy,var(25)=0
triggerall = alive
trigger1 = time > 27 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 27
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > 28 
value =5201

[State 0, SelfState]
type = SelfState
trigger1 = pos y>=0 && time>40
value =ifelse(!alive, 5110,5120)
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 1033]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=1


[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type

 ;5051 - 4 + type

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5030)
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim2
trigger1 = Time = 0 && !selfanimexist(5030)
value = 5030
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 1029
;---------------------------------------------------------------------------
; hitshakestae for trip or fast fall
; CNS difficulty: easy
[Statedef 1034]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=1

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type


 ;5051 - 4 + type

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5030)
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim2
trigger1 = Time = 0 && !selfanimexist(5030)
value = 5030
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 1031

;------------------
; Stagger
[Statedef 1035]
type    = S
movetype= H
physics = S

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

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

;ignorehitpause = 
;persistent =
[State 1025, Anim] ;Custom animation
type = ChangeAnim
triggerall = time=0
trigger1 = selfanimexist(5180)
value = 5180
[State 1025, Anim] ;STUPID PEOPLE WHO THOUGHT 5003 WAS A GOOD IDEA MUTEKI
type = ChangeAnim
triggerall = time=0
triggerall = anim!=5180
trigger1 = selfanimexist(5003)
value = 5003
[State 1025, Anim] ;Custom animation
type = ChangeAnim
trigger1 = time=0
triggerall = !selfanimexist(5003)
triggerall = !selfanimexist(5180)
value = 5300

[State 0, SelfState]
type = SelfState
trigger1 = !alive
value =5050
[State 1025, State]
type = selfstate
trigger1 =time > 25
value = 0
ctrl=1
;---------------------------------------------------------------------------
; Kung Fu Knee
[Statedef 1050]
type    =S
movetype= A
physics = S
juggle  = 0;    5
poweradd=0
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2
;facep2=1



[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1  &&prevstateno=[200,1100]
trigger2 = p2movetype!=A && animelemtime(2)<0
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 113, VarSet]
type = VarSet
triggerall = var(21)!=2
trigger1 = p2movetype=A  
v =21   ;v = 570
value = 1

 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1050)>=1 && time=0 && var(21)=2
v = 21   ;fv = 10
value = 1


[State 0, Explod]
type = Explod
trigger1 = movehit && var(2)!=2 && var(21)=2
anim =10000
ID = 1050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
trigger1 = movehit && var(2)=2
anim =10000
ID = 1052
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Width]
type = Width
trigger1 = animelemtime(7)>0
edge = 60,0
player = 0,0
;value = 0,0
;ignorehitpause = 
;persistent = 


[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)>=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 0, VarSet]
type = VarSet
triggerall = AILevel=0
trigger1 = time=0
v = 2  ;fv = 10
value = ifelse(command = "QCB_y",0,ifelse(command="QCB_z",1,2));

    ;S,A,C,L
;ignorehitpause = 
;persistent = 

[State 0, HitBy]
type = HitBy
trigger1 = animelemtime(1)>=0 && animelemtime(7)<0 && var(2)=0
trigger2 = animelemtime(3)>=0 && animelemtime(9)<0 && var(2)=1
trigger3 = animelemtime(1)>=0 && animelemtime(9)<0 && var(2)=2
value = SA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
triggerall = fvar(6)<60
triggerall =  var(31)=0
triggerall = p2stateno!=5201
trigger1 =  ((prevstateno=210||prevstateno=410||prevstateno=430||prevstateno=205)||p2movetype=I) && random <249
v = 2   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
triggerall =  var(31)=0
triggerall = (power<=500 ) || var(31)!=0
trigger1 = ((prevstateno=210||prevstateno=410||prevstateno=430||prevstateno=205)||p2movetype=I) && random <249
v = 2   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall = power >=250
triggerall =  var(31)=0
triggerall=time=0&&var(31)=0
trigger1 = (var(21)=0&&(p2stateno!=[120,155])&&prevstateno=[200,440])
trigger2 = p2movetype=A
v = 2   ;fv = 10
value = 2

[State 0, VarSet]
type = VarSet
trigger1 = var(2)=3 && power <250 && time=1
v = 2    ;fv = 10
value = 1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem=2
trigger3 = animelem=7
value = 0, 2
channel=1

[State 1000, 1]
type = PlaySnd
trigger1 = time=0
value = 200, 0
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=7
value = 200, 3
channel=0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(2)>0 && time=0
value = 1050+var(2)

[State 0, PowerAdd]
type = PowerAdd
triggerall=anim=1052 && animelemtime(1)=1
trigger1 = var(2)=2
value = -250
[State 0, VarSet]
type = VarSet
trigger1 = time=1
v = 2    ;fv = 10
value = anim-1050


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  animelem=7 && var(2)=2
value =  1052
elem =3
persistent =0 
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = animelem=6&& var(2)=2 
persistent =0 
[State -1]
Type = VelSet
Trigger1 = AnimElem =3 && anim=[1050,1052]
X = ifelse(var(2)=0,1,ifelse((var(2)=1),1.75,3.55))*var(18)
y=-ifelse(var(2)=0,9.5,ifelse((var(2)=1),8.5,6.55))*var(18)
[State -1]
Type = VelSet
Trigger1 = AnimElem = 8 && anim=[1050,1052]
X = ifelse(var(2)=0,6.5,ifelse((var(2)=1),10.5,14.75))*var(18)
y=6*var(18)
;[State -1]
;Type = VelSet
;Trigger1 = AnimElem = 6&& anim=[1050,1052]
;X = ifelse(var(2)=3,.75,2)

[State 0, Helper]
type = Helper
triggerall = var(2)=2
trigger1 = time=0
helpertype = normal ;player
name = "powerup"
ID =1056
stateno =1056
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time<=2 && var(2)=2
value = SCA
;value2 = S,NA
time = 1

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 3
StateType = A
physics=N
IgnoreHitPause = 1


[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(3)>0 && animelemtime(7)<0 
y = .54*var(18)

[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(7)>0 && animelemtime(9)<0 
y = .45*var(18)
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = animelem = 2
trigger2 = animelem = 3 && var(2)=2&& time >15
anim = 1070
ID = 316
pos = 5,-165
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem = 2
trigger2 = animelem = 3 && var(2)=2&& time >15
value = S4,1
channel = 4

[State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = animelem = 2
trigger2= animelem = 3 && var(2)=2 && time >15
anim = 1071
ID = 317
pos = 5,-165
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0


[State 1050, 4]
type = HitDef
trigger1 = animelem=2&& !movecontact
trigger2 = animelem=3&& !movecontact  && var(2)=2
attr = S, SA
animtype  = Medium
damage    = cond(var(2)=0,25,cond(var(2)=1,40,25)), 5
priority  = 5
guardflag = MA
pausetime = 6,6
guard.sparkno= S7510
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
getpower=0
givepower=ifelse(var(2)=3,0,35),ifelse(var(2)=3,0,5) 
sparkxy = -10,-55
hitsound = S2, 6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  =ifelse(var(21)=1,99,ifelse(var(21)=2,50,27))
ground.velocity = -2.5*var(18),-ifelse(var(2)!=2,6.8,6)*var(18)
air.velocity = -2.5*var(18),-ifelse(var(2)!=2,6.5,4.55)*var(18)
airguard.velocity=-3.5,-4
fall = 1
fall.recovertime=35
air.hittime=35
guard.velocity=-4
yaccel=.47*var(18)
id=200
p2facing = 1
[State 1050, 4]
type = HitDef
trigger1 = animelem=8
attr = S, SA
animtype  = Medium
damage    = 30, 8
priority  = 5
guardflag = MA
pausetime = 8,8
guard.sparkno= S7510
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
getpower=0
givepower=0,0
sparkxy = -10,-55
hitsound = S2, 6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  =ifelse(var(21)=1,99,ifelse(var(21)=2,50,35))
ground.velocity = -ifelse(var(2)=0,3.5,ifelse(var(2)=1,5.5,9))*var(18),ifelse(var(2)=1,5.5,-3)*var(18)
air.velocity = -ifelse(var(2)=0,3.5,ifelse(var(2)=1,5.5,9))*var(18),ifelse(var(2)=1,5.5,-3)*var(18)
airguard.velocity=-3.5,-4
fall = 1
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,50,27))
air.hittime=ifelse(var(21)=1,99,ifelse(var(21)=2,50,27))
guard.velocity=-4
yaccel=.52*var(18)
id=cond(var(2)=0,211,cond(var(2)=1,999,20010))
p2facing = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y<30 && animelem=10 
value =  1050+var(2)
elem =8
;ignorehitpause = 
persistent =0 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y>=30 && animelemtime(8)>0 
value =  1050+var(2)
elem =10
;ignorehitpause = 
persistent =0 
[State 0, VarSet]
type = VarSet
trigger1 =var(2)=2 && numexplod(1052)<2
v = 19    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 


