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

; var(0):= -3, 5900, 10001, 10020, 30011, 30012, 9999
; var(1):= 10011, 10001, 3001, 30011, 30012, 30060, 9998, 9999
; var(2):= 1010, 1050, 1100, 9998, 9999
; var(3):= -3, 10001, 9999
; var(4):= 205, 210, 211, 405, 410, 605, 610, 831, 1010, 1100, 3000, -3, 4, 5, 10001, 9999
; var(5):= 800, 830, 9999
; var(6):= 1000, -2, 9999
; var(7):= 10011, 9999
; var(8):= 55, 59, 10012, 9999
; var(9):= -2, 9999
;var(10):= 1001, 1002, 3060, -2, 8050, 9998, 9999
;var(11):= 831, 1005, 1010, 1100, -2, -3, 9999
;var(12):= -2, -3, 9999
;var(13):= 9999
;var(14):= 3060, 9999
;var(15):= 10001, 9999
;var(16):= 9999
;var(17):= 3071, 9999
;var(19):= 810, 831, 1006, 1010, 3000, -2, 10001, 9999
;var(20):= 800, 810, 830, 831, 9999
;var(21):= 205, 210, 211, 600, 605, 610, 700, 831, 1005, 1006, 1007, 1010, 1050, 1100, 3000, -2, 3001, 9999
;var(22):= 1010
;var(23):= -2
;var(24):= -2
;var(25):= 9999
;var(26):= -2, 40, 45
;var(27):= 1005, 1010, 1050, -2
;var(28):= 3060
;var(29):= -2
;var(30):= 9998, 9999
;var(32):= 4, 9998
;var(33):= -2
;var(34):= 9998, 9999
;var(35):= 9998, 9999
;var(36):= 9998, 9999
;var(37):= 205, 210, 410, -3, 9999
;var(38):= 3060
;var(39):= 9999
;var(40):= 3060, -2, 10011, 9998
;var(41):= 3060, -3, 10011, 9998
;var(42):= -2, 9999
;var(50):= -2, 4001, 9998
;var(52):= 154
;var(53):= 4001
;var(54):= -2, 190, 4001
;var(55):= 5900
;var(56):= -3
;var(59):= 190, 9998

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

; fvar(0):= 190, 10009, 10011
; fvar(2):= -3, 10001, 3001
; fvar(4):= -3
; fvar(5):= 1001, 1002, -3
; fvar(6):= 10011
;fvar(10):= 3060
;fvar(15):= 192
;fvar(21):= -3
;fvar(22):= -3











[Data]
life = 1000
power=1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 18
sparkno = 2
guard.sparkno = 40
kO.echo = 1
volume = 0
IntPersistIndex = 58
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 18
ground.front = 20
air.back = 16
air.front = 16
height = 60
attack.dist = 160
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,3  ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 5.5,0   ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-9    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5      ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;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 = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5
[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .5        ;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 = .35    ;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 = .4               ;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 = .05
[Quotes]
victory0 ="If you continue to stay in my way I can't guarantee your ability to move at all."
victory1="Wind is a destructive force, no matter how big or strong you are you can't escape it!"
victory2="Talk about a total blow out!"
victory3="The winds of change were not in your favor."
victory4="If you felt like you had the upperhand for a second you're sadly mistaken."
victory5="If you know nothing about him then please stand aside."
victory6="Don't you understand?! I have no time to entertain you as long as he lives!"
victory7="Well at least you were an adequate waste of my time..."
victory8="That's some fancy ship you got there, but it's clearly more show than tell!"
victory9="How do you expect to hit anyone with that giant thing?"
victory10="You....you know my weakness! I bet you know where my brother is! Tell me!"
victory11="Kid you've got guts, but I've got wind!"
victory12="Aren't you a bit young to be trading blows with someone like me?"
victory13="Mighty guard huh? Well if nothing else it was very effective!"
victory14="I don't know where he is ok? But now that you've calmed down perhaps you can help me?"
victory15="I could have sworn I fought you before...but something's not quite right about you."
victory16="I'm not hungry but thanks for the offer. You're a decent fighter too."
victory17="This is your fault! You did this to him! I'll make sure you can never harm anyone again!"
victory18="Brother I urge you...Don't make me do this! Only I can free you but not like this..."
victory19="Such power! I do not know who you seek but maybe they know about my brother as well...."
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && var(28)
value = 183



[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = cond(matchover,182,181)

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

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 120
flag = roundnotover

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S180,1+random%2
channel=0

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

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S181,random%2
channel=0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 140
flag = roundnotover


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

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

[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0 && var(59)=6
value = S181,2+random%2
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0 && var(59)=3
value = S181,4
channel=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0 && (!var(59) || var(59)!=6 && var(59)!=3)
value = S180,0
channel=0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 160
flag = roundnotover
[State 0, Explod]
type = Explod

trigger1=animelem=5 
trigger2= time=75 
anim =320
ID = 8305
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
persistent=0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=5 
x = 2
y = -7
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = time=75 
x = -2
y = -16
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(5)>=0  
y = .47
;ignorehitpause = 
;persistent = 

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 = time >120
value = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >120
flag = noshadow


;ignorehitpause = 
;persistent = 

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

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 191]
type = A
physics = N
ctrl = 0
anim = 190
velset = 0,0
sprpriority=1
[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,var(59)=142
value =192
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0 && !var(59)
value = S190,random%3
channel=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0 && var(59)=1
value = S191,9+random%2
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0 && var(59)=2
value = S191,11+random%2
channel=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0 && var(59)=3
value = S191,4+random%3
channel=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0 && var(59)=4
value = S191,15+random%2
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0 && var(59)=5
value = S191,13+random%2
channel=0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
y = -3.5
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1 = animelem=2
anim =1057
ID =1056
pos = 15,-0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 1.5,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=0
pausemovetime=99
[State 0, Explod]
type = Explod
trigger1 = animelem=2
anim =1057
ID =1056
pos = -15,-0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1.5,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=0
pausemovetime=99
[State 0, VelSet]
type = Veladd
trigger1 =animelemtime(2)>0&&animelemtime(3)<0
y = .45

[State 0, PosSet]
type = PosSet
trigger1 = animelem=3
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = 0
y = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=4
value = S40,0
channel=1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time <40 && animelem=4 
value =anim
elem = 1
;ignorehitpause = 
;persistent = 



[State 0, Helper]
type = Helper
trigger1 =  animelem=5
helpertype = normal ;player
name ="Wind"
ID = 10008
stateno = 10008
pos = 20,-55
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime=300
supermovetime=300
[State 0, Helper]
type = Helper
trigger1 =  animelem=5
helpertype = normal ;player
name ="Wind"
ID = 10007
stateno = 10008
pos = -14,-68
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime=300
supermovetime=300

[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)),ceil(-190*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
supermovetime=999
pausemovetime=999
persistent=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =command="start" || AnimTime = 0 || AIlevel >0
id =12010

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

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

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


;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 192]
type = S
physics = N
ctrl = 0
anim = 191
velset = 0,0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, VarSet]
type = VarSet
trigger1 = time=0
fv = 15    ;fv = 10
value = pos x
[State 0, PosAdd]
type = Posset
trigger1 = time=0
x = -70*facing
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = -50
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
Trigger1 = animelem=10
helpertype = normal ;player
name ="Reppuken"
ID = 1049
stateno = 10001
pos = 70,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.25
size.yscale=.25
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S191,0
channel = 0
;abspan = 
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=8
value = S200,6
channel = 0
[State 0, Explod]
type = Explod

trigger1=animelem=15  
anim =320
ID = 8305
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
persistent=0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=16 
x = -1.2
y = -8
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=17
value = S200,8
channel = 0
persistent=0
;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = animelem=22 ;&& p2bodydist x >25
;value = anim
;elem = 18
;persistent = 0

;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 =  p2bodydist x <25 && animelemtime(18)>=0&&animelemtime(22)<0
;value = anim
;elem = 22
;persistent=0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =animelem=24
x = 2
y = 7
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelem=26 && pos y <0
value = anim
elem = 24
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(16)>=0 &&animelemtime(22)<0 
y = .47
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  pos y>=0 && animelemtime(24)>=0&&animelemtime(26)<0
value = anim
elem = 26
persistent=0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=22
trigger2 = animelem=26
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = animelem=26
y = 0
;ignorehitpause = 
[State 0, Explod]
type = Explod

trigger1=animelemtime(29)>=0 && animelemtime(30)<0 && time%3=0 && anim!=100
anim = 8300
ID = 8306
pos = -24,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .6,.6
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(29)>=0&&animelemtime(30)<0
x =6.5
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(32)>=0&&animelemtime(33)<0
x =-9.5
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelem=34
value = 100
persistent = 0
[State 0, Explod]
type = Explod
trigger1= anim=100
anim = 8301
ID = 8306
pos = -15,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .5,.75
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, PosAdd]
type = PosAdd
triggerall = pos x < fvar(15) && facing =1 || pos x > fvar(15) && facing =-1
trigger1 = anim=100 && animelemtime(2)>=0 && animelemtime(3)<0
x =5.5
[State 0, PosAdd]
type = PosAdd
triggerall = pos x < fvar(15) && facing =1 || pos x > fvar(15) && facing =-1
trigger1 = anim=100 && animelemtime(3)>=0 
x =2.75
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=100&& animelemtime(3)>=0
trigger1 = pos x > fvar(15) && facing =1 || pos x < fvar(15) && facing =-1
value = 191
elem=34
persistent = 0
[State 0, PosSet]
type = PosSet
trigger1 = animelem=34
x = fvar(15)
;ignorehitpause = 
;persistent = 
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=31&& anim!=100
time = 30
freq = 60
ampl = -6
phase = 90
[State 0, AllPalFX]
type = AllPalFX

trigger1 = animelem=32
time = 3
add =256,256,256
mul = 256,256,256
sinadd = 0,0,0,0
invertall = 0
color = 256
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=29
value = S191,2
channel = 0
persistent=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=31&& anim!=100
value = S2,5
channel=1
[State 0, Explod]
type = Explod
trigger1 =animelem=31&& anim!=100
anim = 7013
ID =8002
pos = 66,-52
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, RemoveExplod]
type = RemoveExplod
trigger1 =command="start" || AnimTime = 0
id =12010
[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = animtime = 0 && anim!=100
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 195]
type = S
physics = N
ctrl = 0
anim = 195
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S180,3
channel = 0

[State 191, 3] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1

;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 0; 0;1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2              ;Set p1's sprite layering priority to 2 (in front)

[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
trigger1 = AnimElem =2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 15, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 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 = S7000+(random%4)                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S2, 0
guard.sparkno= S7500       
getpower=0      ;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  = 10          ;Time opponent is in hit state
ground.velocity = -4
guard.velocity=-4.5            ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3         ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime =ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,18,13)))             ;Time before opponent regains control in air
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,18,13)))  
forcenofall=p2stateno=20014
air.fall=p2stateno!=20014
id=200
yaccel=.48

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

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

;[State 0, Helper]
;type = Helper
;trigger1 = animelem  = 2
;helpertype = normal ;player
;name ="Reppuken"
;ID = 1001
;stateno = 10010
;pos = 0,0
;postype = left
;facing = 1
;keyctrl = 0
;ownpal = 1




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



;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 205]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 0; 0;1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = ifelse(p2bodydist x <28,205,206)                      ;Change animation (Def: no change)
poweradd =0                    ;Power to add (Def: 0)
sprpriority = 2              ;Set p1's sprite layering priority to 2 (in front)
[State 0, 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 0, PosAdd]
type = PosAdd
trigger1 = time=0 && var(37)!=0
x = -var(37)
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time=1 
v = 37   ;fv = 10
value = 0


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2 && anim=206
x = 13
[State 0, VarSet]
type = VarSet
trigger1 = animelem=2 && anim=206
v = 37   ;fv = 10
value = 13

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3&& anim=206
x = 3
[State 0, VarSet]
type = VarSet
trigger1 = animelem=3&& anim=206
v = 37   ;fv = 10
value = 16
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5&& anim=206
x = -3
[State 0, VarSet]
type = VarSet
trigger1 = animelem=5&& anim=206
v = 37   ;fv = 10
value = 13
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6&& anim=206
x = -13
[State 0, VarSet]
type = VarSet
trigger1 = animelem=6&& anim=206
v = 37   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel=1

[State 200, 1]
type = PlaySnd
triggerall = random<499
trigger1 = Time = 1
value = 200, 1
channel=0
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 25
priority=4
guardflag = MA
pausetime = 12,12
sparkno = S7010+(random%4)
sparkxy = -10,ifelse(anim=205,-70,-47)
hitsound = S2, 1
guard.sparkno= S7500
getpower=15,7 
guardsound = S6, 0
ground.type = High
givepower=10,5
ground.slidetime = 14
guard.ctrltime=10
ground.hittime  = 14
ground.velocity = -3
guard.velocity=-6
air.velocity = -1.5,-3.5
p2facing=1
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,20,17)))  
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,20,17)))
forcenofall=p2stateno=20014
air.fall=p2stateno!=20014
id=200
yaccel=.48
[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 && anim=206
trigger2 = animelem=4 && anim=205
movetype = I  