[State 0, VelSet]
type = VelSet
trigger1 = animelem=10 
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=10 && anim=1051
x = 20
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = animelem=10 
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=10 
statetype = S
movetype = I        ;I,A,H
physics = S
;ignorehitpause = 
;persistent = 
[State 0, TargetState]
type = TargetState
triggerall = movetype=A
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
      ;I,A,H
;ignorehitpause = 
;persistent = 

[State 1010, 8]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1051]
type    = A
movetype= H
physics = N
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing&time=0
;ignorehitpause =
;persistent =
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 854

[State 0, HitVelSet]
type = HitVelSet
trigger1 = time=0
x = 1
y = 1
;ignorehitpause = 
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >=20
value = 302
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1052]
type    = L
movetype= H
physics = N

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>27
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = time>48
value = ifelse(!alive, 5110,5120)
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1053]
type    = A
movetype= H
physics = N

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 1056
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = selfState
trigger1 = p2stateno!=1050
value = 5050
;---------------------------------------------------------------------------
; Kung Fu Palm
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 1


[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =  p2movetype=A && (anim=1101)
v = 27   ;v = 570
value =1
ignorehitpause =1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A && (anim=1101)
v =21   ;v = 570
value =2
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 =  numexplod(1100)<2&&time=5 && var(18)=0
trigger2 =p2movetype=A && (anim!=1101) && numexplod(1100)=0
v = 21   ;v = 570
value = 1
ignorehitpause =1
 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1100)=2 && time=0 && var(21)=2
v = 21   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1  &&prevstateno=[200,1100]
trigger2 = p2movetype!=A && !movecontact
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 =var(21)>=1 && movehit 
anim =10000
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0


[State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = animelem = 1
anim = 1104
ID = 1105
pos =-84,-207
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=0
persistent=0
[State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = animelem = 1
anim = 1104
ID = 1105
pos =74,-206
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=0
persistent=0
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 5 
trigger3= animelem = 7 && var(2)>0
trigger4 = animelem = 9 && var(2)>1
trigger5 = animelem = 11 && var(2)>1
trigger6 = animelem = 13 && var(2)>1
trigger7 = animelem = 15 && var(2)>1
trigger8 = animelem = 17 && var(2)>1
anim = 1105
ID = 316
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1+((var(2)=2)*.4)
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0

[State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = animelem = 3
trigger2 = animelem = 5&& var(2)>0 
trigger3 = animelem = 7 && var(2)>0
trigger4 = animelem = 9 && var(2)>1
trigger5 = animelem = 11 && var(2)>1
trigger6 = animelem = 13 && var(2)>1
trigger7 = animelem = 15 && var(2)>1
trigger8 = animelem = 17 && var(2)>1
anim = 8303
ID = 8300
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .8,1.05
sprpriority =5
ontop =1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
 [State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = animelem = 3
trigger2 = animelem = 5&& var(2)>0 
trigger3 = animelem = 7 && var(2)>1
trigger4 = animelem = 9 && var(2)>1
trigger5 = animelem = 11 && var(2)>1
trigger6 = animelem = 13 && var(2)>1
trigger7 = animelem = 15 && var(2)>1
trigger8 = animelem = 17 && var(2)>1
anim = 8303
ID = 8300
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .8,1.05
sprpriority =5
ontop =1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
triggerall= var(2)!=2 && power >250 && random<99
triggerall = AILevel>0
triggerall=time=0
trigger1= prevstateno=[200,499]
v = 2   ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall =  AILevel>0
triggerall=var(2)!=2 || var(2)=2 && power <250 && time=0
triggerall=time=0|| anim=1101
trigger1 = p2statetype=L && p2stateno!=5201 || p2statetype=A && fvar(7)<-45 ||(p2stateno=[20010,20015])||p2stateno=[3003,3005]
trigger2  =var(2)=2 && power <250 && time=0
v = 2   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0 && p2stateno!=[20010,20015]
triggerall=var(2)!=2 || power <250 && time =0 
triggerall=time=0|| anim=1100|| power <250 && time =0 
trigger1 = p2statetype!=L && p2statetype!=A || p2stateno=5210|| power <250 && var(2)=2|| p2statetype=A && fvar(7)>-35 && p2movetype!=H
v = 2   ;fv = 10
value = 0
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 =animelemtime(7)<0&&prevstateno=[1000,1009]
time = 2

[State 0, VarSet]
type = VarSet
triggerall = AILevel=0
trigger1 = time=0
v = 2  ;fv = 10
value = ifelse(command="DD_y",0,ifelse(command = "DD_z",1,2))

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1&& var(2)=1
value = 4, 14
channel=1
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5 
trigger3= animelem = 7 && var(2)>0
trigger4 = animelem = 9&& var(2)=2
value = 4, 0
channel=1

[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && var(2)!=2
value = 200, 16
channel=0

[State 0, Helper]
type = Helper
triggerall = var(2)=2
trigger1 = time=0
helpertype = normal ;player
name = "powerup"
ID =1056
stateno =1056
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(2)>0 && time=0
value = 1100+var(2)
[State 0, ChangeAnim]
type = ChangeAnim
triggerall=var(2)=1
trigger1 = animelemtime(1)>=0 &&animelemtime(2)<0 && time <25 && command ="holdz" && AIlevel=0
trigger2 = animelemtime(1)>=0 &&animelemtime(2)<0 && time <13 
trigger3 = animelemtime(1)>0 &&animelemtime(2)<0 && time <25 && (p2statetype=L||p2stateno=[20010,20014]) && AIlevel>0 
value = anim
elem = 1


[State 0, Explod]
type = Explod
trigger1 =time=26&&animelem=2 && var(2)=1
anim =10000
ID = 1101
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=2
id = 1105
[State 0, PowerAdd]
type = PowerAdd
triggerall=time=0
trigger1 = var(2)=2
value = -250





[State 1050, 4]
type = HitDef
trigger1 = animelem=3
trigger2 = animelem=5 && var(2)>0
trigger3 = animelem = 7 && var(2)>1
trigger4 = animelem = 9 && var(2)>1
trigger5 = animelem = 11 && var(2)>1
trigger6 = animelem = 13 && var(2)>1
trigger7 = animelem = 15 && var(2)>1
attr = S, SA
animtype  = Medium
damage    =15, 5
priority  = 5
guardflag = MA
hitflag=MAFD
pausetime = 4-((var(2)=2)*3),5-((var(2)=2)*4)
guard.sparkno= S7510
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
getpower=ifelse(var(2)=2,0,8),ifelse(var(2)=2,0,6) 
givepower=cond(var(2)=2,0,5),5
sparkxy = -10*var(18),-35*var(18)
hitsound = S300,0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -0*var(18)
air.velocity = -0*var(18),-.75
airguard.velocity=-1.25*var(18),-1.5*var(18)
air.fall = 1
down.velocity=0,0
fall.recover=0
down.hittime=15
guard.velocity=-4*var(18)
nochainID = 999
yaccel=.47*var(18)
id=201
p2facing = 1
ground.cornerpush.veloff=0

[State 1050, 4]
type = HitDef
trigger1 = animelem=5 && var(2)=0
trigger2 = animelem = 7 && var(2)=1
trigger3 = animelem = 17&& var(2)=2
attr = S, SA
animtype  = Medium
damage    =cond(time>38&&var(2)=1,45,25),cond(time>42&&var(2)=1, 15,5)
priority  = 5
guardflag = MA
hitflag=MAFD
pausetime = 4,4
guard.sparkno= S7510
down.velocity=0,0
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
getpower=ifelse(var(2)=2,0,8),ifelse(var(2)=2,0,5) 
givepower=cond(var(2)=2,0,5),5
sparkxy = -10*var(18),-35*var(18)
hitsound = S300,0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 22
down.hittime=15
ground.velocity = -4*var(18),-5*var(18)
air.velocity =-4*var(18),-5*var(18)
airguard.velocity=-1.25*var(18),-6*var(18)
fall = 1
fall.recover=0
guard.velocity=-4*var(18)
yaccel=.47*var(18)
id=200
p2facing = 1
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A&& p2stateno!=10003
trigger1 = movehit && (p2stateno!=[201,204])
value =201
ID =201
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=10003) && var(2)=2 
trigger2 = movehit=1 && p2stateno!=10003 && var(21)=1
trigger3 = movehit=1 && p2stateno!=10003 && var(2)=1 && numexplod(1101)>0
trigger4 = movehit=1 && p2stateno!=10003 && var(21)=2 && numexplod(1100)<2
value =10003
ID =200
ignorehitpause=1


[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A&& p2stateno!=10003&& var(2)!=2
trigger1 = movehit && (p2stateno!=[201,204])
value =201
ID =200
ignorehitpause=1
persistent=0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(2)=2 && p2statetype=A 
flag = unguardable



[State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = animelem=5 && var(2)=0
trigger2 = animelem = 7 && var(2)=1
trigger3 = animelem = 9&& var(2)=2
anim = 8301
ID = 8300
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .8,1.05
sprpriority =5
ontop =1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
 [State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = animelem=5 && var(2)=0
trigger2 = animelem = 7 && var(2)=1
trigger3 = animelem = 9&& var(2)=2
anim = 8301
ID = 8300
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .8,1.05
sprpriority =5
ontop =1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)>0
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1


[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;ignorehitpause = 
;persistent = 

[State 0, HitBy]
type =notHitBy
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 5
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1 && p2movetype=H
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1 && p2movetype=H
v = 19   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

[State 0, HitBy]
type =HitBy
trigger1 =animelem=6
value = SCA,AA,AT
;value2 = S,NA
time = 3




[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 200, 17
channel=0


;ignorehitpause = 
;persistent = 


;-------------------------------------------------
 
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = time=2
time = 45
anim = -1
sound = S999,0
pos = 0,0
movetime =45
p2defmul = 1
darken=0
poweradd = -500
unhittable = 1
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod

triggerall = !var(42)
trigger1 = time=2
anim = 4000
ID =4000
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 2,ifelse(GameHeight=180,1.5,2)
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
triggerall = !var(42)
trigger1 = time=3
anim = 8002
ID =8002
pos = 18,-136
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 2,2
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3000, Super B]
type = AfterImage
trigger1 = time = 0
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 120,120,120
palpostbright = 0,0,0

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1
time = 2
[State -2, Helper]
type = Helper
trigger1 = animelem=6
helpertype = normal ;player
name = "KABOOM"
ID = 3011
stateno = 3011
pos = 0,0
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1
persistent=0
supermovetime=66



[State 1010, 8]
type = ChangeState
trigger1 =animtime=0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 3002]
type    = A
movetype= H
physics = N
velset = .5*enemy,var(18),-6.35*enemy,var(18)


[State 0, VelAdd]
type = VelAdd
trigger1 =1 
y = .2*enemy,var(18)
;ignorehitpause = 
;persistent = 

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1029
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
;ignorehitpause =
;persistent =

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

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 =pos y >=0
value = 5050

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 3003]
type    = L
movetype= H
physics = N
poweradd = 40

[State 0, HitVelSet]
type = HitVelSet
trigger1 = time=0
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y =gethitvar(yaccel)


[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 
y = const(size.mid.pos.y)



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0 && (name="Ryuko 4rd"||name="ZeroRyuko" ||name="RYUKO2nd" )
value =3005
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0 && name!="Ryuko 4rd"&&name!="ZeroRyuko" 
value =3006
[State 821, 4] ;Hit ground
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -20
value = cond(p2stateno=3061,3005,3004) ;Hit ground
;---------------------------------------------------------------------------
[Statedef 3004]
type    = L
movetype= H
physics = N
poweradd = 0
velset=0,0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0&&!selfanimexist(5121) && !selfanimexist(5122)
value = 3004
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0&&(selfanimexist(5121) || selfanimexist(5122))
value = 3005

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
x = -1.5*enemy,var(18)
y = -8*enemy,var(18)

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(2)>0 
y = .5*enemy,var(18)
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 821, 4] ;Hit ground
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 3005 ;Hit ground
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 3005]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = -4*enemy,var(18)
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5121)
value = 5101
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && !selfanimexist(5121)
value = 5100
[State 0, VelSet]
type = VelSet
trigger1 =1
y = 0
[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .8
[State 0, VelSet]
type = VelSet
trigger1 =time>12
x = 0
[State 820, 1]
type = ChangeAnim
Trigger1 =  vel x =0&& selfanimexist(5121)
value = 5111
[State 820, 1]
type = ChangeAnim
Trigger1 = vel x =0&& !selfanimexist(5121)
value = 5110

[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0
triggerall = alive && p2stateno!=3061
trigger1 = time > 15 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 15
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > 15
value =5201

[State 0, PalFXWiz]
type = PalFX
trigger1 = enemy,var(13)=4
time =60
add = -10,-10,-10
mul = 250,224,120
sinadd = -100,-100,-100,180
invertall = 0
color = 0
persistent=0
[State 0, PalFXWiz]
type = PalFX
trigger1 = enemy,var(17)=60&&enemy,var(13)=4
time =999
add = -100,-100,-100
mul = 250,224,120
sinadd = -100,-100,-100,1
invertall = 0
color = 0
persistent=0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy,var(17)=170&&enemy,var(13)=4
value = -9999
kill = 1
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = selfState
trigger1 = time>47&& p2stateno!=3061
value = ifelse(!alive, 5110,5120)

;---------------------------------------------------------------------------
[Statedef 3050]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
juggle=2
anim = 3009
sprpriority = 1
;for juggles only
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = time=44
value = SCA
;value2 = S,NA
time = 5
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 0, SuperPause]
type = SuperPause
trigger1 =animelem=1
time = 45
anim = -1
sound = S999,0
pos = 0,0
movetime =45
time=45
p2defmul = 1
darken=0
poweradd = -500
unhittable = 1
[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 200, 4
channel=0


[State 2200, end]
type = ChangeState
trigger1 = animtime=0
value =0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3051]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
juggle=0
anim = 3011
sprpriority = 2
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype=A
v =21   ;fv = 10
value = 1
[State 0, Helper]
type = Helper
trigger1 = movehit
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 3000, Super C]
type = AfterImageTime
trigger1 = Anim!=3012
time = 2