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

;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 210]
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; 0;1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = ifelse(fvar(22) <15,210,211)                     ;Change animation (Def: no change)
poweradd = 0                  ;Power to add (Def: 0)
sprpriority = 2              ;Set p1's sprite layering priority to 2 (in front)
[State 0, 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
trigger1 = Time = 1
value = 0, 2
channel=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 && var(37)!=0
x = -var(37)
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time=1 
v = 37   ;fv = 10
value = 0


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3&& anim=211
x = 16
[State 0, VarSet]
type = VarSet
trigger1 = animelem=3&& anim=211
v = 37   ;fv = 10
value = 16

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5&& anim=211
x = 2
[State 0, VarSet]
type = VarSet
trigger1 = animelem=5&& anim=211
v = 37   ;fv = 10
value = 18
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7&& anim=211
x = -11
[State 0, VarSet]
type = VarSet
trigger1 = animelem=7&& anim=211
v = 37   ;fv = 10
value = 7
[State 0, PosAdd]
type = PosAdd
trigger1 = animtime=0&& anim=211
x = -7
[State 0, VarSet]
type = VarSet
trigger1 = animtime=0&& anim=211
v = 37   ;fv = 10
value = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2 && anim=210
x = -14
[State 0, VarSet]
type = VarSet
trigger1 = animelem=2 && anim=210
v = 37   ;fv = 10
value = -14
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3 && anim=210
x = 3
[State 0, VarSet]
type = VarSet
trigger1 = animelem=3 && anim=210
v = 37   ;fv = 10
value = -11
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4 && anim=210
x = -3
[State 0, VarSet]
type = VarSet
trigger1 = animelem=4 && anim=210
v = 37   ;fv = 10
value = -14
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8 && anim=210
x = 14
[State 0, VarSet]
type = VarSet
trigger1 = animelem=8 && anim=210
v = 37   ;fv = 10
value = 0
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    =35
guardflag = MA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -10,ifelse(anim=211,-70,-47)
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=30,20 
priority=5
givepower=20,5
ground.type = High
p2facing=1
guard.ctrltime=11
ground.slidetime =16
ground.hittime  = 16
ground.velocity = -5.5
guard.velocity=-7
air.velocity = -1.5,-(cond(anim=210,5,3.75)/fvar(5))
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,27,16)))
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,27,16)))
ground.cornerpush.veloff =-5
forcenofall=p2stateno=20014
air.fall=p2stateno!=20014
id=200
yaccel=.48;*fvar(5)
[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 = 1
player = 10,0


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I  

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 211]
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; 0;1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 215                   ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2              ;Set p1's sprite layering priority to 2 (in front)
[State 0, 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 = PlaySnd
trigger1 = animelem=2
value = 0, 2
channel=1

[State 200, 1]
type = PlaySnd
triggerall = random<499
trigger1 = Time = 1
value = 200, 4
channel=0
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x = 9
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3
x = -6
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x = 10
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5 
x = -5
;[State 0, PosAdd]
;type = PosAdd
;trigger1 = animtime=0 
;x = 5
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(2)>1 && animelemtime(4)<0 
x = 3.5
;ignorehitpause = 
;persistent = 

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    =55 
guardflag = HA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -10,-40
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=30,20 
priority=4
givepower=20,5
ground.type = High
p2facing=1
guard.ctrltime=11
ground.slidetime =14
ground.hittime  = 14
ground.velocity = -5.5,-3
guard.velocity=-7
air.velocity = -4.5,2
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,27,16)))
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,27,16)))
air.fall=1
id=cond(p2statetype=A||(p2stateno=[20010,20014]),210,211)
nochainid=211
yaccel=.48
[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 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,fvar(5)
[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,fvar(6)
y = -6

[State 5035, 4]
type=selfState
triggerall = time>2
trigger1= Pos Y >= Const240p(35)
value = 5100 ;HITA_FALL

[State 0, SelfState]
type = SelfState
triggerall = alive && enemy,fvar(5)=1
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 0, ChangeState]
type = ChangeState
trigger1 = enemy,fvar(6)>1 && backedgebodydist < 15
value = 1046
[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)*enemy,fvar(5)



[State 5035, 4]
type=selfState
triggerall = time>2 && enemy,fvar(5)<=1
trigger1 = Pos Y >= Const240p(35);.
value = 5100 ;HITA_FALL

[State 5035, 4]
type=changeState
triggerall = time>2 && enemy,fvar(5)>1
trigger1 = Pos Y >= 25;.
value = 1032 ;HITA_FALL
[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,fvar(6)>1 && backedgebodydist < 15
value = 1046
[State 0, SelfState]
type = SelfState
triggerall = alive && enemy,fvar(5)=1
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)*enemy,fvar(5)

[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) && enemy,fvar(5)=1
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 0, ChangeState]
type = ChangeState
trigger1 = enemy,fvar(6)>1 && backedgebodydist < 33 
trigger1 = Pos Y < const(size.mid.pos.y)+40
value = 1046
;anim =
;ignorehitpause = 
;persistent = 

[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 5035, 4]
type=SelfState
triggerall = time>2 && enemy,fvar(5)>1
trigger1 = Pos Y >= Const240p(35);.
value = 5100
[State 0, SelfState]
type = SelfState
trigger1 = time > 2&& enemy,fvar(5)<=1 || !alive
value =ifelse(alive,5201,5110)



;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0; 5
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2


[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
channel=1

[State 200, 1]
type = PlaySnd
triggerall = random<499
trigger1 = Time = 1
value = 200, 0
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 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 14
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = LA
pausetime = 8,8
givepower=5,5
sparkno = S7000+(random%4)
sparkxy = -10,-20
hitsound = S2, 0
guardsound = S6, 0
ground.type = Low
getpower=0
guard.sparkno= S7500
guard.ctrltime=10
ground.slidetime =12
ground.hittime  = 10
fall.recovertime=10
down.hittime=10
air.hittime=10
ground.velocity = -4
guard.velocity=-4.5
down.velocity=-.5,-5
air.velocity = -1.5,-3
air.fall=1
id=200
forcenofall=p2stateno=20014
air.fall=p2stateno!=20014
yaccel=.48
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 0; 5
poweradd= 0
ctrl = 0
anim = 405
sprpriority = 2
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel=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, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 400, 2]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 25
animtype  = medium
hitflag = MAF
guardflag = LA
guard.sparkno= S7500
pausetime = 12,12
sparkno = S7010+(random%4)
sparkxy = -10,-8
hitsound = S2, 1
priority=4
guardsound = S6, 0
getpower=15,7
ground.type = Low
guard.ctrltime=9
ground.slidetime =13
ground.hittime  = 14
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,23,14))
air.hittime=ifelse(var(21)=1,99,ifelse(var(21)=2,23,14))
ground.velocity = -5
air.velocity = -2,-3
guard.velocity=-6
down.velocity = -5,0
down.hittime = 20
forcenofall=p2stateno=20014
air.fall=p2stateno!=20014
id=200
yaccel=.48
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl =1
;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0; 5
poweradd=0
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2
channel=1

[State 200, 1]
type = PlaySnd
triggerall = random<499
trigger1 = Time = 1
value = 200, 2
channel=0
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && var(37)!=0
x = -var(37)
[State 0, VarSet]
type = VarSet
trigger1 =time=1 
v = 37   ;fv = 10
value = 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 410, 2]
type = HitDef
trigger1 = AnimElem = 3 && !movecontact
attr = C, NA
damage    = 55
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -30,-45
guard.sparkno= S7500
hitsound = S2, 2
priority=5
guardsound = S6, 0
ground.type = Low
guard.ctrltime=15
ground.slidetime =16
ground.hittime  =16
air.hittime=15
getpower=20
ground.velocity = -7.5
guard.velocity=-5
air.velocity = -2,-4
yaccel=.52
forcenofall=!enemy,hitfall
air.fall=1
fall.recovertime=ifelse(var(21)=1,99,ifelse(Var(21)=2,25,17))
id=200
forcenofall=p2stateno=20014
air.fall=p2stateno!=20014
yaccel=.48
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = N
juggle  = 0; ifelse(prevstateno = 102,0,1)
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[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, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
channel=1

[State 200, 1]
type = PlaySnd
triggerall = random<499
trigger1 = Time = 1
value = 200, 0
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 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    =10
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = S7000+(random%4)
sparkxy = -10,-58
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)))
ground.velocity = -4
air.velocity = -1.3,ifelse(p2bodydist y <=-30,-1,-3.5)
air.hittime=ceil(ifelse(var(21)=1,20,ifelse(var(21)=2,12,10)))
fall.recovertime=ceil(ifelse(var(21)=1,20,ifelse(var(21)=2,12,10)))
air.fall=1
id=200
yaccel=.48

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5*fvar(5)
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 57
ctrl = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >0
value = 52
ctrl = 0
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 605]
type    = A
movetype= A
physics = N
juggle  = 0; ifelse(prevstateno = 102,0,2)
poweradd=0
ctrl = 0
anim = 605
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
channel=1

[State 200, 1]
type = PlaySnd
triggerall = random<499
trigger1 = Time = 1
value = 200, 1
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
[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 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5*fvar(5)
[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 20
guardflag = HA
priority = 4
pausetime = 11,11
sparkno = S7010+(random%4)
sparkxy = -5,-50
hitsound = S2, 1
getpower=ceil(10),10  
givepower=7,5
guardsound = S6, 0
ground.type = High
guard.sparkno= S7500
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -4
air.velocity = -2,-3.5
air.hittime=ceil(ifelse(var(21)=1,35,ifelse(var(21)=2,24,19)))
fall.recovertime=ceil(ifelse(var(21)=1,35,ifelse(var(21)=2,24,19)))
air.fall=1
forcenofall= p2statetype=C
id=200
yaccel=.48
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 57
ctrl = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = N
juggle  = 0; ifelse(prevstateno = 102,0,2)
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2
[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, 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 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
channel=1

[State 200, 1]
type = PlaySnd
triggerall = random<499
trigger1 = Time = 1
value = 200,3
channel=0
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40
guardflag = HA
priority = 5
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -13,-53
hitsound = S2, 2
getpower=ceil(20),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
air.velocity = -3,ifelse(var(21)=1,7,-3.75)
air.hittime=ifelse(var(21)=1,40,ifelse(var(21)=2,25-((numexplod(610)>4)*7),25-((numexplod(610))*3)))
fall.recovertime=ifelse(var(21)=1,40,ifelse(var(21)=2,25-((numexplod(610)>4)*7),25-((numexplod(610))*3)))
air.fall=1
fall= var(21)
forcenofall= p2statetype=C && !var(21)
id=204
yaccel=.48
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[1025,1055]) && p2stateno!=1033 && p2stateno!=[201,204]
value =ifelse(var(21)=0,201,1033)
ID =204
ignorehitpause=0
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5*fvar(5)
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >10
value = 52
ctrl = 0
;---------------------------------------------------------------------------
; 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
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200,6
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 = S7020+(random%4)
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,-5.5
guard.velocity=-3
air.velocity = -7.5,-5.5
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
;---------------------------------------------------------------------------
[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 = p2bodydist x <=44
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",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 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
[State 0, VarSet]
type = VarSet
trigger1 = (random<33*(enemy,AIlevel))&&var(5)=0&&(enemy,AIlevel)>0&&time=0
trigger2 = (random<53*(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 = 43,-73
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 = 2,2
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 = 43,-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 = 2,2
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 = 43,-73
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 = 2,2
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),2-((time)*.12)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =840
scale = 1,1
facing=facing

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=[0,5]
ID =841
scale = 2-((time)*.12),2-((time)*.12)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =841
scale = 1,1
facing=facing


[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value =200, 8
channel=0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
edge = 80,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(1) >= 0 && animelemtime(2)<0
pos = 44,0

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2) >= 0 && animelemtime(3)<0
pos = 24,-91
[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(3) >= 0 && animelemtime(4)<0
pos = 1,-102
[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(4) >= 0 && animelemtime(5)<0
pos =7,-107
[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(5) >= 0 && animelemtime(6)<0
pos = 5,-97
[State 810, Bind 5]
type = TargetBind
trigger1 =animelem=6
pos = 87,-10
[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -45

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem=6 
value = 1032


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=6 
value = S2,4
channel = 4
;abspan = 
;ignorehitpause = 
;persistent = 

[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
;---------------------------------------------------------------------------
;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
[State 810, State End]
type = selfState
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, 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*enemy,fvar(5)

[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


;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt

[Statedef 830]
type    = A
movetype= A
physics =A
juggle  = 0; 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
[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 = ifelse(prevstateno=605,610,605)
ctrl = 0

;----------------------------------------------------------------------
[Statedef 831]
type = A
movetype= A
physics = N
anim = 851
velset=0,0
poweradd = 60


[State 0, VarSet]
type = VarSet
trigger1 = (random<33*(enemy,AIlevel))&&var(5)=0&&(enemy,AIlevel)>0&&time=0
trigger2 = (random<53*(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
[State 0, VarSet]
type = VarSet
trigger1 = time >30
v = 11   ;fv = 10
value = 1
;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,-73
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 = 2,2
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 = 2,2
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,-73
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 = 2,2
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),2-((time)*.12)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =840
scale = 1,1
facing=facing

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=[0,5]
ID =841
scale = 2-((time)*.12),2-((time)*.12)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =841
scale = 1,1
facing=facing
[State 810, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = 1, 1