;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 =1
v =4    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 0, VarSet]
type = Varset
trigger1 =fvar(2)<.45  
fv = 2   ;fv = 10
value = .45
ignorehitpause = 1
persistent = 1

[State 3000, Super C]
type = AfterImageTime
trigger1 = anim!=3012
time = 2


[State 200, 1]
type = PlaySnd
triggerall = anim!=3012
trigger1 = animelem = 1
value = 200, 24
channel=0

[State 200, 1]
type = PlaySnd
triggerall = anim!=3012
trigger1 = animelem = 1
value = 300, 1
channel=1
volumescale=75


[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = vel x*.35
y = vel y*.25
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
triggerall = anim!=3012
trigger1 = animelem=3
x = 14
y = -3
;ignorehitpaus
[State 0, VelAdd]
type = VelAdd
triggerall = anim!=3012
trigger1 = animelemtime(3)>0 && animelemtime(4)<0
y = .2
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
triggerall = anim!=3012
trigger1 = animelemtime(4)>0 
y = .45
[State 200, 1] ;201
type = HitDef
trigger1 = !movecontact
attr = S, HA
damage = 170
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 12
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
guard.sparkno= S7510
sparkxy = -15, -75
hitsound = S2, 6
getpower = 0
givepower=25,5
guardsound = S6, 0
ground.type = High
ground.slidetime = 99
ground.hittime  = 99
guard.ctrltime =8
air.hittime=99
air.type = High
air.animtype=up
ground.velocity=-9,-8
air.velocity=-9,-8
yaccel=.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcestand =1
fall=1
p2facing=1
fall.recover=0
id=1100
envshake.time = 10
envshake.ampl = 5
envshake.freq=100
[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem=3&& anim!=3012
time = 20
add = 100,200,255
mul = 200,200,175
sinadd = 85,55,110,1
invertall = 0
color = 0

[State -2, Helper]
type = Helper
trigger1 = animelem=3&& anim!=3012
helpertype = normal ;player
name = "kickfx"
ID = 3011
stateno = 3011
pos = -30,-10
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 0
persistent=0
size.yscale=const(size.xscale)
size.xscale=const(size.yscale)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[3003,3005])
value =3003
ID =1100
ignorehitpause =0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && anim!=3012 && vel y >0 && animelemtime(3)>0
value = 3012
;elem = 1
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=3012
statetype =S
movetype = I        ;I,A,H
physics =S
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = anim=3012
y = 0
;ignorehitpause = 
;persistent = 



[State 1050, 5]
type = ChangeState
trigger1 =animtime = 0  && anim=3012
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3052]
type    = A
movetype=H
physics = N
poweradd= 0
ctrl = 0
juggle=0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 3012

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno!=3051
value =5050
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1
;elem = 1
;ignorehitpause = 
;persistent = 

;---------------------------------------------------------------------------
[Statedef 3060]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
ctrl = 0
juggle=0
anim = 3060
sprpriority = 2
facep2=1
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 =time=0
time = 1

;-------------------------------------------------
[State 3000, Super A]
type = SuperPause
trigger1 = time = 1
pos = 0, -87
anim = -1
sound = S999, 0
poweradd = -1000
time =45
movetime =45
unhittable =1
darken=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 
value = S4,5
channel=4
[State 182, ??????]
type = Helper
trigger1 = time%3=0 && time=[3,20]
helpertype = Normal
name = "final Spark"
id=3067
stateno =30065
facing = cond(random<499,1,-1)
postype = p1
pos =0*var(18),-68*var(18)
sprpriority = 3
ownpal = 1
pausemovetime = 0
supermovetime = 60
supermove = 1
ignorehitpause = 1
[State 182, ??????]
type = Helper
trigger1 = time%3=0 && time=[3,20]
helpertype = Normal
name = "final Spark"
id=3069
stateno =30065
facing = cond(random<499,1,-1)
postype = p1
pos =0*var(18),-68*var(18)
sprpriority = 3
ownpal = 1
pausemovetime = 0
supermovetime = 60
supermove = 1
ignorehitpause = 1
[State 182, ??????]
type = Helper
trigger1 = time%3=0 && time=[3,20]
helpertype = Normal
name = "final Spark"
id=3070
stateno =30065
facing = cond(random<499,1,-1)
postype = p1
pos =0*var(18),-68*var(18)
sprpriority = 3
ownpal = 1
pausemovetime = 0
supermovetime = 60
supermove = 1
ignorehitpause = 1
[State 182, ??????]
type = Helper
trigger1 = time%3=0 && time=[3,20]
helpertype = Normal
name = "final Spark"
id=3070
stateno =30065
facing = cond(random<499,1,-1)
postype = p1
pos =0*var(18),-68*var(18)
sprpriority = 3
ownpal = 1
pausemovetime = 0
supermovetime = 60
supermove = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 8002
ID =8002
pos = 9*var(18),-68*var(18)
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A
flag = unguardable

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S4,5
channel=3
[State 0, NotHitBy]
type = NotHitBy
trigger1 = numhelper(1019)
value = SCA
;value2 = S,NA
time = 5
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
trigger1 = animelem  =10
helpertype = normal ;player
name ="Haoh-ken"
ID = 1019
stateno = 30062
pos =61,-161
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=const(size.xscale)
size.yscale=const(size.xscale)
pausemovetime=99
supermovetime=99

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200, 4
channel=0


;
;[State 0, Explod]
;type = Explod
;trigger1 = animelem=4
;anim = 3074
;ID =10013
;pos =  0,0
;postype = p1  ;p2,front,back,left,right
;facing = 1
;vfacing = 1
;bindtime =1
;vel = 0,0
;accel = 0,0
;random = 0,0
;supermovetime=99
;pausemovetime=99
;scale = 1,1.07
;sprpriority = 2
;ontop = 1
;shadow = 0,0,0
;ownpal = 1
;removeongethit = 1
[State 1000, 1]
type = PlaySnd
trigger1 =animelem=6
value = 4, 5
channel=1

[State -2, Helper]
type = Helper
trigger1 = time=0
triggerall = numhelper(3010)<1
helpertype = normal ;player
name = "CUT THAT SHIT OUT"
ID = 3010
stateno = 3100
pos = 320,ifelse(GameHeight=180,-140,-200)
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =9999
pausemovetime = 9999
size.yscale=ifelse(GameHeight=180,1.4,2)
size.xscale=2
ignorehitpause = 1
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=3062
value = 3061
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = p2stateno=3062
flag = nomusic
flag2= nobg
flag3=nofg

[State 1050, 5]
type = changeState
trigger1 = animtime=0
value = 0
ctrl =1
;---------------------------------------------------------------------------
[Statedef 3061]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
juggle=0
sprpriority = 3
[State 1000, 1]
type = PlaySnd
trigger1 =time=0
value = 300, 5
channel=5
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(13)<2 && animelem=25 && anim=3060
value = 3060
elem=3
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = anim=3061 && animelemtime(16)<0
trigger2=anim=3060
flag= nobg
flag2=nofg
flag3=nobardisplay
ignorehitpause=1

;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 28    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value =0
ignorehitpause = 1
;persistent = 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
ignorehitpause=1
[State 11009, dust]
type = Explod
trigger1 = time=0
anim = 4001
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = 1
scale = 1,ifelse(GameHeight=180,.7,1)
ownpal = 1
ignorehitpause =1
removetime=-1
ontop =0
sprpriority=-3