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

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 2
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem=1
pos =49, -75
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value =200, 8
channel=0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem=2
pos = 80, -76


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NT
animtype  = Medium
damage    = 45
guardflag = MA
pausetime = 6,6
sparkno = S7010+(random%4)
sparkxy = -10,-90
hitsound = S2,5
guard.sparkno= S7500
getpower=15,7 
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime=ifelse(anim=205,10,13)
ground.hittime  = ifelse(anim=205,12,16)+(var(21)=2*4)
ground.velocity = -5.5
guard.velocity=-6
air.velocity = -9,-6
p2facing=1
air.hittime=ifelse(var(5)=1,150,45)
fall.recovertime=ifelse(var(5)=1,150,45)
air.fall=1
id=202
envshake.time = 8
envshake.ampl = 7
envshake.freq=85
yaccel=.48

[State 810, State End]
type = ChangeState
trigger1 =animtime=0
value = 57
ctrl=1
;----------------------------------------------------------------------
[Statedef 832]
type = A
movetype = H
physics = N
sprpriority = 1
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, 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

;----------------------------------------------------------------------
[Statedef 841]
type = A
movetype = H
physics = N
velset = -5,-8
poweradd = 40

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

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

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

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
;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*enemy,fvar(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  && enemy,fvar(5)<=1
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 = 853
poweradd = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 5000,3
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
;--------------------------------------------------------------------------------
[Statedef 1000]
type    = U
movetype= A
physics = N
juggle  = 0; 4
poweradd= 0
velset = 0,0
anim = 310
ctrl = 0
sprpriority = 0
[State 0, VarSet]
type = Varadd
trigger1= time=0
v = 6   ;fv = 10
value = 1






[State 0, Explod]
type = Explod

trigger1=animelem=3 && time >4
anim = 8301
ID = 8301
pos = -73,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .5,.75
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod

trigger1=animelem=3&& time >4
anim = 8301
ID = 8301
pos = 73,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .5,.75
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = statetype=A && time=0
value = anim
elem =3
persistent=0
[State 0, Explod]
type = Explod

trigger1=animelem=2 
trigger2= animelem=3 && time <2
anim =320
ID = 8305
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
persistent=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=3
value = S40, 2
channel=0



[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N         ;A,C,S,N
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
triggerall =(var(10)!=4 && var(12)!=6 ||var(10)!=6 && var(12)!=4) 
trigger1 =animelem=3 
x = ifelse(fvar(6)<1,-2,ifelse(fvar(6)>1,2,0))

[State 0, VelSet]
type = VelSet
trigger1 =animelem=3 
y = -8.5
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
triggerall =animelemtime(4)>0 && vel x <6 
trigger1 = command="holdfwd" && AIlevel=0
trigger2= p2bodydist x >-15 && AIlevel>0
x = .1

[State 0, VelAdd]
type = VelAdd
triggerall = animelemtime(4)>0&& vel x >-6 
trigger1 = command="holdback"  && AIlevel=0
trigger2= p2bodydist x <-15 && AIlevel>0
x = -.1
;ignorehitpause = 
;persistent = 


[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(3)>0
y = .4*fvar(5)

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >0 && animelemtime(5)>0
value = 52
ctrl = 0
[State 0, ChangeState]
type = ChangeState
triggerall = AIlevel=0
trigger1 = (command="holdfwd"||command="holdback") && command="a" && animelemtime(3)>0 
value =1006
ctrl = 0
[State 0, ChangeState]
type = ChangeState
triggerall = AIlevel=0
trigger1 = command="a" && animelemtime(3)>0 && command="holddown"
value =1007
ctrl = 0
[State 0, ChangeState]
type = ChangeState
triggerall = AIlevel=0
trigger1 = command="a" && animelemtime(3)>0 && command="holdup"
value =1005
ctrl = 0


;anim =
;ignorehitpause = 
;persistent = 
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 1001]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                     ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 0; 0;1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 300+(prevstateno=[200,440])                      ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2



[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x =26
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
x =-4
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6
x =-6
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7
x =-6


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && AILevel=0
v = 10   ;fv = 10
value = ifelse(command="QCF_a",ifelse(facing=1,6,4),2)
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && AILevel>0 && var(34)<=0
v = 10   ;fv = 10
value = ifelse(frontedgebodydist <60,ifelse(facing=1,6,4),2)
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
trigger1 = helper(10002),var(10)=ifelse(facing=1,6,4) ||helper(10002),var(10)=2
v = 10   ;fv = 10
value =helper(10002),var(10)

[State 200, 1]
type = PlaySnd
triggerall = var(10)!=2&& anim=300
trigger1 = Time = 1
value = 201, 6
channel=0
[State 200, 1]
type = PlaySnd
triggerall = var(10)!=2&& anim=300
trigger1 = Time = 1
value = 201, 7
channel=0

[State 200, 1]
type = PlaySnd
triggerall =anim=301
trigger1 = Time = 1
value = 200, 2
channel=0
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = var(10)=2 
fv = 5    ;fv = 10
value = 1.25

[State 0, Helper]
type = Helper
triggerall = numhelper(10011)=0
trigger1 =  animelem=4
helpertype = normal ;player
name ="Wind"
ID = 10011
stateno = 10011
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime=300
supermovetime=300
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 1002]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                     ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 0; 0;1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 305  +(prevstateno=[200,440])                      ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2



[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3
x =20
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x =-2
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
x =-10
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7
x =-8

[State 0, VarSet]
type = VarSet
trigger1 =time=0 && AILevel=0
v = 10  ;fv = 10
value = ifelse(command="QCB_a",ifelse(facing=1,4,6),8)
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && AILevel>0
v = 10   ;fv = 10
value = ifelse(backedgebodydist <60,ifelse(facing=1,4,6),8)
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
trigger1 = helper(10002),var(10)!=0
v = 10   ;fv = 10
value =helper(10002),var(10)
[State 0, VarSet]
type = VarSet
trigger1 = var(10)=8
fv = 5    ;fv = 10
value = .75
[State 200, 1]
type = PlaySnd
triggerall =  var(10)!=2 && anim=305
trigger1 = Time = 1
value = 200, 7
channel=0
[State 200, 1]
type = PlaySnd
triggerall =  var(10)=8 && anim=305
trigger1 = Time = 1
value = 201, 7
channel=0

[State 200, 1]
type = PlaySnd
triggerall = random<499  && anim=306
trigger1 = Time = 1
value = 200, 2
channel=0
[State 0, Helper]
type = Helper
trigger1 =  animelem=4
helpertype = normal ;player
name ="Wind"
ID = 10011
stateno = 10011
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime=300
supermovetime=300
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=========================================================================================================
; Kung Fu Palm
[Statedef 1005]
type    = A
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0
velset=0,-2
anim =312
ctrl = 0
sprpriority = 1

;ignorehitpause = 
;persistent = 


[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 200, 1]
type = PlaySnd
trigger1 =animelem=2
value = 200,5
channel=0
 
[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =1005
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
ontop = 1
shadow = 0,0,0
removetime=-1
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0


[State 0, Explod]
type = Explod

trigger1=animelem=2
anim =323
ID =323
pos = -30,-24
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .4,.4
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1

;trans = 
;persistent =
;supermove = 0
;pausemove = 0



[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=2
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
triggerall =(var(10)!=4 && var(12)!=6 ||var(10)!=6 && var(12)!=4) 
trigger1 =animelem=2 
x = ifelse(fvar(6)<1,-2,ifelse(fvar(6)>1,2,0))
[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
y = -(7.5*fvar(5))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,2
volume = 255
channel = 1


;[State 0, VarSet]
;type = VarSet
;trigger1 =time=0
;v = 58   ;fv = 10
;value = 15
;ignorehitpause=1
;[State 0, VarSet]
;type = VarSet
;trigger1 =time=0
;v =15   ;fv = 10
;value = 18-(numexplod(1001)*5)
;ignorehitpause=1
; 
[State 113, VarSet]
type = VarSet
trigger1 =numexplod(1005)>2 && var(21)=2
v =21   ;v = 570
value =1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value =2
[State 113, VarSet]
type = VarSet
trigger1 = var(21)=2
v =27  ;v = 570
value =1
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Medium
damage    =65
guardflag = MA
priority=6
pausetime = 6,6
sparkno = S7020+(random%4)
sparkxy = -10,-45
hitsound = S2, 3
guardsound = S6, 0
guard.sparkno= S7500
getpower=25,5
givepower=15,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 16
ground.velocity = -0,-8
guard.velocity=-6
air.velocity =  -0,-ifelse(var(21)=2 && numexplod(1005)<2,14.5,8*fvar(5))
air.hittime=ifelse(var(21)>=1,99,ceil(30*fvar(5)))
fall.recovertime=ifelse(var(21)>=1,99,ceil(30*fvar(5)))
fall=1
id=ifelse(fvar(5)<=1,200,999)
yaccel=.47*fvar(5)

[State 0, VarSet]
type = VarSet
trigger1 = fvar(5)>1
v = 11   ;fv = 10
value = 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, RemoveExplod]
type = RemoveExplod
trigger1 = pos y>=0 && animelemtime(3)>0
id = 321
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(2)>0
y = cond(fvar(5)>1,.85,.48*fvar(5))
[State 0, SelfState]
type = changeState
trigger1 =animtime=0
value =57
;=========================================================================================================
; Kung Fu Palm
[Statedef 1006]
type    = A
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0
velset=0,0
anim =313
ctrl = 0
sprpriority = 1

;ignorehitpause = 
;persistent = 


[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, Width]
type = Width
trigger1 = animelemtime(2)>0
edge = 40,0
;value = 0,0
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 =!movecontact 
value = 0
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = time=0
trigger1 = (command="holdback"|| command="back")
trigger2 = ((fvar(22) / fvar(21)) < .71 && (fvar(22)/ fvar(21)) >= .2) && AIlevel>0 && var(31)=0
value = 314

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =( backedgebodydist >15 && frontedgebodydist >5) && time<=1 
value = anim
elem = 2

[State 200, 1]
type = PlaySnd
trigger1 =animelem=2
value = 200,random%2
channel=0
persistent=0
[State 0, Turn]
type = Turn
trigger1 = frontedgebodydist <12 && time=0 
[State 0, PosSet]
type = PosSet
trigger1 = animelemtime(2)<0  &&(backedgebodydist <=15)
x = -145*facing
[State 0, VelSet]
type = VelSet
trigger1 = animelem=6 && anim=313
trigger2 = animelem=4 && anim=314
x = (ifelse(anim=314,3.9,8)*fvar(6))+(numexplod(313)*1.5)
y = (9.5*fvar(5))+(numexplod(313)*2)




[State 0, ScreenBound]
type = ScreenBound
trigger1 = animelemtime(2)<0  &&(backedgebodydist <15)
value = 1
movecamera = 0,1
;ignorehitpause = 
;persistent = 


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id = 313
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 =time=0 && animelem=1
anim =10000
ID =313
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 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =1001
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, PlaySnd]
type = PlaySnd
trigger1=animelem=4 && anim=314 && !numexplod(321)
trigger2=animelem=6 && anim=313&& !numexplod(321)
value = S0,2
channel = 1
persistent=0
[State 0, Explod]
type = Explod

trigger1=animelem=6 && anim=313&& !numexplod(321)
anim =321
ID =321
pos = 46,-17
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .6,.6
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
[State 0, Explod]
type = Explod

trigger1=animelem=4 && anim=314 && !numexplod(321)
anim =322
ID =321
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .6,.6
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(321) 
ID =321
scale = ifelse(time%3=0,.4,.6),ifelse(time%3=0,.4,.6)
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 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 = 0



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 255
channel = 1

;
;[State 0, VarSet]
;type = VarSet
;trigger1 =time=0
;v = 58   ;fv = 10
;value = 15
;ignorehitpause=1
;[State 0, VarSet]
;type = VarSet
;trigger1 =time=0
;v =15   ;fv = 10
;value = 18-(numexplod(1001)*5)
;ignorehitpause=1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = numexplod(313) >0 && p2statetype=C
flag = unguardable

[State 210, 2]
type = HitDef
triggerall =!movecontact
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Medium
damage    =ceil(40*fvar(5))+(numexplod(313)*25)
guardflag = MA
pausetime = 6,6
sparkno = S7020+(random%4)
sparkxy = -10,-45
hitsound = S2, 3
guardsound = S6, 0
priority=4
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 = -4,0
guard.velocity=-6
air.velocity =  -4,8
air.hittime=20
fall.recovertime=20
fall=1
id=ifelse(fvar(5)<=1,210,211)
yaccel=.47


[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, VarSet]
type = VarSet
trigger1 = movehit && numexplod(313)
v = 19    ;fv = 10
value = 1
ignorehitpause = 1
;persistent = 

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = pos y>=0 && animelemtime(3)>0
id = 321
;ignorehitpause = 
;persistent = 
 [State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelem=7 &&pos y <0 && anim=313&&fvar(5)<=1 
value = 313
elem = 6

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 &&fvar(5)>1  &&pos y <0 && anim=313
value = 313
elem = 7

;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelem=6 &&pos y <0 && anim=314&&fvar(5)<=1 
value = 314
elem = 4
[State 0, SelfState]
type = changeState
trigger1 =pos y>=0 && animelemtime(3)>0
value =52
ctrl=0
;=========================================================================================================
; Kung Fu Palm
[Statedef 1007]
type    = A
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0
velset=0,0
anim =315
ctrl = 0
sprpriority = 1

;ignorehitpause = 
;persistent = 


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

;value = 0,0
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 =!movecontact 
value = 0
;ignorehitpause = 
;persistent = 





 
[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =1007
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=animelem=5  && !numexplod(321)
anim =324
ID =321
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .6,.6
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(321) 
ID =321
scale = ifelse(time%3=0,.4,.6),ifelse(time%3=0,.4,.6)
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 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 = 0
[State 200, 1]
type = PlaySnd
trigger1 =animelem=2
value = 200,2
channel=0
persistent=0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=5 
y = (9.5*fvar(5))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=5  && !numexplod(321)
value = S0,2
channel = 1
persistent=0
;
;[State 0, VarSet]
;type = VarSet
;trigger1 =time=0
;v = 58   ;fv = 10
;value = 15
;ignorehitpause=1
;[State 0, VarSet]
;type = VarSet
;trigger1 =time=0
;v =15   ;fv = 10
;value = 18-(numexplod(1001)*5)
;ignorehitpause=1
 [State 0, AssertSpecial]
type = AssertSpecial
trigger1 = fvar(5)>1&& p2statetype=C
flag = unguardable


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5 &&!movecontact
attr = S, SA
animtype  = Medium
damage    =ceil(35*fvar(5))
guardflag = MA
hitflag= MAFD
pausetime = 6,6
priority=4
sparkno = S7020+(random%4)
sparkxy = -10,-45
hitsound = S2, 3
guardsound = S6, 0
guard.sparkno= S7500
getpower=40,5
givepower=30,5
ground.type = High
p2facing=1
guard.ctrltime=19
ground.slidetime =15
ground.hittime  = 19
guard.ctrltime=13
ground.velocity = -4,0
guard.velocity=-6
down.velocity=-4,0
down.hittime=15
air.velocity =  -2,8
air.hittime=20
fall.recovertime=20
air.fall=1
id=ifelse(fvar(5)<=1,210,440)
yaccel=.47

[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, RemoveExplod]
type = RemoveExplod
trigger1 = pos y>=0 && animelemtime(3)>0
id = 321
;ignorehitpause = 
;persistent = 

[State 0, SelfState]
type = changeState
trigger1 =pos y>=0 && animelemtime(3)>0
value =52
ctrl=0
;---------------------------------------------------------------------------
; Strong Kung Fu Palm
; CNS difficulty: medium
[Statedef 1010]
type    = S
movetype= A
physics = N
juggle  = 0;    ifelse(command="HCF4",3,6)
poweradd= 0
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = ifelse(Var(21)=2,1,2)
persistent=0
ignorehitpause=1

 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1010)=1 && time=0
v = 21   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1  &&prevstateno=[200,410]
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(21)=0 
v = 19   ;v = 570
value = 0
ignorehitpause =1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A && anim=1012
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = VarSet
triggerall = var(21)!=2 || numexplod(1010)>1
trigger1 = p2movetype=A && var(2)!=3
v =21   ;v = 570
value = 1
[State 0, Explod]
type = Explod
trigger1 =var(21)=2 && movehit=1 
anim =10000
ID = 1010
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 1000, 1]
;type = PlaySnd
;trigger1 = time=0
;value = 200,9
;channel=0

;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 = var(21)=1+(var(2)=2)
v =27    ;fv = 10
value = 1
;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=time=0 && var(2)=0
;trigger1 =  ( var(31)>0||p2movetype!=I) ||var(2)=0 && time=1
trigger1=  p2statetype=A ||  random%10<4
trigger2 = anim=1000 && time=2 &&var(2)=0
v = 2   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0&& var(31)=0
triggerall=time=0 && var(2)=0
trigger1 = (p2statetype=S)  ||  random%10>=4
trigger2 = anim=1001 && time=1
v = 2   ;fv = 10
value = 2


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

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
triggerall = animelemtime(2)>0
trigger1 = command = "QCF_y" 
v = 22    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = animelemtime(2)>0
trigger1 = command="QCF_z"
v = 22    ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
trigger1 = helper(10002),var(2)!=0
v = 2   ;fv = 10
value =helper(10002),var(2)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(2)>1 && time=0
value = 1001


[State 1010, 1]
type = PlaySnd
trigger1 = animelem=2
value = 0, 2
channel=1
[State -1]
Type = PosAdd
triggerall = anim=[1000,1001]
Trigger1 = animelemtime(1)>2 && animelemtime(6)<0
X = 5.25*fvar(6)
[State -1]
Type = PosAdd
triggerall = anim=[1000,1001]
Trigger1 = animelemtime(6)>=0 && animelemtime(6)<6
X = 2*fvar(6)
[State 0, Helper]
type = Helper

triggerall = anim=[1000,1001]
trigger1 =  animelemtime(1)=4
helpertype = normal ;player
name ="FX"
ID = 10003
stateno = 10003
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.3
size.yscale=.4
[State 810, Grab Sound]
type = PlaySnd
triggerall = anim=[1000,1001]
trigger1 = AnimElem = 1
value =200, cond(anim=1000,9,12)
channel=0
[State -1]
Type = PosAdd
triggerall = anim=1000
Trigger1 = animelem=3
X = 10
[State -1]
Type = PosAdd
triggerall = anim=1000
Trigger1 = animelem=4
X = -10

[State -1]
Type = PosAdd
triggerall = anim=1001
Trigger1 = animelem=3
X = 2
[State -1]
Type = PosAdd
triggerall = anim=1001
Trigger1 = animelem=4
X = -2




[State 1010, 6] ;Opponent near
type = HitDef
triggerall =anim=1000
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 25, 5
priority  = 5
hitflag=MAF
guardflag = MA
pausetime = 5,8
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 2

getpower=10,5
guardsound = S6, 0
ground.type = high
ground.slidetime = 16
ground.hittime  = 15
guard.ctrltime=15
down.hittime=20
ground.velocity = -5,0
air.velocity = -1.5,-cond(p2bodydist y <-45,2,4)
guard.velocity=-5
air.fall=1
air.hittime=14
fall.recovertime=14
yaccel=.47
id=200

[State 1010, 6] ;Opponent near
type = HitDef
triggerall = anim=1001
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 25, 5
priority  = 5
hitflag=MAF
guardflag = LA
pausetime = 5,8
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 2
getpower=10,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 15
guard.ctrltime=15
down.hittime=20
ground.velocity = -5,0
air.velocity = -1.5,-5
guard.velocity=-5
air.fall=1
air.hittime=14
fall.recovertime=14
yaccel=.47
id=200
;===============================
[State 0, ChangeAnim]
type = ChangeAnim
triggerall =( (command="QCF_y"||var(22)=1) &&anim=1000||(command="QCF_z"||var(22)=2) &&anim=1001 ) &&  AIlevel=0 || movecontact && AIlevel>0
trigger1 = animelemtime(4)>=0&&animelemtime(6)<=0&&anim=1000
trigger2 =  animelemtime(4)>=0&&animelemtime(6)<=5&&anim=1001
value = 1005+var(2)-1
[State 810, Grab Sound]
type = PlaySnd
triggerall = anim=[1005,1006]
trigger1 = AnimElem = 1
value =200, cond(anim=1005,10,13)
channel=0
;ignorehitpause = 
;persistent = 

[State -1]
Type = PosAdd
triggerall = anim=1005
Trigger1 = animelemtime(1)>1 && animelemtime(5)<0
X = 3*fvar(6)
[State -1]
Type = PosAdd
triggerall = anim=1005
Trigger1 = animelemtime(5)>=0 && animelemtime(5)<6
X = 1.5*fvar(6)
[State -1]
Type = PosAdd
triggerall = anim=[1005,1006]
Trigger1 = animelemtime(1)>1 && animelemtime(5)<0
X = 3*fvar(6)
[State -1]
Type = PosAdd
triggerall = anim=[1005,1006]
Trigger1 = animelemtime(5)>=0 && animelemtime(5)<6
Trigger1 = animelemtime(5)>=0 && animelemtime(6)<2 && anim=1006
X =1.5*fvar(6)


[State -1]
Type = PosAdd
triggerall = anim=1005
Trigger1 = animelem=2
X = 15
[State -1]
Type = PosAdd
triggerall = anim=1005
Trigger1 = animelem=3
X = 9
[State -1]
Type = PosAdd
triggerall = anim=1005
Trigger1 = animelem=4
X = -19
[State -1]
Type = PosAdd
triggerall = anim=1005
Trigger1 = animelem=5
X = 5
[State -1]
Type = PosAdd
triggerall = anim=1005
Trigger1 = animelem=6
X = 1
[State -1]
Type = PosAdd
triggerall = anim=1005
Trigger1 = animelem=7
X = -26


[State -1]
Type = PosAdd
triggerall = anim=1006
Trigger1 = animelem=3
X = 8
[State -1]
Type = PosAdd
triggerall = anim=1006
Trigger1 = animelem=4
X = 4
[State -1]
Type = PosAdd
triggerall = anim=1006
Trigger1 = animelem=5
X = 5
[State -1]
Type = PosAdd
triggerall = anim=1006
Trigger1 = animelem=6
X = -17
[State -1]
Type = Explod

triggerall =anim=1005
Trigger1 = AnimElem = 2
ID = 1013
PosType = P1
Pos = 27,-45
Anim = 1004
Ownpal = 1
scale=.5,.5
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
[State 1010, 6] ;Opponent near
type = HitDef
triggerall =anim=1005
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 25, 5
priority  = 4
hitflag=MAF
guardflag = MA
pausetime = 5,8
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-57
hitsound =S2, 2
getpower=10,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
guard.ctrltime=18
down.hittime=20
ground.velocity = -2.5,-6.75
air.velocity = -3.5,-5
guard.velocity=-5
fall=1
air.hittime=ceil(ifelse(fvar(5)<1,30,20))
fall.recovertime=ceil(ifelse(fvar(5)<1,30,20))
yaccel=.47*fvar(5)
id=200

[State 1010, 6] ;Opponent near
type = HitDef
triggerall =anim=1006
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 25, 5
priority  = 4
hitflag=MAF
guardflag = MA
pausetime = 8,8
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-57
hitsound =S2, 2
getpower=10,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 21
guard.ctrltime=19
ground.velocity = -5
air.velocity = -2.5,-3
guard.velocity=-5
air.fall=1
air.hittime=ifelse(fvar(5)<1,30,20)
fall.recovertime=ifelse(fvar(5)<1,30,20)
yaccel=.47*fvar(5)
id=200

;==========================
[State 0, VarSet]
type = ChangeAnim
triggerall = movehit && AIlevel>0 && power >=350
triggerall = frontedgebodydist > 110 && var(31)=0
trigger1 = animelemtime(4)>=0&&animelemtime(5)<=11&&anim=1005
trigger2 = animelemtime(4)>0&&animelemtime(7)<0&&anim=1006
value = 1012
[State 0, ChangeAnim]
type = ChangeAnim
triggerall =( (command="QCF_y"||var(22)=1) &&anim=1005 ||(command="QCF_z"||var(22)=2) &&anim=1006 ) &&  AIlevel=0 || (movehit||movecontact=1&&p2statetype=C && random<499) && AIlevel>0
trigger1 = animelemtime(4)>=0&&animelemtime(5)<=11&&anim=1005
trigger2 = animelemtime(4)>0&&animelemtime(7)<0&&anim=1006
value = 1010+var(2)-1
[State 810, Grab Sound]
type = PlaySnd
triggerall = anim=[1010,1011]
trigger1 = AnimElem = 1
value =200, cond(anim=1010,11,14)
channel=0
[State -1]
Type = PosAdd
triggerall = anim=1011
Trigger1 = animelemtime(1)>1 && animelemtime(5)<2
X = 4
[State -1]
Type = PosAdd
triggerall = anim=1011
Trigger1 = animelemtime(5)>=2 && animelemtime(6)<4
X = 2

[State -1]
Type = PosAdd
triggerall = anim=1011
Trigger1 = animelem=1
X = -9
[State -1]
Type = PosAdd
triggerall = anim=1011
Trigger1 = animelem=2
X = -11
[State -1]
Type = PosAdd
triggerall = anim=1011
Trigger1 = animelem=3
X = 7
[State -1]
Type = PosAdd
triggerall = anim=1011
Trigger1 = animelem=4
X = 19
[State -1]
Type = PosAdd
triggerall = anim=1011
Trigger1 = animelem=5
X = -1
[State -1]
Type = PosAdd
triggerall = anim=1011
Trigger1 = animelem=6
X = 1
[State -1]
Type = PosAdd
triggerall = anim=1011
Trigger1 = animelem=7
X = -6
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim=1010
trigger1 = animelem=2
statetype = A       ;S,A,C,L
physics = N
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
triggerall = anim=1010
trigger1 = animelem=2
x =3
y = -5
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
triggerall = anim=1010
trigger1 = animelemtime(2)>0 && animelemtime(9)<0
y = .45*fvar(5)