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =animelem=16 && anim=3062 
id = 11009
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = backedgebodydist <-80*var(18)
v = 13   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
triggerall = numhelper(30060)
trigger1 =helper(30060),var(0)>=8
v = 13   ;fv = 10
value = 2
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 =anim=3061 && animelem=12
v = 13   ;fv = 10
value =3
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 =anim=3061 && animelem=14
v = 13   ;fv = 10
value =4
persistent=0

[State 0, VarSet]
type = Varadd
trigger1 = var(13)=3
v = 17    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 = var(13)=0
x = -8*var(18)
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
trigger1= numhelper(30060)=0 && var(13)=1 && facing=1
helpertype = normal ;player
name ="Soldat"
ID =30060
stateno =30060
pos = 120,0
postype = right    ;p2,front,back,left,right
facing =-1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=999
pausemovetime=999

[State 0, Helper]
type = Helper
trigger1= numhelper(30060)=0 && var(13)=1 && facing=-1
helpertype = normal ;player
name ="Soldat"
ID =30060
stateno =30060
pos = 120,0
postype =left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=999
pausemovetime=999
;;[State -1]
;Type = VelSet
;triggerall = anim=3061
;Trigger1 = AnimElem =6
;X =0
;y=-3

;[State -1]
;Type = Velset
;triggerall = anim=3061
;Trigger1 = AnimElem = 16
;y=0

;[State 0, Gravity]
;type = Gravity
;trigger1 = anim=3062 && (animelemtime(4)<0&&animelemtime(1)>=0)
;ignorehitpause = 
;persistent = 
;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = anim=3061 &&movehit
;value = 3062



[State 0, PosSet]
type = PosSet
trigger1 = var(13)=2
x = -175*var(18)*facing
persistent=0
;ignorehitpause = 
;persistent = 


;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(13)=2 && screenpos x < 60*var(18)&& anim<=3061 && facing=1
trigger2= var(13)=2 && screenpos x > 260*var(18)&& anim<=3061 && facing=-1
value = 3061
elem = 1
;ignorehitpause = 
;persistent = 

[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(1)>=0 && animelemtime(2)<0 && anim=3061
x = 11*var(18)

[State 0, Explod]
type = Explod
trigger1 = animelemtime(1)>=0 && animelemtime(2)<0 && anim=3061
anim = 8300
ID = 8300
pos = 9,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -6,0
accel = 0,0
random = 5,0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VelSet]
type = VelSet
trigger1 = animelem=3&& anim=3061
x = 3*var(18)
y = -12*var(18)
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
triggerall = anim=3061
trigger1 = animelemtime(3)>0 && animelemtime(11)<0
y = .55*var(18)

;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=3061
trigger1 = pos y >=0 && animelemtime(8)>0 
value = anim
elem = 11
persistent = 0
[State 0, PosSet]
type = PosSet
triggerall = anim=3061
trigger1 = animelem=11
y = 0

[State 0, VelSet]
type = VelSet
triggerall = anim=3061
trigger1 = animelem=11
x = vel x *.67
y = 0
;ignorehitpause = 
;persistent = 
 [State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim=3061
trigger1 = animelem=11
physics = S
;ignorehitpause = 
;persistent = 


[State 610, 3]
type = HitDef
trigger1 = animelem=5&& anim=3061
attr = A, HA
damage = 0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = Scond(var(42)=0,cond(var(42)=0,7020+(random%4),1),1) 
sparkxy = -13*var(18),-53*var(18)
hitsound = S2, 2
getpower=0
givepower=10,5
guardsound = S6, 0
guard.sparkno= S7500
animtype = Med
ground.type = High
ground.slidetime = 9
ground.hittime  = ceil(ifelse(var(21)=1,23,ifelse(var(21)=2,21,19)))
guard.ctrltime=19
ground.velocity = -5*Var(18)
air.velocity = -0*Var(18),5.75*Var(18)
air.hittime=ifelse(var(21)=1,34,ifelse(var(21)=2,25-((numexplod(610)>4)*7),25-((numexplod(610))*3)))
fall.recovertime=ifelse(var(21)=1,34,ifelse(var(21)=2,25-((numexplod(610)>4)*7),25-((numexplod(610))*3)))
air.fall=1
forcenofall= p2statetype=C
id=3003
yaccel=.47
envshake.time = 12
envshake.ampl = 4
envshake.freq=85

[State 0, TargetState]
type = TargetState
trigger1 = movehit && anim=3061
value =3003
ID = 3003
persistent=0



;---scene 4
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(17)<80 && var(13)=3 && animelemtime(13)<0
value = anim
elem = 12
;[State 182, ??????]
;type = Helper
;trigger1 = var(17)<80  && animelemtime(13)<0 && var(13)=3 && var(17)%3=0
;helpertype = Normal
;name = "final Spark"
;id=3066+(random%5)
;stateno =30065
;facing = 1
;postype = p1
;pos =-88,-209
;sprpriority = -1
;ownpal = 1
;pausemovetime = 0
;supermovetime = 0
;supermove = 1
;ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = var(13)=3 
value = -2
;ignorehitpause = 
;persistent = 

[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1830
facing = 1
postype = p1
pos = -88,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1831
facing = 1
postype = p1
pos = -88,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1831
facing = -1
postype = p1
pos = -88,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1

[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1832
facing = 1
postype = p1
pos = -88,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1832
facing = -1
postype = p1
pos = -88,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1830
facing = 1
postype = p1
pos = 70,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1831
facing = 1
postype = p1
pos = 70,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1831
facing = -1
postype = p1
pos = 70,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1

[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1832
facing = 1
postype = p1
pos = 70,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1


[State 182, ??????]
type = Helper
trigger1 = AnimElem = 12&& var(13)=3
helpertype = Normal
name = "Bombe Spark"
stateno =1830
id=1832
facing = -1
postype = p1
pos = 70,-209
sprpriority = -2
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
persistent = 0
ignorehitpause = 1

;[State 182, ??????]
;type = Helper
;trigger1 = var(17)<80 && animelemtime(13)<0  && var(13)=3&& var(17)%2=0
;helpertype = Normal
;name = "final Spark"
;id=3066+(random%5)
;stateno =30065
;facing = -1
;postype = p1
;pos =70,-204
;sprpriority = -1
;ownpal = 1
;pausemovetime = 0
;supermovetime = 0
;supermove = 1
;ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 12 && var(13)=3
anim = 1104
ID = 1105
pos =-84,-207
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime=-1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=0
persistent=0
[State 0, Explod]
type = Explod
trigger1 = animelem = 12 && var(13)=3
anim = 1104
ID = 1105
pos =74,-206
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime=-1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=0
persistent=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12&& var(13)=3 && var(17)<80 && var(17)%8=0
value = S300,3
channel=1
[State 0, EnvShake]
type = EnvShake
trigger1 = anim=3061 && animelem=12
time = 80
freq = 140
ampl = 2
phase = 100
persistent=0

;ignorehitpause = 
;persistent = 
;----------scene 5
[State 0, VarSet]
type = Varset
trigger1 =anim=3061 && animelem=13
v = 17    ;fv = 10
value =0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim=3061 && animelem=13
id = 1105
[State 0, EnvShake]
type = EnvShake
trigger1 = anim=3061 && animelem=14
time =120
freq = 140
ampl = 5
phase = 100
persistent=0
[State 0, EnvShake]
type = EnvShake
trigger1 = anim=3061 &&var(17)=20&& var(13)=4
time =170
freq = 160
ampl = 10
phase = 100
persistent=0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(17)<180 && var(13)=4&& animelem=16
value = anim
elem = 14
[State 0, VarSet]
type = Varadd
trigger1 =var(13)=4
v = 17    ;fv = 10
value =1
[State 0, Explod]
type = Explod
trigger1 = anim=3061 && animelem =14
anim = 1105
ID = 316
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = cond(random<499,1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .9+((random%4)*.1),1.4
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0

[State 0, Explod]
type = Explod
trigger1 = animelem =15 && var(17)>20
anim = 3065
ID = 316
pos = -40+(random%100),0
postype = p1  ;p2,front,back,left,right
facing = cond(random<499,1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(17)<20 && var(13)=4&& var(17)%5=0
value = S4,0
channel=4
[State 0, Explod]
type = Explod
trigger1 = animelem =15 && var(17)>20
anim =1106
ID = 1106
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime=-1
vel = 0,0
accel = 0,0
random = 0,0
scale = 4,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0
persistent=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(17)>20 && var(13)=4&& var(17)%15=0
value = S4,5
channel=4
[State 182, ??????]
type = Helper
trigger1 = var(17)>20 && var(13)=4&& var(17)%5=0
helpertype = Normal
name = "final Spark"
id=3066+(random%5)
stateno =30065
facing = cond(random<499,1,-1)
postype = p1
pos =-250+(random%600),-342
sprpriority = -1
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
ignorehitpause = 1

[State 182, ??????]
type = Helper
trigger1 = var(17)>20 && var(13)=4&& var(17)%3=0
helpertype = Normal
name = "final Spark"
id=3066+(random%5)
stateno =30065
facing = cond(random<499,1,-1)
postype = p1
pos =-250+(random%600),-342
sprpriority = -1
ownpal = 1
pausemovetime = 0
supermovetime = 0
supermove = 1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(17)>20 && var(13)=4
value = S4,10
channel=2
persistent=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(17)>20 && var(13)=4
value = S4,7
channel=1
persistent=0
;ignorehitpause = 
;persistent = 

;--scene 6
[State 0, VarSet]
type = VarSet
trigger1 =anim=3061 && animelem=16
v = 13   ;fv = 10
value =5
persistent=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  var(13)=5
id = 1106
;ignorehitpause = 
;persistent = 
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(13)=5
id = 11009
;ignorehitpause = 
;persistent = 

[State 0, AllPalFX]
type = AllPalFX
trigger1 =   var(13)=5
time = 5
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256
persistent=0
[State 0, SelfState]
type = changeState
trigger1 =animtime=0 && anim=3061
value =0
ctrl=1


;------------------
; Wall bounce
[Statedef 20010]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = ifelse(enemy,var(11)=1,1029,1025)

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value =20011

;------------------
; (a custom gethit state)
[Statedef 20011]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -10
trigger1 = BackEdgeBodyDist < 75 *enemy,var(18)|| time >5
trigger2 = FrontEdgeBodyDist < 75*enemy,var(18)|| time >5
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -10*enemy,var(18)
trigger1 = BackEdgeBodyDist <= 20*enemy,var(18)
trigger2 = FrontEdgeBodyDist <= 20*enemy,var(18)
value =20012
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(10) = %d  vel x = %f"
params =(numtarget(2000)),vel x
;ignorehitpause = 
;persistent = 

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 15)
value = 5100

;------------------
; wall splat
[Statedef 20012]
type    = A
movetype= H
physics = N
velset=0,0

[State 0, PosAdd]
type = PosAdd
triggerall = pos y <-5
trigger1 = time=0 && anim=1028
y = -const(size.mid.pos.y)

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 90*enemy,var(18))

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = (10 - BackEdgeBodyDist)*enemy,var(18)

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3
;[State 0, LifeAdd]
;type = LifeAdd
;trigger1 = animelem=2
;value = -15
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
y = 20*enemy,var(18)
;ignorehitpause = 
;persistent = 

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 10250
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=2
time = 8
freq = 80
ampl = -4
phase = 90

[State 1027, State]
type = ChangeState
trigger1 = time >=10
value = 20013

;------------------
; (a custom gethit state)
[Statedef 20013]
type    = A
movetype= H
physics = N
[State 0, SelfState]
type = SelfState
triggerall =enemy,var(19)=0  && alive
trigger1=(time=[1,20])&& command="recovery" 
trigger2 = (time=[1,20])&&var(16) = 1&& p1name="Training"
trigger3 = AILevel >0 && random<99 && enemy,stateno!= 3050 && time>1
value =5210
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
y = 5*enemy,var(18)



[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 0


[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .41*enemy,var(18)

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim2
trigger1 = Time = 0
value = 10251


[State 1028, Hit ground]
type =changestate
trigger1 = (Vel y > 0) && (Pos y >= 30*enemy,var(18))
value = 20014
;------------------
; (a custom gethit state)
[Statedef 20014]
type    = C
movetype= H
physics =C
velset=0,0





[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim2
trigger1 = Time = 0
value = 10252
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = L       ;S,A,C,L
physics = C
;ignorehitpause = 
;persistent = 

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


[State 1028, Hit ground]
type = SelfState
trigger1 = animtime=0
value = 5110
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[statedef -2]
;[State 0, AssertSpecial]
;type = AssertSpecial
;trigger1 =AIlevel>0
;flag = noBG
;ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =movetype=A 
flag = nostandguard
flag2= nocrouchguard
flag3 = noairguard

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =1
text = "17 = %d 19 = %d pos=%d \n p2dx=%d p2dy=%f 19=%f"
params = (var(31)),(var(19)),var(34),fvar(6),fvar(7),(var(21) )
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype!=C && stateno!=211 
v = 29    ;fv = 10
value = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = enemy,stateno=[20010,20014]
value = 1
movecamera = 0,1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = numhelper(4000)=0
v = 36  ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = numhelper(3011)=0
v = 38    ;fv = 10
value = power
ignorehitpause =1 
;persistent = 
[State 0, PowerSet]
type = PowerSet
trigger1 = numhelper(3011)>0
value = var(38)
ignorehitpause =1 
;persistent = 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(28)=1
flag = nomusic

[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A
trigger2= stateno=[5200,5210]
v = 6   ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = var(10)=1 && (stateno!=[3050,3051])&&stateno!=[1000,1100]
v = 10    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = movetype!=A
v = 27   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movetype!=A&&var(31)=0&&stateno!=[1010,1100]
v = 2   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
v =18   ;fv = 10
value = 640/320