[State 0, VelSet]
type = VelSet
triggerall = anim=1010
trigger1 = animelem=9
y = 0
[State 0, VelSet]
type = posset
triggerall = anim=1010
trigger1 = animelem=9
y = 0
[State 0, VelMul]
type = VelMul
triggerall = anim=1010
trigger1 =animelem=9 
x = .65
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim=1010
trigger1 = animelem=9
statetype = S       ;S,A,C,L
physics = S
movetype=I
[State 1010, 1]
type = PlaySnd
trigger1 = animelem=9
value = 40, 0
channel=1
[State 0, Explod]
type = Explod

triggerall = anim=1010
trigger1=animelem=9
anim = 8301
ID = 8300
pos = -53,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .5,.75
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=1 
id = 1013
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod

triggerall = anim=1010
trigger1=animelem=9
anim = 8301
ID = 8300
pos = 53,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .5,.75
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, Explod]
type = Explod

triggerall = anim=1010
trigger1=animelemtime(2)=3
anim =323
ID =323
pos = 30,-26
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .35,.4
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=0

[State 0, VelSet]
type = VelSet
triggerall = anim=1010
trigger1 = animelem=10
x = 0

[State 1010, 6] ;Opponent near
type = HitDef
triggerall =  anim=1010
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 45, 5
priority  = 5
hitflag=MAF
guardflag = HA
pausetime = 8,8
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-67
hitsound =S2,3
getpower=20,10
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 15
guard.ctrltime=15
down.hittime=20
ground.velocity = -3,-3.75
air.velocity = -1.5,5
down.velocity=-3,-12.8
guard.velocity=-5
fall=1
air.hittime=30
fall.recovertime=30
yaccel=.47
id=ifelse(fvar(5)>=1,440,210)
envshake.time =8
envshake.ampl = 7
envshake.freq=55

[State -1]
Type = Explod
triggerall =anim=1011
Trigger1 = AnimElem = 2
ID = 1013
PosType = P1
Pos = 50,-40
Anim = 1008
Ownpal = 1
scale=.5,.5
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
[State 1010, 6] ;Opponent near
type = HitDef
triggerall =  anim=1011
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 35, 5
priority  = 3
hitflag=MAF
guardflag = MA
pausetime = 5,5
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-67
hitsound =S2, 3
getpower=10,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 17
guard.ctrltime=17
down.hittime=20
ground.velocity = -1,-6.75
air.velocity = -4.5,-8
guard.velocity=-6
fall=1
air.hittime=ceil(28*fvar(5))
fall.recovertime=ceil(28*fvar(5))
yaccel=.47*fvar(5)
id=999
envshake.time =8
envshake.ampl = 7
envshake.freq=65

;================
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = command="QCF_a" &&  AIlevel=0 && power >=250
trigger1 = animelemtime(4)>=0&&animelemtime(5)<=11&&anim=1005
trigger2 = animelemtime(4)>0&&animelemtime(7)<0&&anim=1006
value = 1012
[State 0, VarSet]
type = VarSet
trigger1 = anim=1012
v = 2    ;fv = 10
value = 3
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper

trigger1 = animelem=1 && anim=1012
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, MoveHitReset]
type = MoveHitReset
trigger1 = animelem=1
[State 0, PowerAdd]
type = PowerAdd
trigger1=animelem=1 && anim=1012
value = -250
[State -1]
Type = PosAdd
triggerall = anim=1012
Trigger1 = animelem=3
X = 9
[State -1]
Type = PosAdd
triggerall = anim=1012
Trigger1 = animelem=5
X = 5
[State -1]
Type = PosAdd
triggerall = anim=1012
Trigger1 = animelem=6
X = -3
[State -1]
Type = PosAdd
triggerall = anim=1012
Trigger1 = animelem=7
X = -11
;[State -1]
;Type = Explod
;Trigger1 = AnimElem = 2
;ID = 1013
;PosType = P1
;Pos = 0,0
;Anim = ifelse(var(2)=3,1018,ifelse(var(2)=2,1014,1013))
;Ownpal = 1
;SprPriority = 5
;IgnoreHitPause = 1
;Persistent = 0
;BindTime = ifelse(var(2)=2,23,11)
;RemoveOnGetHit = 1
[State 810, Grab Sound]
type = PlaySnd
triggerall = anim=1012
Trigger1 = animelem=1
value =201,0
channel=0
[State 0, Helper]
type = Helper
triggerall = anim=1012
Trigger1 = animelem=3
helpertype = normal ;player
name ="Reppuken"
ID = 1011
stateno = 10001
pos = 60,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.22
size.yscale=.22
[State 0, VarSet]
type = VarSet
trigger1 = movehit=1 && p2stateno=[300,305]
v = 11    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = animelem=1
v = 22    ;fv = 10
value = 0

 
[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 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

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

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

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[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&& enemy,fvar(5)<=1
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
[State 1028, Vel X]
type = VelSet
triggerall = anim!=5052
trigger1 = Time = 0
x = ifelse(p2stateno=3050&&p2bodydist x >90,6,1.6)/enemy,fvar(6)

[State 1028, Vel X]
type = VelSet
triggerall = anim=5052
trigger1 = Time = 0
x = -ifelse(p2stateno=3050&&p2bodydist x >90,6,1.6)/enemy,fvar(6)



[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35*enemy,fvar(5)

[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
x=0
[State 0, VelSet]
type = VelSet
trigger1 = time=0 && anim=852
y=10
x=-7
;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,fvar(5)

;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, NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
;value2 = S,NA
time = 1
;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,fvar(5)>=1
triggerall = alive
trigger1 = time > 27 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 27
trigger3 = AILevel >0 && enemy,stateno!= 3050 &&time > 27;&& random <110*AILevel 
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
;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 > ceil(enemy,var(58)*1.45)
value = 0
ctrl=1
;---------------------------------------------------------------------------
; hitshakestae for trip or fast fall
; CNS difficulty: easy
[Statedef 1036]
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 = 833
;---------------------------------------------------------------------------
; 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
x=-1

;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,fvar(5)
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 && p2stateno!=810
y = -40
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=-9.25
x=-1

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

[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0  && enemy,fvar(5)>=1
triggerall = alive
trigger1 = time > ifelse(enemy,fvar(5)!=1,35,12) && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time >ifelse(enemy,fvar(5)!=1,35,14) 
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > ifelse(enemy,fvar(5)!=1,35,12) 
value =5210
[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,fvar(6)>1 && backedgebodydist < 25 && pos y <-10
value = 1046

[State 0, SelfState]
type = SelfState
trigger1 = pos y>25 && time>20
value =5100  

;------------------
; 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(enemy,var(11),1029,1025)
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && (enemy,var(11)); && (p2stateno!=831&&enemy,prevstateno!=831)
y = const(size.mid.pos.y)
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && (p2stateno=831||enemy,prevstateno=831) 
y = -const(size.mid.pos.y)
[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

[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 0, PosAdd]
type = PosAdd
trigger1 = time=0 && (enemy,var(11)||p2stateno=3051)
y = -const(size.mid.pos.y)
[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

[State 1027, Stop moving]
type = PosFreeze
trigger1 = time =[1,40]
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 >ifelse(enemy,fvar(6)>1,40,25)
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 && enemy,fvar(5)>=1
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

[State 1028, Vel X]
type = VelSet
triggerall = anim!=5052
trigger1 = Time = 0
x = .5

[State 1028, Vel X]
type = VelSet
triggerall = anim=5052
trigger1 = Time = 0
x = -.5


[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .48*enemy,fvar(5)

[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

;---------------------------------------------------------------------------
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 0; 4
poweradd=0
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2
[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1  &&prevstateno=[200,1100]
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A && var(2)=3
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = VarSet
triggerall = var(21)!=2
trigger1 = p2movetype=A && var(2)!=3
v =21   ;v = 570
value = 1
[State 0, Width]
type = Width
trigger1 = 1
edge = 30,0
;value = 0,0
;ignorehitpause = 
;persistent = 






;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = var(21)=1+(var(2)=2)
v =27    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 





;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0&& var(31)=0
triggerall=time=0
;trigger1 =  ( var(31)>0||p2movetype!=I) ;||var(2)=0 && time=1
trigger1=  p2bodydist x< 50 && p2statetype!=L
v = 2   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0 && var(31)=0
triggerall=time=0
trigger1 = p2bodydist x >50|| p2statetype=L || prevstateno=[200,440]
v = 2   ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0 && (var(19)||var(31)=14)
triggerall=time=0
trigger1 = (p2statetype=L && p2stateno=1032)||var(2)=0 ||var(31)=14
v = 2   ;fv = 10
value = 3
[State 0, VarSet]
type = VarSet
triggerall = AILevel=0
trigger1 = time=0
v = 2  ;fv = 10
value = ifelse(command = "DP_y",1,ifelse(command="DP_a",3,2))
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
trigger1 = helper(10002),var(2)!=0
v = 2   ;fv = 10
value =helper(10002),var(2)

;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && var(2)>1
value = 1049+var(2)
[State 0, PowerAdd]
type = PowerAdd
trigger1 = anim=1052&& time=0
value = -250
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value =201, var(2)-1
channel=0
[State 0, Helper]
type = Helper

trigger1 = animelem=1 && anim=1052
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 1000, 1]
type = PlaySnd
Trigger1 = animelem=4
value = 3,1
channel=1
[State 0, Helper]
type = Helper
Trigger1 = animelem=4
helpertype = normal ;player
name ="Reppuken"
ID = 1049+var(2)
stateno = 10001
pos = ifelse(var(2)=3,52,60),-ifelse(var(2)=3,33,65)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=ifelse(var(2)=3,.22,.16)
size.yscale=ifelse(var(2)=3,.22,.16)

[State 1050, 5]
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*enemy,fvar(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




;---------------------------------------------------------------------------
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 0; ifelse(prevstateno = 102,0,5)
poweradd=0
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = ifelse(Var(21)=2,1,2)
persistent=0
ignorehitpause=1

;ignorehitpause = 
;persistent = 
[State 0, Width]
type = Width
trigger1 = time=1
player = 28,0
;value = 0,0
;ignorehitpause = 
;persistent = 

 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1010)=1 && time=0
v = 21   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1  &&prevstateno=[200,1100]
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A && var(2)=3
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = VarSet
triggerall = var(21)!=2 || numexplod(1010)>1
trigger1 = p2movetype=A && var(2)!=3
v =21   ;v = 570
value = 1
[State 0, Explod]
type = Explod
trigger1 =movehit=1 && var(2)=2&&animelemtime(10)>=0 
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
persistent=0
[State 0, Explod]
type = Explod
trigger1 =var(21)=2 && movehit=1 
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

trigger1=animelem=2
trigger2=animelemtime(3)>=0 && animelemtime(5)<0  && var(2)=1 && time%3=0
trigger3=animelemtime(3)>=0 && animelemtime(4)<5  && var(2)=2 && time%2=0
anim = 8300
ID = 8300
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .6,.6
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 1010, 1]
type = PlaySnd
trigger1 = animelem=3
value = 0, 2
channel=1
;[State 1000, 1]
;type = PlaySnd
;trigger1 = time=0
;value = 200,9
;channel=0
[State 0, Explod]
type = Explod

trigger1=animelem=3 && !numexplod(1102)&& !numexplod(1103)
anim = 1103
ID = 1102
pos = 60,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .35,.35
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod

trigger1=animelem=3 && !numexplod(1103)
anim = 1104
ID = 1103
pos = 70,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1


;ignorehitpause = 
;persistent = 


;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



[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0 
trigger1 = p2bodydist x >110||var(2)=0
v = 2   ;fv = 10
value = 2

;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0||var(2)=0
triggerall = p2bodydist x<110
trigger1=   p2bodydist x <110
v = 2   ;fv = 10
value = 1


[State 0, VarSet]
type = VarSet
triggerall = AILevel=0
trigger1 = time=0
v = 2  ;fv = 10
value = ifelse(command = "HCB_a",3,ifelse(command = "HCB_y",1,2))
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
trigger1 = helper(10002),var(2)!=0
v = 2   ;fv = 10
value =helper(10002),var(2)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && var(2)>1
value = 1099+var(2)

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value =200,5
channel=0
[State 0, PowerAdd]
type = PowerAdd
trigger1 = var(2)=3 && time=0
value = -250
;ignorehitpause = 
;persistent = 
;[State 0, VarSet]
;type = VarSet
;trigger1 = var(2)=3 && power <250 && time=1
;v = 2    ;fv = 10
;value = 2

[State 0, Helper]
type = Helper

trigger1 = animelem=1 && anim=1102
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 = animelem=5 && time < 18 && var(2)=1
trigger2 = animelem=5 && time < 30 && var(2)=2
trigger3 = animelem=5 && time < 22 && var(2)=3
value = anim
elem=3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit && animelemtime(7)<0
value = anim
elem=7
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=7 
trigger2 = animelem=5
id = 1103
[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
x = 7*(ifelse(fvar(6)>1,1.45,ifelse(fvar(6)=1,1,.75)))
;ignorehitpause = 
;persistent = 
[State 0, HitBy]
type = HitBy
trigger1 = var(2)=2&& time=0
value = SCA,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 20
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 10
value =201, 2+var(2)
channel=0
[State 0, Explod]
type = Explod

trigger1=animelem=10
anim = 1105
ID = 1104
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 = .6,.6
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 
x = 31
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3
x = -8
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5
x = -23
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6
x = 8