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =var(28)=1
flag = nobardisplay
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =var(28)=1
flag = nomusic
ignorehitpause=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1031,1034])
value =1031
ID =440
ignorehitpause =0
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[20010,20015]) 
value =20010
ID =20010
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype!= A && movehit=1 && (p2stateno!=1035)
value =1035
ID =998
ignorehitpause =0
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[1025,1055]) && (p2stateno!=[833,839])
value =ifelse(var(21)>0,1029,833)
ID =210
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1= p2statetype=A && movehit&& (p2stateno!=[301,303]) && p2stateno!=5201&& (p2stateno!=[3002,3004])
value =301
ID =997
ignorehitpause =1
[State 0, TargetState]
type = TargetState
trigger1= p2statetype=A && movehit&& (p2stateno!=[301,303]) && p2stateno!=5201&& (p2stateno!=[3002,3004])
value =cond(var(21)>=1,3003,301)
ID =999
ignorehitpause =1
[State 0, TargetState]
type = TargetState
trigger1 = movehit && (p2stateno!=[1045,1048])
value =1045
ID = 202
ignorehitpause =0
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[1025,1055]) && (p2stateno!=[833,839])
value =1029
ID =211
ignorehitpause=0
[State 0, Helper]
type = Helper
trigger1 =numhelper(10003)=0
helpertype = normal ;player
name = "neutrality"
ID =  10003
stateno = 9999
pos = 61,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale =1*const(size.xscale)
size.yscale =1*const(size.yscale)
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 =var(54)=0
v = 54   ;fv = 10
value = palno
;ignorehitpause =
;persistent =
[State 0, 0] ;Change palette
type = RemapPal
trigger1 = numhelper(4001)>0
source = 1,1
dest = 1,var(54)
ignorehitpause=1
;persistent=1
[State 0, Pause]
type = Pause
trigger1 =numhelper(4001)>0
time = 2
movetime = 2
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v = 25   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
trigger1=p2stateno=1030 && enemy,time=1 && p2movetype=H
trigger2=p2stateno=1032 && enemy,time=1 && p2movetype=H
trigger3=p2stateno=1052&& enemy,time=1 && p2movetype=H
trigger4=p2stateno=834&& enemy,time=1 && p2movetype=H
trigger5=p2stateno=303&& enemy,time=1 && p2movetype=H
trigger6=p2stateno=3004&& enemy,time=1 && p2movetype=H
anim = 8302
ID = 8302
pos = 0,5
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1=p2stateno=1030 && enemy,time=1 && p2movetype=H
trigger2=p2stateno=1032 && enemy,time=1 && p2movetype=H
trigger3=p2stateno=1052&& enemy,time=1 && p2movetype=H
trigger4=p2stateno=834&& enemy,time=1 && p2movetype=H
trigger5=p2stateno=303&& enemy,time=1 && p2movetype=H
trigger6=p2stateno=3004&& enemy,time=1 && p2movetype=H
anim = 8303
ID = 8303
pos = -15,5
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1=p2stateno=1030 && enemy,time=1 && p2movetype=H
trigger2=p2stateno=1032 && enemy,time=1 && p2movetype=H
trigger3=p2stateno=1052&& enemy,time=1 && p2movetype=H
trigger4=p2stateno=834&& enemy,time=1 && p2movetype=H
trigger5=p2stateno=303&& enemy,time=1 && p2movetype=H
trigger6=p2stateno=3004&& enemy,time=1 && p2movetype=H
anim = 8303
ID = 8303
pos = 15,5
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =211
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =610
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =400
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1010
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1003
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1021
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1022
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1001
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1004
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1005
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1050
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1052
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H ||(p2stateno=[5200,5210])|| p2stateno=[120,155] 
id =1100
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno!=1100
id =1101
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 =var(21)>0 && movehit  && (stateno!=1005&&prevstateno!=[150,155])
trigger2 = p2stateno=10003
trigger3= enemy,prevstateno=10003
v = 19   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =var(21)=0 && movehit && (p2stateno=5080||p2stateno=[5000,5030]) 
trigger2= p2movetype!=H
trigger3 = numexplod(1000)>2
trigger4 = numexplod(1010)>2
trigger5 = numexplod(1050)>2 && var(21)>0
trigger6= var(21)=0 && stateno=1050

v = 19   ;fv = 10
value = 0
ignorehitpause = 1
;[State -2, 1]
;type = ChangeState
;triggerall = prevstateno=[120,155]
;triggerall = !alive
;triggerall = stateno !=171
;triggerall = pos y >=-12
;trigger1 = 1
;value = 171
[State 0, VarSet]
type = VarSet
triggerall = stateno!=3051
trigger1 = var(21)>0 && movehit
v = 23   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v = 24    ;fv = 10
value =0
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H ||p2stateno=[202,203]
v = 11    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v = 23   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =stateno!=[40,50] 
v = 26   ;fv = 10
value = 0

[State 113, VarSet]
type = VarSet
triggerall = var(21)!=2
triggerall = (stateno!=[1050,1100]) && stateno!=1003
trigger1 = p2movetype=A || p2stateno=10003 && cond(numhelper(1001),helper(1001),movehit && p2stateno=10003,!numhelper(1001))
v =21   ;v = 570
value = 1

[State 114, VarSet]
type = VarSet
trigger1 = p2movetype!=A&& movetype !=A && var(21)<2&& stateno!=1100 && (p2stateno!=[1025,1048])&& (p2stateno!=[3003,3004])&& (p2stateno!=[20010,20014]) && p2stateno!=10003
trigger2= p2movetype!=H &&var(21)=2 && stateno!=1100
v = 21   ;v = 570
value = 0
ignorehitpause=1


;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =1
v = 9   ;fv = 10
value = enemy,lifemax/4



[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno=834 && enemy,time=1
trigger2=p2stateno=302&& enemy,time=1 && p2movetype=H &&enemy,prevstateno=1051
trigger3=p2stateno=3005&& enemy,time=1 && p2movetype=H
value = S2,5

[State 0, PlaySnd]
type = PlaySnd
triggerall = p2stateno=303
trigger1 = enemy,time=1
value = S2,1
[State 0, VarRangeSet]
type = VarRangeSet
trigger1 =  p2movetype!=H
value = 0 ;fvalue = 0
first = 12
last = 14 ;39
;ignorehitpause = 
;persistent = 

[State 0, VarRangeSet]
type = VarRangeSet
trigger1 =  p2movetype!=H
value = 0 ;fvalue = 0
first = 40
last = 41
[State 0, VarSet]
type = Varadd
triggerall = movehit=1
trigger1 = stateno=200
trigger2 = stateno=400
trigger3 = stateno=600
v = 25   ;fv = 10
value = 2
ignorehitpause =0 

[State 0, VarSet]
type = Varadd
triggerall = movehit=1
trigger1 = stateno=410
v = 25   ;fv = 10
value = 8
ignorehitpause =0 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H || p2stateno=[5200,5210]
v = 25   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, EnvShake]
type = EnvShake
triggerall = enemy,time=1
trigger1 = p2stateno=3004&& p2movetype=H
time = 6
freq = 40
ampl = -4
phase = 90
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1=(p2stateno=1030||p2stateno=834||p2stateno=20012||p2stateno=3004) && p2movetype=H
triggerall = enemy,time=1
value = S2,2
channel=2
[State 0, PlaySnd]
type = PlaySnd
triggerall = p2stateno=1047 && p2movetype=H
trigger1 = enemy,time=1
value = S2,2
channel=2
[State -2, Helper]
type = Helper
trigger1 = winko && stateno = 3000
trigger2 = winko && stateno = [3050,3051]
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove =999
pausemove = 999
ignorehitpause = 1
persistent = 0

;-------buffer

[State 0, VarSet]
type = VarSet
trigger1 =(var(31)=2||var(31)=5)  &&stateno=1000; && var(32)=0

v = 32    ;fv = 10
value =12;-wait 34 ticks before proceeding 
ignorehitpause = 1


;[State 0, VarSet]
;type = VarSet
;trigger1 =(var(31)=156)  &&p2stateno=20013
;
;v = 32    ;fv = 10
;value =3;-wait 34 ticks before proceeding 
;ignorehitpause = 1


;[State 0, VarSet]
;type = VarSet
;trigger1 =(var(31)=163) &&prevstateno=1006&& animtime=0
;
;v = 32    ;fv = 10
;value =6;-wait 34 ticks before proceeding 
;ignorehitpause = 1

[State 0, VarSet]
type = Varadd
trigger1 = var(32)>0
v =32    ;fv = 10
value = -1 ; subtract as soon as its not 0




;----------
[State 0, VarSet]
type = VarSet
trigger1 = var(31)>0
trigger2 = movetype=A
v = 35    ;fv = 10
value = stateno
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = var(31)=0
v = 35   ;fv = 10
value = 0
;----AI reset grab time

[State 0, VarSet]
type = VarSet
trigger1 =p2stateno=5210 && enemy,time>6
v = 33    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype!=A
trigger2= stateno=[800,855] 
trigger3 = p2stateno=[1029,1031]
v = 33    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
;--------------------