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=9
x = 7
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=10 && anim!=1102
x = -7
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=10 && anim=1102
x = 14
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=12 && anim=1102
x = -21
[State 0, VelMul]
type = VelMul
trigger1 = animelem=5
x = .35
[State 0, VelSet]
type = VelSet
trigger1 = animelem=7
x = 0
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I        ;I,A,H
physics = S
;ignorehitpause = 
;persistent = 


[State 1010, 6] ;Opponent near
type = HitDef
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = ceil(ifelse(var(2)=1,25,45)*fvar(6)), 10
priority  = 4
hitflag=MAF
guardflag = MA
pausetime = 8,8
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 2
getpower=ifelse(var(2)=3,0,10),ifelse(var(2)=3,0,5)
guardsound = S6, 0
ground.type = high
ground.slidetime = 16
ground.hittime  = 30
guard.ctrltime=15
down.hittime=20
ground.velocity = 4
air.velocity = 1.5,-5
guard.velocity=-5
snap=65,0
forcenofall=1
air.hittime=17
fall.recovertime=17
forcenofall=1
yaccel=.47
id=207
[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=1101) && animelemtime(7)<0
value =1101
ID =207
ignorehitpause =1
[State 1010, 6] ;Opponent near
type = HitDef
trigger1 = animelem=10 && var(2)=1
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = ceil(40*fvar(6)), 5
priority  = 7
hitflag=MAF
guardflag = MA
pausetime = 8,8
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 2
getpower=10,5
guardsound = S6, 0
ground.type = high
ground.slidetime = 16
ground.hittime  = 15
guard.ctrltime=15
down.hittime=20
ground.velocity = -5,-7
air.velocity = -5.5,-7
guard.velocity=-5
fall=1
air.hittime=ifelse(var(21)=1,99,28)
fall.recovertime=ifelse(var(21)=1,99,28)
yaccel=.47*fvar(5)
id=ifelse(fvar(6)<=1,200,999)
[State 0, VarSet]
type = VarSet
trigger1 = fvar(6)>1 && anim=1100 && movehit
v = 11    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 1010, 6] ;Opponent near
type = HitDef
trigger1 = animelem=10 && var(2)=2 
attr = S, SA
air.animtype= up
animtype  = Hard
damage    =ceil(60*fvar(6)), 5
priority  = 7
hitflag=MAF
guardflag = MA
pausetime = 4,4
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 2
getpower=10,5
guardsound = S6, 0
ground.type = high
ground.slidetime = 16
ground.hittime  = 15
guard.ctrltime=15
down.hittime=20
ground.velocity = -8,-6
air.velocity = -8,-6
guard.velocity=-5
fall=1
air.hittime=ifelse(var(21)=1,99,20)
fall.recovertime=ifelse(var(21)=1,99,20)
yaccel=.47
id=ifelse(numexplod(1101)>=1,200,ifelse(fvar(6)<1&&fvar(5)<1,999,ifelse(fvar(6)<1 &&fvar(5)<=1,1100,20010)))
envshake.time =8
envshake.ampl = 7
envshake.freq=85

[State 1010, 6] ;Opponent near
type = HitDef
trigger1 = animelem=10 && var(2)=3 
attr = S, SA
air.animtype= up
animtype  = Hard
damage    =ceil(65*fvar(5)), 5
priority  = 7
hitflag=MAF
guardflag = MA
pausetime = 4,4
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 2
getpower=0,0
guardsound = S6, 0
ground.type = high
ground.slidetime = 16
ground.hittime  = 15
guard.ctrltime=15
down.hittime=20
ground.velocity = -2*fvar(6),-17*fvar(5)
air.velocity = -2*fvar(6),-17*fvar(5)
guard.velocity=-5
fall=1
air.hittime=ifelse(var(21)=1,99,67)
fall.recovertime=ifelse(var(21)=1,99,67)
yaccel=.54*fvar(5)
id=ifelse(fvar(6)<=1,200,999)
envshake.time =8
envshake.ampl = 7
envshake.freq=85

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[3003,3005])
value =3003
ID =1100
ignorehitpause =0
[State 1200, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Animelem=7 && !movehit
value = 0
ctrl=1

;---------------------------------------------------------------------------
[Statedef 1101]
type    = S
movetype= H
physics = S
juggle  = 0; ifelse(prevstateno = 102,0,5)
poweradd=55
ctrl = 0
sprpriority = 2

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

;ignorehitpause = 
;persistent = 

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

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0
value = 5002

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = animelemtime(2)>0 && anim=5002
value = 5002
elem = 2
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = HitOver  && (time+11>gethitvar(hittime)) && anim=5002
value = 5006

;persistent = 

[State 1200, 3]
type = selfState
trigger1 = Animelemtime(4)= 3 && anim=5006
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=0
anim = 3000
sprpriority = 2

;ignorehitpause = 
;persistent = 


[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 =time=0
value = SCA,AA
;value2 = S,NA
time = 3


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

;[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(45)
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 = 1,ifelse(GameHeight=180,.75,1)
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
triggerall = !var(45)
trigger1 = time=2
anim = 8002
ID =8002
pos = 9,-68
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 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 -1]
Type = Explod
Trigger1 = AnimElem = 1
ID = 1013
PosType = P1
Pos = 40,-37
Anim = 1008
Ownpal = 1
scale=.5,.5
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
supermovetime=99
[State -1]
Type = Explod
Trigger1 = AnimElem = 8
ID = 1013
PosType = P1
Pos = 38,-41
Anim = 1004
Ownpal = 1
scale=.5,.5
SprPriority = -2
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
supermovetime=99
[State -1]
Type = Explod
Trigger1 = AnimElem = 14
ID = 1013
PosType = P1
Pos = 40,-37
Anim = 1008
Ownpal = 1
scale=.6,.6
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
supermovetime=99
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3
trigger3 = animelem=15
x = 9
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
trigger2 = animelem=17

x = 5
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6
trigger2 = animelem=18
x = -3
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7
trigger2 = animelem=19
x = -11
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8
x = -5
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=9
x = 20
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=10
x = -2
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=11
x =-10
ignorehitpause=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=12
x =-8
ignorehitpause=1



[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value =201, 8
channel=0

[State 0, Helper]
type = Helper
Trigger1 = time=47
helpertype = normal ;player
name ="Reppuken"
ID = 3001
stateno = 3001
pos = 56,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.8


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


;---------------------------------------------------------------------------
;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    = A
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, 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 >= -10
value = 3004 ;Hit ground
;---------------------------------------------------------------------------
[Statedef 3004]
type    = A
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 = 3003

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
x = -3
y = -8

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(2)>0 
y = .5
;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
;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  && enemy,fvar(5)<=1
triggerall = alive
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, ChangeState]
type = selfState
trigger1 = time>47
value = ifelse(!alive, 5110,5120)

;---------------------------------------------------------------------------
[Statedef 3050]
type    = A
movetype= A
physics = N
juggle  = 0; 6
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2



[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 2
volume = 255

[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 = 20,20,160
[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1
time = 2

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


;ignorehitpause = 
;persistent = 


;-------------------------------------------------
 
;persistent =
[State 0, SuperPause]
type = SuperPause
trigger1 = time=0
time = 45
anim = -1
sound = S999,0
pos = 0,0
movetime =45
p2defmul = 1
darken=0
poweradd = -500
unhittable = 1
;ignorehitpause = 
;persistent = 
[State 0, HitBy]
type = HitBy
trigger1 = time=44
value = SC,SA,HA
;value2 = S,NA
time = 3
[State 0, Explod]
type = Explod
trigger1 = time=0
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 = 1,ifelse(GameHeight=180,.75,1)
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 8002
ID =8002
pos = 6,-73
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 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

;ignorehitpause = 
;persistent = 
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value =201, 11
channel=0
[State 800, 1]
type = HitDef
triggerall = p2statetype=A && (p2movetype!=H|| p2movetype=H && p2stateno!=[130,155])
Trigger1 = animelem=2
attr = S, HT         ;Attributes: Standing, Normal Throw         ;Affect only ground people who are not being hit
priority = 5    ;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 = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 3051       ;On success, KFM changes to state 810
p2stateno = 3052      ;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 
fall.recover=0


[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

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

;ignorehitpause = 
;persistent = 




;------------------
[Statedef 3051]
type    = A
movetype= A
physics = N
anim = 3051
velset=0,0
[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(21)=1
triggerall = p2movetype=H
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1200, 1]
type = PlaySnd
trigger1 = time = 0
value = 0, 0
[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 1
volume = 255
[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1=animelem=3 
anim =320
ID = 8300
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1=animelem=1 
anim =3054
ID = 8302
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
sprpriority = 7
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
[State 810, Bind 1]
type = TargetBind
triggerall = anim=3051
trigger1 = AnimElemtime(2)>=0 && animelemtime(3)<0
pos = -7,-67

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(4)>=0 &&anim=3051
pos = -4,-70
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(5)<0 &&anim=3052
pos = -4,-50
[State 810, Bind 1]
type = TargetBind
triggerall = anim=3051
trigger1 = AnimElemtime(1)>=0 && animelemtime(2)<0
pos =11,-67
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value =201, 9+random%2
channel=0
persistent=0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=3 && anim=3051
y = -8
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=4
value = S0,1
channel = 1
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = screenpos y <-70 && anim=3051
value = 3052
[State 0, VelSet]
type = VelSet
trigger1 = animelem=1&& anim=3052
y = 13
[State 0, PosSet]
type = PosSet
trigger1 = animelem=1 && anim=3052
x = 0
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y <0 && animelemtime(5)=0 && anim=3052
value = 3052
elem = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && animelemtime(1)>=0 && animelemtime(5)<0 && anim=3052
value = 3052
elem =5

[State 0, Explod]
type = Explod
trigger1=animelem=1&& anim=3051
anim = 3058
ID = 8300
pos = -20,0
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
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=2
id = 8300
;ignorehitpause = 
;persistent = 

[State 0, SprPriority]
type = SprPriority
trigger1 = animelem=1
trigger2 = animelem=3&& anim=3051
trigger3 = animelem=4&& anim=3051
value = -4
[State 0, SprPriority]
type = SprPriority
trigger1 = animelem=5&& anim=3051
trigger2 = animelem=6&& anim=3051
trigger3 = animelem=2
value = 0
;ignorehitpause = 
;persistent = 
[State 0, ScreenBound]
type = ScreenBound
trigger1 = animelemtime(4)>=0 && anim=3051
trigger2=animelemtime(5)<0 && anim=3052 && pos y <-60
value = 1
movecamera = 0,0
[State 810, Bind 1]
type = TargetBind
triggerall = anim=3052
trigger1 = AnimElemtime(5)>=0 && animelemtime(6)<0
pos =-8,-16

[State 0, Explod]
type = Explod
trigger1=animelem=5&& anim=3052
anim = 3059
ID = 8300
pos = 28,0
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
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1=animelem=5&& anim=3052
anim = 3053
ID = 8301
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 = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1=animelem=5&& anim=3052
anim = 3053
ID = 8301
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 = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =animelem=6 
id = 8300
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
triggerall = anim=3052
trigger1 = animelem=5 
y = 0
[State 0, VelSet]
type = VelSet
triggerall = anim=3052
trigger1 = animelem=5 
x = 0
y = 0
[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=3052
trigger1 = animelem=5
value = S2,7
channel = 1
[State 0, TargetState]
type = TargetState
triggerall = anim=3052
trigger1 =animelem=5
value =3053
;ignorehitpause = 
;persistent = 
[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = anim=3052
trigger1 =animelem=5
value = -ceil((250+((var(21)>0||fvar(5)>0)*50))*ifelse(fvar(2)<=.5,.5,ifelse((enemy,gethitvar(hitcount)<2),1,.8)))
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = animelem=6&& anim=3052
x = 2
y = -7.5
[State 0, Turn]
type = Turn
trigger1 = animelem=7&& anim=3052
;ignorehitpause = 
;persistent = 

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=5&& anim=3052
time = 15
freq = 60
ampl = 7
phase = 120
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(6)>0 && animelemtime(10)<0&& anim=3052
y = .47+(fvar(6)>1)*.1
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y <-10 && animelemtime(10)=0 && anim=3052
value = 3052
elem =6

[State 0, PosSet]
type = PosSet
trigger1 = animelem=10&& anim=3052
y = 0
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = animelem=10&& anim=3052
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 1200, 3]
type = ChangeState
trigger1 = AnimTime = 0 && anim=3052
value = 0
ctrl=1

;------------------
; Light Kung Fu Knee - jump
[Statedef 3052]
type    = A
movetype=H
physics = N
sprpriority=-1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value =3055
[State 820, 1]
type = ChangeAnim2
Trigger1 =enemy,anim=3052
value =3056
persistent=0
[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!=3051
value = 5050
;------------------
; Light Kung Fu Knee - jump
[Statedef 3053]
type    = A
movetype=H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =animelem=2 
x = 2
y = -4
;ignorehitpause = 
;persistent = 

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value =3057
[State 820, 2]
type = SelfState
trigger1 = animelem=2
value = 5050



;------------------
[Statedef 2025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2026

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 2026]
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 < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 2027

[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 2027]
type    = A
movetype= H
physics = N

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

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[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 = 2028

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 2028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 5

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[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, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;---------------------------------------------------------------------------
; Strong Kung Fu Upper
[Statedef 3071]
type    = S
movetype= A
physics = S
juggle  = 0; 0
poweradd= 0
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 0

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
pos = 1, -51
anim = S8000
sound = S100, 3
poweradd = -1000
time = 40
endcmdbuftime = 1
pausebg = 1



[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 1
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 810, Width 2-11]
type = Width
triggerall = !winko
triggerall = movecontact
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(24) < 0
edge = 0,50
player = 0,50
value = 0,50

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

[State 0, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(24) < 0
value = 0
ignorehitpause = 1

[State 810, Bind 2-4]
type = TargetBind
triggerall = movecontact
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(24) < 0
pos = 40, 0

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2


[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0
volume = 255

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
getpower = 0
sparkno = S7010+(random%4)
guard.sparkno = S7014
sparkxy = -10, -76
hitsound = S2, 0
guardsound = S2, 7
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem =4
value = 0, 1

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 3, 1
volume = 255

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 4, 4
getpower = 0
sparkno = S7010+(random%4)
guard.sparkno = S7014
sparkxy = -10,-70
hitsound   = S2, 1
guardsound = S2, 7
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5.5
air.velocity = -2.5,-4
kill = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 0, 2

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 3, 2
volume = 255

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 4, 4
sparkno = S7010+(random%4)
guard.sparkno = S7014
sparkxy = -10,-70
hitsound   = S2, 1
guardsound =S2, 7
getpower = 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5.5
air.velocity = -2.5,-4
kill = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
damage = 20, 0
animtype = Light
guardflag = MA
getpower = 0
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno =S7010+(random%4)
guard.sparkno = S7014
sparkxy = -10, -76
hitsound = S2, 1
guardsound = S2, 7
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 13
value = 0, 0
[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 3, 1
volume = 255
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
getpower = 0
pausetime = 10, 10
sparkno = S7010+(random%4)
guard.sparkno = S7014
sparkxy = -10, -76
hitsound = S2, 2
guardsound = S2, 7
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 19
value = 0, 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem =21
value = 0, 1
[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 3, 0
volume = 255
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
animtype  = Medium
damage    = 70
guardflag = MA
getpower = 0
pausetime = 15, 15
sparkno = S7010+(random%4)
guard.sparkno = S7014
sparkxy = -10,-70
hitsound   = S2, 8
guardsound = S2, 7
ground.type = High
getpower = 0
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -7,-8
air.velocity = -7,-8
fall = 1
fall.recover = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(17) < 2
trigger1 = animelem = 17
value = 3000
elem = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 1
v =17     ;fv =
value = 1
;ignorehitpause =
;persistent =



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

;---------------------------------------------------------------------------
[Statedef 3060]
type    = S
movetype= A
physics = S
juggle  = 0; 4
poweradd= 110
velset = 0,0
anim = 3060
ctrl = 0
sprpriority = 0

;-------------------------------------------------
[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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = unguardable
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S202,0
channel = 0

[State 0, Explod]
type = Explod

trigger1 = time=0
anim = 8002
ID =8002
pos = 9,-68
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 -2, Helper]
type = Helper

trigger1 = time=0
triggerall = numhelper(3010)<1
helpertype = normal ;player
name = "CUT THAT SHIT OUT"
ID = 3010
stateno = 3100
pos = 160,ifelse(GameHeight=180,-70,-100)
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =9999
pausemovetime = 9999
size.yscale=ifelse(GameHeight=180,.7,1)
ignorehitpause = 1





;[State 0, Helper]
;type = Helper
;trigger1 = time=0
;helpertype = normal ;player
;name = "streaks"
;ID =30011
;stateno =30011
;pos = 0,0
;postype = p1  ;p2,front,back,left,right
;facing = 1
;keyctrl = 0
;ownpal = 1
;ignorehitpause=1
;[State 0, Helper]
;type = Helper
;trigger1 = time=0
;helpertype = normal ;player
;name = "streaks"
;ID =30012
;stateno =30011
;pos = 0,0
;postype = p1 ;p2,front,back,left,right
;facing = 1
;keyctrl = 0
;ownpal = 1
;ignorehitpause=1



[State 0, Explod]
type = Explod

trigger1=animelem=10&& anim=3060
anim = 3053
ID = 8301
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 = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod

trigger1=animelem=10&& anim=3060
anim = 3053
ID = 8301
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 = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=10
time = 25
freq =126
ampl = 7
phase = 90
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=10 && anim=3060
value = S2,7
volumescale = 100
channel = 2
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = !movecontact
attr = S, HA
animtype  = Hard
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAFD
pausetime = 1,1
guard.pausetime=5,5
sparkno = -1
guard.sparkno= S7510
sparkxy = -18,-70
hitsound =-1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = 0,-24.5
air.velocity = 0,-24.5
p2stateno=3061

id=3062
yaccel=.47
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(14)=0 && anim=3061 && animelem=13 && time <80
value = 3061
elem = 11
;ignorehitpause = 
;persistent = 

;scenes:
;
;1: got p2, shaking
;2: p2 drawn upwards toward p1, p1 makes the winds stronger until p2 is flung even higher
;3: p2 continues being driven up by the wind, slow zoom out to show how high they are going while p1 calls  massive blades in the twister
;4: camera pans back to p1 who says some shit and then jumps and brings the wind down
;5: p2 driven down through the blades while gaining speed to terminal velocity
;6: zoom out as they get closer to the ground until they hit and a huge gust of wind goes on both sides of where they fell
;7: p1 jumps in where p2 is and says one more thing.


[State 0, VarSet]
type = VarSet
trigger1 = movehit 
v = 14   ;fv = 10
value = 1
persistent =0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(14)=1
value = S300,5
channel = 6
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
fv = 10    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = var(14)=1
v = 28   ;fv = 10
value = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(14)=1 && anim=3060
value = 3061

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(14)=1 && anim=3061 && animelem=3 && time <120
value = 3061
elem = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v =38    ;fv = 10
value = (random%2)
;ignorehitpause = 
;persistent = 


[State 0, PlaySnd]
type = PlaySnd
trigger1 =var(14)=1 && animelem=3
value = S202,1+var(38)
channel = 0
persistent=0
;ignorehitpause = ''''''/
;persistent = 
[State 11009, dust]
type = Explod
trigger1 =var(14)=1 && !var(53)
anim = 4001
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = 1
scale = .5,ifelse(GameHeight=180,.35,.5)
ownpal = 0
ignorehitpause =1
removetime=-1
ontop =0
sprpriority=-6
persistent=0
;ignorehitpause = 
;persistent = 


[State 0, Helper]
type = Helper
trigger1 =  var(14)=1 && animelemtime(5)<0
trigger1 = time%4=0
helpertype = normal ;player
name = "streaks"
ID =30011
stateno =30011
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, Helper]
type = Helper
trigger1 =  var(14)=1&& animelemtime(5)<0
trigger1 = time%4=0
helpertype = normal ;player
name = "streaks"
ID =30012
stateno =30011
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

;========== scene 2
[State 0, VarSet]
type = VarSet
trigger1 =p2stateno=3061 && animelem=6
v = 14   ;fv = 10
value = 2
persistent =0
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 40    ;fv = 10
value = 40*(random%15)
;ignorehitpause = 
;persistent = 
 [State 0, VarSet]
type = VarSet
trigger1 = 1
v = 41   ;fv = 10
value = -40*(random%11)

[State 0, Helper]
type = Helper
trigger1 =  time%4=0 && var(14)=[2,3]
trigger2 =  time%3=0 && var(14)=[5,6]
trigger3 = time%2=0 && animelemtime(7)>=0 && var(14)=4
helpertype = normal ;player
name ="Wind"
ID = 10009
stateno = 10009
pos = (random%320),var(41)
postype = left
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime=300
supermovetime=300
[State 0, VarSet]
type = VarSet
trigger1 = animelem=6&& anim=3061
trigger2 =anim=3061
v = 10    ;fv = 10
value = 8

;ignorehitpause = 
;persistent = 

[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = var(14)=2
x = (enemy,P2Dist X * 11) / (Exp(0.5*ln((enemy,P2Dist X* enemy,P2Dist X) + (enemy,P2Dist Y * enemy,P2Dist Y))))
y = -10
ID = 3062
persistent =0 

[State 0, TargetVelAdd]
type = TargetVelAdd
trigger1 = var(14)=2&&animelemtime(18)<0
y = .34
ID =3062
;ignorehitpause = 
;persistent = 



[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = p2bodydist x =[-10,10]
x = 0
ID = 3062
[State 0, Explod]
type = Explod
triggerall = var(14)=2
trigger1=animelem=13 
trigger2 = animelem=18
anim =3054
ID = 8302
pos = -0,20
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = fvar(10),fvar(10)
sprpriority = 7
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(14)=2
trigger1=animelem=13 
trigger2 = animelem=18
value = S3,6
channel = 1
;abspan = 
;ignorehitpause = 
;persistent = 

[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = animelem=13
y = -7
ID = 3062
persistent =0
[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = animelem=18
y = -.25
ID = 3062
persistent =0
[State 0, Helper]
type = Helper
trigger1 = var(14)=2&& animelemtime(18)=2
helpertype = normal ;player
name = "tornado"
ID =30060
stateno =30060
pos = 0,47
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 0;;;;/
scale =fvar(10),fvar(10) 
ignorehitpause =1 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(13)>2&&animelemtime(13)<10
fv = 10    ;fv = 10
value = fvar(10)*.97
[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(18)>2&&animelemtime(18)<30
fv = 10    ;fv = 10
value = fvar(10)*.965
;ignorehitpause = 
;persistent = 



[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = animelemtime(18)=30
y = 0
ID = 3062

[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = animelem=18,30
y = -.45
ID = 3062
persistent =0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(18)>=30 && animelemtime(18)<60
y = 3


;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 =var(14)=2 && animelem=18,50
value = S202,3+var(38)
channel = 0
persistent=0
;========scene 3
[State 0, VarSet]
type = VarSet
trigger1 =animelemtime(18)=60
v = 14   ;fv = 10
value = 3
persistent =0

[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(18)>60&&animelemtime(18)<95
fv = 10    ;fv = 10
value = fvar(10)/.965
[State 0, Assert''''Special]
type = AssertSpecial
trigger1 =  var(14)=3
flag = invisible

[State 0, Helper]
type = Helper
trigger1 = var(14)=3&& animelemtime(3)>=60
trigger1 = animelemtime(3)%15=0
helpertype = normal ;player
name = "blades"
ID =30018
stateno =30013
pos = -80,-30
postype = p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, Helper]
type = Helper
trigger1 = var(14)=3&& animelemtime(3)>=60
trigger1 = animelemtime(3)%15=0
helpertype = normal ;player
name = "blades"
ID =30018
stateno =30013
pos = 110,-30
postype = p1   ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, TargetVelSet]
type = TargetVelSet
trigger1 =animelem=18,60 
y = .45
ID = 3062
;ignorehitpause = 
;persistent = 
[State 0, TargetVelSet]
type = TargetVelSet
trigger1 =animelem=18,80
y = 0
ID = 3062
;======scene 4
[State 0, VarSet]
type = VarSet
trigger1 = anim=3061 && animtime=0
v = 14   ;fv = 10
value = 4
persistent =0
[State 0, VarSet]
type = VarSet
trigger1 = var(14)=4
fv = 10    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 =var(14)=4 && animelem=3
value = S201,0
channel = 0
persistent=0
[State 0, PosSet]
type = PosSet
trigger1 = var(14)=4
y = 0
x = -100*facing
persistent =0 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && anim=3061
value = 3062
persistent = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
physics = N
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2 && anim=3062
x = 2
y = -8
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelem=7 && pos y <10 && anim=3062
value = anim
elem = 6
[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(2)>0 && animelemtime(7)<0  && anim=3062
y = .45



;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = animelem=7 && anim=3062
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = animelem=7 && anim=3062
y = 0
[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(6)>=0&& anim=3062
v = 10    ;fv = 10
value = 2

;======scene 5
[State 0, VarSet]
type = VarSet
trigger1 =p2stateno=3061 && anim=3062 && animelemtime(7)=15
v = 14   ;fv = 10
value = 5
persistent =0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =var(14)=5&& animelemtime(7)=75
value = S202,5+cond(!var(38),random%2,7)
channel = 0
persistent=0
[State 0, Explod]
type = Explod
trigger1= var(14)=5
anim =3054
ID = 8302
pos = -0,-20
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = -1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = fvar(10),fvar(10)
sprpriority = 7
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
persistent=0
[State 0, TargetBind]
type = TargetBind
trigger1 = var(14)=5
time = 1
id = 3062
pos = cond(facing=-1,-10,70),-140
persistent =0 
[State 0, Assert''''Special]
type = AssertSpecial
trigger1 =  var(14)=5
flag = invisible


[State 0, TargetVelSet]
type = TargetVelSet
triggerall =  var(14)=5
trigger1 =animelemtime(7)=[15,25]
x = .25
ID = 3062
persistent=0

[State 0, TargetVelSet]
type = TargetVelSet
triggerall =  var(14)=5
trigger1 =animelemtime(7)=[55,90]
x = .4
ID = 3062
persistent=0
[State 0, TargetVelSet]
type = TargetVelSet
triggerall =  var(14)=5
trigger1 =animelemtime(7)=90
x = 0
ID = 3062
persistent=0
[State 0, TargetVelSet]
type = TargetVelSet
trigger1 =var(14)=5 &&animelemtime(7)=100
y = 1.7
ID = 3062
persistent=0