[State 0, VarSet]
type = VarSet
trigger1 = (p2movetype!=H ) && p2statetype!=L||(p2stateno=[5200,5210]); && var(31)!=9
trigger2 = (var(31)=9)
;trigger3 = p2movetype=I||p2movetype=A
;trigger4 = var(31)=26 
;trigger5 = p2stateno=[5050,5150]
;trigger6 = stateno=3000&&time=0
;trigger7 = cond(numhelper(4000),helper(4000),anim=3050,numhelper(4000)=0)
;trigger8 = var(31)=166
;trigger9 = var(31)=139
v = 31    ;fv = 10
value = 0
ignorehitpause = 1

 [State 0, VarSet]
type = VarSet
triggerall = stateno!=205
trigger1 = statetype = A
trigger2 = movetype=H && stateno!=[120,155]
trigger3= prevstateno=40&& var(31)=0
trigger4= (p2stateno=[5090,5119]) &&(p2stateno=[5121,5899])
trigger5 = (prevstateno=52 ||prevstateno=5120) && p2statetype=A && var(31)=0
trigger6 = fvar(6) <55 && frontedgebodydist >50 && p2statetype!=L && p2movetype!=H && var(31)=0
trigger7=helper(10003),var(8)>0
trigger8 = helper(10003),var(19)>0 && var(31)=0
trigger9= var(31)!=120 && var(31)!=0
trigger10 = prevstateno=[800,899]
v=30
value = 0

[State 0, VarSet]
type = VarSet
triggerall = statetype != A
triggerall = roundstate=2 && helper(10003),var(19)=0
triggerall = (helper(10003),var(8)<=0)
triggerall = p2stateno =5120||random <334|| p2movetype=A&& fvar(6) >100||enemy,hitdefattr=SC,AT || var(31)>0
trigger1= enemy,hitdefattr=SC,AT && ctrl
trigger2 = fvar(6) >130 && ctrl && movetype!=H&&(p2movetype!=H) && var(31)=0 
trigger3= var(33)=1 && (p2bodydist y >-50|| fvar(6) <60)
;trigger7 =  var(31)=
v = 30   ;fv = 10
value = 1

;ignorehitpause = 
;persistent = 
; Take more damage when mask off

;[State -2, DefenseMulSet]
;type = LifeAdd
;triggerall = Alive && MoveType = H &&  var(6)>0 ;&&!hitshakeover && time=1
;trigger1 = (FVar(8)-life)>0
;value = ifElse((FVar(8)-life)<life,-floor((FVar(8)-life)*fvar(3)),0)
;ignorehitpause=1
;persistent = 1
;ignorehitpause = 
;persistent = 
;[State 0, VarSet]
;type = VarSet
;trigger1 =1;hitshakeover
;fvar(8) = life
;ignorehitpause =1 
;persistent = 1

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



[Statedef -3]

[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 42   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

;[State 0, PowerSet]
;type = PowerSet
;triggerall = numhelper(10003)>0
;trigger1 = helper(10003),var(14)=1
;value =  helper(10003),var(16)
;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
triggerall = stateno!=3061
trigger1= numhelper(4000)=0 && var(16)=180 && stateno!=1005 && facing=1
helpertype = normal ;player
name ="Soldat"
ID =4000
stateno =4000
pos = -120,0
postype = left    ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=999
pausemovetime=999
[State 0, Helper]
type = Helper
triggerall = stateno!=3061
trigger1= numhelper(4000)=0 && var(16)=180 && stateno!=1005 && facing=-1
helpertype = normal ;player
name ="Soldat"
ID =4000
stateno =4000
pos = 120,0
postype = right    ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=999
pausemovetime=999

[State 0, VarSet]
type = Varadd
trigger1 =numhelper(4000)=0
v = 16   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = numhelper(4000)>0
v = 16    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 


[State 0, Helper]
type = Helper
triggerall = stateno!=3061
trigger1= numhelper(4000)=0  && prevstateno=[190,194]
helpertype = normal ;player
name ="Soldat"
ID =4000
stateno =4000
pos = ceil(-100*const(size.xscale)),0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=999
pausemovetime=999
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Tristan Samroy" ||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = !var(41)
value = random%10
[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = var(41)
value = 11 ; 1~99
;ignorehitpause =
;persistent =


 ;"none","add1","sub"
;ignorehitpause = 
;persistent =

;ignorehitpause = 
;persistent = 

;persistent = 
[State 0, ScreenBound]
type = ScreenBound
trigger1 = p2stateno=[20012,20014]
value = 1
movecamera = 0,1
ignorehitpause =1 
[State 0, VarSet]
type = Varadd
trigger1 = movehit=1 && p2stateno!=[120,155]
v = 56   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = Varset
trigger1 = p2movetype!=H
v = 56   ;fv = 10
value = 0
ignorehitpause =1

[State 0, ChangeState]
type = ChangeState
triggerall = power >=500 || (power>=250&& stateno=1000)
triggerall= stateno!=[3000,3051]
triggerall = AILevel=0 &&command="cancel" 
triggerall = stateno!=700
triggerall = var(2)!=3
triggerall = stateno!=[830,836]
trigger1 = movecontact
trigger2 = animelemtime(4)>0 && (stateno=1000)
value =ifelse(statetype!=A,4,5)
ctrl = 0
ignorehitpause=0
[State 0, ChangeState]
type = ChangeState
triggerall = power >=500
triggerall= stateno!=[3000,3051]
triggerall = AILevel>0&& var(31)=0
triggerall = stateno!=700
triggerall = stateno!=[800,899]
trigger1= movehit && var(4)>10 
triggerall = var(2)!=2
trigger2 =stateno=212 &&  movehit && random <15*AIlevel && fvar(6)<45
trigger3 = stateno=1100 && moveguarded&& random <7*AIlevel
trigger4= stateno=1050 && moveguarded&& random <15*AIlevel
;trigger5= animelemtime(6)>2&&stateno=1006
value =ifelse(statetype!=A,4,5)
ctrl = 0
ignorehitpause=0
;anim =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(3)=1 && (stateno!=[800,899])&&stateno!=[3000,3099]
movetype = I        ;I,A,H

[State 0, VarSet]
type = VarSet
trigger1= var(4)>=cond(var(21)=2,25,14) 
v = 3    ;fv = 10
value = 1
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H
v =4    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =fvar(4)<0
fv =4    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 =var(4)=0
v =3   ;fv = 10
value = 0

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = fvar(2)

[State 0, VarSet]
type = VarSet
triggerall = fvar(2)<.35
trigger1 =stateno=[3000,3050] 
fv = 2    ;fv = 10
value = .35


[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1= movehit=1
triggerall=stateno =200 || stateno=400 || stateno=600 || stateno=1004|| stateno=1007
fv =2 ;fv = 10
value = fvar(2)*.96
ignorehitpause=0

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1= movehit=1
triggerall=stateno =205 ||stateno=605|| stateno=405 
fv =2 ;fv = 10
value = fvar(2)*.974
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=410
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.98
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=210||stateno=410||stateno=610
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.955
ignorehitpause=0


[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=1100 && var(2)!=3
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.935
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=1050
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.957
ignorehitpause=0


[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=700
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.1
ignorehitpause=0


[State 0, VarSet]
type = VarSet
trigger1 = enemy,movetype != H  || (p2stateno=[120,155])
fv = 2   ;fv = 10
value = 1
ignorehitpause =  1
persistent =  1



[State -3, VarRandom]
type = VarRandom
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5030
trigger5 = stateno = 5050
trigger6 = stateno = 5070
trigger7 = stateno = 5080
v = 0
range = 0,60

[State -3, Hit0]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [0,20]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 0
channel=0



[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [20,35]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
value = 5000, 1
channel=0



[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [41,60]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 2
channel=0



;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
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 100 ;Jump land
trigger2 = stateno = 105 ;Run-back land
value = 40, 1