[State 0, VarSet]
type = VarSet
triggerall =  var(14)=5
trigger1 = animelemtime(7)=[15,25]
fv = 10    ;fv = 10
value = fvar(10)*.955
[State 0, VarSet]
type = VarSet
triggerall =  var(14)=5
trigger1 = animelemtime(7)=[55,90]
fv = 10    ;fv = 10
value = fvar(10)*.95

;======scene 6
[State 0, VarSet]
type = VarSet
trigger1 =p2stateno=3061 && anim=3062 && animelemtime(7)=200
v = 14   ;fv = 10
value = 6
persistent =0
[State 0, Assert''''Special]
type = AssertSpecial
trigger1 =  var(14)=6
flag = invisible
[State 0, TargetState]
type = TargetState
triggerall = NumTarget(3062)
trigger1 =var(14)=6&& animelemtime(7)=220
value =3063
ID = 3062
persistent = 0
[State 0, EnvShake]
type = EnvShake
trigger1 = var(14)=6&& animelemtime(7)=220
time = 75
freq = 160
ampl = -4
phase = 126
;ignorehitpause = 
;persistent = 

[State 0, AllPalFX]
type = PalFX
trigger1 = var(14)=6&& animelemtime(7)=225
time = 75
add = 0,0,0
mul = 256,256,256
sinadd = 255,255,255,190
;invertall = 0
;color = 256
;ignorehitpause = 
;persistent = 


[State 0, VarRangeSet]
type = VarRangeSet
trigger1 =time=0 && (fvar(10)=0 )
fvalue = 1
first = 10
last = 11 
;======scene 7
[State 0, VarSet]
type = VarSet
trigger1 =anim=3062 && animelem=8
v = 14   ;fv = 10
value = 7
persistent =0
[State 0, Explod]
type = Explod
trigger1= var(14)=7
anim =3067
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 = 3,1.5
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
persistent=0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(14)=7
value = 3063
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 = var(14)=7
fv = 10    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, TargetState]
type = TargetState
triggerall = NumTarget(3062)
trigger1 =var(14)=7
value =3062
ID = 3062
persistent = 0
[State 0, PosSet]
type = PosSet
trigger1 = var(14)=7
x = -170*facing
y = -80
persistent =0

[State 0, VelSet]
type = VelSet
trigger1 = var(14)=7
x = 4
y = -2.5
persistent = 0

;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(14)=7 && animelem=5 && pos y <20
value = anim
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(14)=7 && animelemtime(5)<0 && pos y >20
value = anim
elem = 5
persistent=0
 [State 0, VelAdd]
type = VelAdd
trigger1 =var(14)=7&& animelemtime(5)<0 
y = .45
[State 0, PosSet]
type = PosSet
trigger1 = animelem=5 &&var(14)=7 
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =  animelem=5&&var(14)=7 
x = 0
y = 0
[State 0, RemoveExplod]
type = RemoveExplod
triggerall =!var(53)
trigger1 =var(14)=7
id = 11009


[State 0, ScreenBound]
type = ScreenBound
trigger1 = var(14)>0
value = 1
movecamera = 0,0
;ignorehitpause = 
;persistent = 


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =var(14)=[1,6]
flag = nomusic
flag2= nobg
flag3=nofg
ignorehitpause=1




[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0 && (var(14)=7||var(14)=0)
value = 0
ctrl = 1

;----------------------------------------------------------
[Statedef 3061]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = time=0
value = 3070

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

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = enemy,var(14)=2
value = 1028
persistent=0
;[State 0, PosAdd]
;type = PosAdd
;trigger1 =  enemy,var(14)=2
;y = const(size.mid.pos.y)
;persistent = 0

;[State 0, TargetVelSet]
;type = posadd
;trigger1 =root,var(14)=5
;;trigger1 = root,animelemtime(7)>16 && root,animelemtime(7)<30
;x= (4/fvar(10))*facing



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = enemy,var(14)=4
flag = invisible
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 1
scale = enemy,fvar(10),enemy,fvar(10)
[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = enemy,var(14)=5
value = 3071
persistent=0
;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 3062]
type    = A
movetype= H
physics = N
velset = 0,0
anim=5110
[State 0, PosSet]
type = PosSet
trigger1 = time =0
y = 0
x =0
[State 0, SelfState]
type = SelfState
trigger1 =  time=70
value =5150
;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 3063]
type    = A
movetype= H
physics = N
velset = 0,0
anim=5110


[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 0
movecamera = 0,0
;ignorehitpause = 
;persistent = 
[State 0, LifeAdd]
type = LifeAdd
trigger1 =time =0
value = -99999
kill = 1
absolute = 0
[State 0, PosSet]
type = PosSet
trigger1 = time=0
y =2400
;ignorehitpause = 
;persistent = 


;ignorehitpause = 
;persistent = 


;------------------
; 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 || time >5
trigger2 = FrontEdgeBodyDist < 75|| time >5
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -10
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value =20012

;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)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 10 - BackEdgeBodyDist

[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
;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 >=25
value = 20013

;------------------
; (a custom gethit state)
[Statedef 20013]
type    = A
movetype= H
physics = N

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
y = 5
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera =1,1
ignorehitpause = 1



[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 0


[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .41

[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)
value = 20014
;------------------
; (a custom gethit state)
[Statedef 20014]
type    = C
movetype= H
physics =C
velset=0,0

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

[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 =movetype=A 
flag = nostandguard
flag2= nocrouchguard
flag3 = noairguard

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = stateno!=[120,155]
v = 42    ;fv = 10
value = stateno
;ignorehitpause = 
;persistent = 

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =stateno!=3051
id = 8300
[State 0, Explod]
type = Explod
triggerall = numhelper(1052)>0
trigger1 =  helper(1052),var(3)=2 &&helper(1052),movetype=A
anim =10000
ID = 10001
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=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !numhelper(1052) && p2movetype!=H 
id =10001
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno!=[1005,1007]
id = 321
;ignorehitpause = 
;persistent = 

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1031,1034])
value =1034
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!=1033
value =1033
ID =210
ignorehitpause=1
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[1025,1055]) && (p2stateno!=[833,839]) 
value =1036
ID =211
ignorehitpause=0

[State 0, TargetState]
type = TargetState
trigger1= p2statetype=A && movehit&& (p2stateno!=[301,303]) && p2stateno!=5201 && p2stateno!=[1025,1047]
value =301
ID =999
ignorehitpause =1

;ignorehitpause = 
;persistent = 

[State 0, TargetState]
type = TargetState
trigger1 = movehit && (p2stateno!=[1045,1048])
value =1045
ID = 202
ignorehitpause =0


[State 0, VarSet]
type = VarSet
trigger1 = p2statetype!=C && stateno!=211 
v = 29    
value = 0

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

[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A && stateno!=1000
trigger2= stateno=[5200,5210]
v = 6   
value = 0


[State 0, VarSet]
type = VarSet
trigger1 = movetype!=A
v = 27   
value = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 


[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, PosSet]
;type = PosSet
;triggerall = movetype !=H
;;triggerall = stateno = 102
;trigger1 =statetype =S || statetype = C
;y = 0



[State 0, VarSet]
type = VarSet
trigger1 = authorname= "Kamekaze" && p1name = "Edward Trusdale"
v = 50  
value = 1


[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, Helper]
type = Helper
trigger1 =numhelper(10002)=0
helpertype = normal ;player
name = "SpAIder"
ID =  10002
stateno = 9998
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
triggerall = roundstate=2
trigger1 =  !numhelper(10011) && stateno!=[1001,1002]
v = 10   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =var(54)=0
v = 54  
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, 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=[120,155] 
id =211
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =610
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =400
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1010
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1003
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1021
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1022
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1001
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1004
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1005
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1050
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1100
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1101
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 =var(21)>0 && movehit  && (stateno!=1005&&prevstateno!=[150,155])
trigger2 = stateno=1010 && var(2)=3 && var(21)=0
v = 19   
value = 1
ignorehitpause = 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&&var(19) &&var(2)!=3 &&p2movetype=H&& prevstateno=[200,610]
v = 19  
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   
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v = 24  
value =0
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H ||p2stateno=[202,203]
trigger2= p2stateno=1047
trigger3= p2stateno=1027
trigger4= p2stateno=20013
v = 11  
value = 0
ignorehitpause=1
[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!=[1010,1100]) && stateno!=1005
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1

[State 114, VarSet]
type = VarSet
trigger1 = p2movetype!=A&& movetype !=A && var(21)<2 && p2movetype!=H ; && (p2stateno!=[1025,1048])
trigger2= p2movetype!=H &&var(21)=2 
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
trigger4=p2stateno=1032&& 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 = 42

;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]
trigger3 = winko && enemy,prevstateno=30002
trigger4 = winko && enemy,prevstateno=3002
trigger5 = winko && enemy,stateno=30002
trigger6 = winko && enemy,stateno=3002
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
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
persistent = 0

;-------buffer

;----------
;[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 = 
;--------------------




;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

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =1
text = "17 = %d 19 = %d pos=%f \n p2dx=%f p2dy=%d =%d"
params = (fvar(5)),(var(10)),(fvar(21)),(fvar(6)),(frontedgebodydist),Const240p(35)
ignorehitpause =1
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]
[State 0, VarSet]
type = VarSet
trigger1 = stateno!=[3061,3066]
fv = 21    ;fv = 10
value = p2bodydist y -((const240p(const(size.mid.pos.y))+20)*var(11))
ignorehitpause =1 
[State 0, VarSet]
type = VarSet
trigger1 = stateno!=[3061,3066]
fv = 22    ;fv = 10
value = p2bodydist x +var(37)
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
trigger1 = stateno!=[200,410]
v = 37    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

;low res
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 45    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2name="Captain Falcon" 
v = 41    ;fv = 10
value = 8

[State 0, VarSet]
type = VarSet
trigger1 = p2name="Alcott" ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 9
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Micheal Roa Valdamjong" ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 10
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Tristan Samroy" ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 11
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Ryuko 4rd" ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 12
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Ronove" ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 13
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Shizuo Heiwajima" ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 14
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Blood Falcon" ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 15
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Bravo Peperoncine" ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 16
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Walachia" ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 17
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Belmont Trusdale"  ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 18
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Richter Belmont"  ;||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 19
[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = !var(41)
value = random%7
[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = var(41)>0
value = var(41); 1~99

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype=H&&enemy,anim=[1028,1029] 
v = 11   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VarRangeSet]
type = VarRangeSet
trigger1 = var(10)=0 && var(12)=0
fvalue = 1 ;fvalue = 0
first = 5
last = 6 ;39
[State 0, ScreenBound]
type = ScreenBound
trigger1 = p2stateno=[20011,20014]
value = 1
movecamera = 0,1
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 =  !numhelper(10012)  && stateno!=[1001,1002]
v =12   ;fv = 10
value = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !numhelper(10011) 
id = 307
;ignorehitpause = 
;persistent = 
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !numhelper(10012) 
id = 308

[State 0, PlayerPush]
type = PlayerPush
triggerall = p2statetype!=A
triggerall = stateno!=[1035,1099]
trigger1 = statetype=A&&p2bodydist x =[-45,25] 
value = 0
ignorehitpause=0

[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>=350&& (stateno=1050||stateno=[1000,1009]))
triggerall= stateno!=[3000,3051]
triggerall = AILevel=0 &&command="cancel" 
triggerall = stateno!=700
triggerall = var(2)!=3
triggerall = stateno!=[800,836]
trigger1 = movecontact
trigger2 = animelemtime(5)>0 && (stateno=1000||stateno=1001||stateno=1005)
trigger3 = animelemtime(4)<0 && stateno=1004
trigger4 = animelemtime(5)>0 && animelemtime(13)<0 && stateno=1002
trigger5= animelemtime(6)>2&&stateno=1006
trigger6= (animelemtime(4)>0 &&animelemtime(5)<8)&&stateno=1050
value =ifelse(statetype!=A,4,5)
ctrl = 0
ignorehitpause=0
[State 0, ChangeState]
type = ChangeState
triggerall = (stateno=[1000,1009])&&power >=350 || power>=500&&stateno!=[1000,1009]
triggerall= stateno!=[3000,3051]
triggerall = AILevel>0
triggerall = stateno!=700
triggerall = stateno!=[800,899]
trigger1= movehit && var(4)>16 && var(31)=0
triggerall = var(2)!=3
trigger2 = animelemtime(4)>0 && (stateno=1000) && EnemyNear, HitDefAttr = SCA,HA &&backedgebodydist <40 
trigger3 = stateno=1100 && moveguarded
;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)>=ifelse(var(21)=2,22,17) 
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 
fv =2 ;fv = 10
value = fvar(2)*.915
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 =206 ||stateno=605||stateno=211
fv =2 ;fv = 10
value = fvar(2)*.975
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=410|| stateno=405 
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*ifelse((prevstateno=[200,405]),.9,.945)
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||stateno=1100
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.965
ignorehitpause=0

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=1010|| stateno=1006 || stateno=1005
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.93
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)*.96
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)*.245
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, Hit1]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [21,30]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 1
channel=0




[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [31,35]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
value = 5000, 2
channel=0
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [36,40]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
value = 5000, 3
channel=0


[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [41,50]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 4
channel=0

[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [51,60]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 5
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