; MvC2 Dan By Kamekaze
;-----------------------------------------------------------------------------

; fvar(2):= -2


[Data]
life = 1000
power = 5000
attack = 100
defence = 95
fall.defence_up = 50
liedown.time =2
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 56
FloatPersistIndex = 40

[Size]
xscale = .8333333333333333333333333333333
yscale = 1
ground.back = 15
ground.front = 18
air.back = 12
air.front = 12
height = 86
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -86
mid.pos = -5, -56
shadowoffset = 0
draw.offset = 0,2

[Velocity]
walk.fwd  = 3.8
walk.back = -3.4
run.fwd  = 18, 0
run.back = -18,0
jump.neu = 0,-9.85
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.6
airjump.back = -2.55
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
airjump.height = 35
yaccel = .54
stand.friction = .85
crouch.friction = .82
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]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "Can you withstand the power of my Super Taunt?"
victory2 = "Hah, you're weak! Just like me!"
victory3 = "I'm not as tough as you, just better than you!"
victory4 = "I'm sorry. No, you are!"
victory5 = "It's more fun to mock you than defeat you!"
victory6 = "Me copy you? Well, I think of new moves too."
victory7 = "The only master I need is myself!"
victory8 = "I will find a better challenge somewhere else!"
victory9 = "You can fight, but you can't show off like me!"
victory10= "My dad was a martial arts expert and now I am too!"
victory11= "Strive to be the best you can be!"
victory12 = "Study Saikyo style and I'll also teach you how to play puzzles!"
victory13 = "Yahoo! My Saikyo style really rocks!"
victory14= "You'll never beat me because I'm a master in my own mind!"
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 0, ChangeState]
type = ChangeState
trigger1 = time =15
value = 1502
ctrl = 0

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 180, 1]
type = ChangeState
triggerall =life  !=1
trigger1 = random >= 499
value = 181

[State 180, 1]
type = ChangeState
triggerall =life  !=1
trigger1 =random < 499
value = 182


[State 180, 1]
type = ChangeState
trigger1 =life  =1
value = 183


;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 200, 1]
type = PlaySnd
trigger1 = animelem =2
value = 2, 11
[State 200, 1]
type = PlaySnd
trigger1 = animelem =2
value = 2, 11
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 6
value = 2, 1
volume = 255
[State 200, 1]
type = PlaySnd
trigger1 = time = 6
value = 2, 1
volume = 255

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

;---------------------------------------------------------------------------
[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 2, 2
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 2, 2
volume=255

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

;--------------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 704
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 704
x = 1.5

[State 0, VelSet]
type = VelSet
trigger1 = anim = 195
x = 0

[State 0, PosSet]
type = Posadd
trigger1 = time = 0
x = -77

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 47
value = S2,14
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 47
value = S2,14


[State 191, 3] ;Change to stand state when done
type = Changeanim
trigger1 = time = 50
value = 195

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = time = 100
value = 0
;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = time = 26
value = 2, 6
channel = 1

[State 0, LifeSet]
type = LifeSet
trigger1 = time =0
value = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = roundstate = 0
value = 194

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time >=26
value = 10

[State 0, LifeSet]
type = LifeSet
trigger1 = life = 1000
value = 1000

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic

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

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = life = 1000
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 15
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 15

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 38
value = 143

[State 195, 2]
type = ChangeState
trigger1 = time = 38
value = 0
ctrl = 1

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

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 15
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 15

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 38
value = 150

[State 195, 2]
type = ChangeState
trigger1 = time = 38
value = 11
ctrl = 1
;--------------------------------------------------------------------------------
[Statedef 197]
type = S
movetype = I
ctrl = 0
anim = 700
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 700
x =2.25

[State 0, VelSet]
type = VelSet
trigger1 = anim = 196
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S2,13
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S2,13
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S2,13


[State 191, 3] ;Change to stand state when done
type = Changeanim
trigger1 = time = 25
value = 196
[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 52
value = 250

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = time = 57
value = 11
ctrl =1
;--------------------------------------------------------------------------------
[Statedef 198]
type = S
movetype = I
ctrl = 0
anim = 701
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 701
x = -2.25

[State 0, VelSet]
type = VelSet
trigger1 = anim = 196
x = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S2,18
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S2,18
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S2,18


[State 191, 3] ;Change to stand state when done
type = Changeanim
trigger1 = time = 20
value = 196
[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 52
value = 250

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = time = 57
value = 11
ctrl =1
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 199]
type = A
movetype = I
physics = A
ctrl = 0
anim = 197
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 19
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 19

[State 0, PowerAdd]
type = PowerAdd
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 100

[State 195, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  =0; 8

ctrl = 0
anim = 200
poweradd = 10
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 28,3
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10, -87
hitsound = S1, 0
guardsound = S3,1
ground.type = High
ground.slidetime = 3
ground.hittime  = 6
ground.velocity = -3.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 6
forcenofall=1
id=200

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


[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

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5061

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

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

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

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

[State 5030, 3]
type = selfState
triggerall = !HitFall
trigger1 = HitOver && (time>gethitvar(hittime)) 
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = selfState
triggerall = HitFall
trigger1 = Vel Y > 0    ;Hit ground
trigger1 = Pos Y >= 10  ;.
value = 5110 ;HITA_FALL

[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 != 5090 ;Not if hit off ground anim
value = 5061

[State 5035, 1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5061)
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5061


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

[State 5035, 3]
type = selfState
triggerall = !HitFall
trigger1 = HitOver && (time>gethitvar(hittime)) 
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040  ;HITA_RECOV

[State 5035, 4]
type=selfState
triggerall = HitFall
trigger1 = Vel Y > 0    ;Hit ground
trigger1 = Pos Y >= 10  ;.
trigger2 = Anim != 5061 ;.
value = 5110 ;HITA_FALL
;-------------------------------
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  =0; 8
poweradd= 30
ctrl = 0

anim = 205
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 49
guardflag = MA
pausetime = 11,11
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -5,-55
hitsound   = S1,4
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -6
air.velocity = -2.5,-4
air.hittime = 15
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  =0; 8
poweradd= 45
ctrl = 0

anim = 210
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3 && !movecontact
attr = S, NA
animtype  = heavy
damage    =90
guardflag = MA
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-78
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6.7
air.velocity = -2.5,-4
air.hittime = 15
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4  && !movecontact
trigger2 = AnimElem = 5  && !movecontact
attr = S, NA
animtype  = heavy
damage    = 90;,12
guardflag = MA
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -5,-49
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6.7
air.velocity = -2.5,-4
air.hittime = 15
forcenofall=1
id=200


[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 211]
type    = A
movetype= H
physics = N
juggle  =0; 0
velset=-10,6
poweradd= 59
ctrl = 0
sprpriority = 2
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .69
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 1205
[State 0, NotHitBy]
type = NotHitBy
trigger1 =anim!=1205
value = SCA
;value2 = S,NA
time = 1

;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=5160
trigger1 =pos y>=0 && anim=1205 && time>3
value = 5160
[State 0, PosSet]
type = PosSet
trigger1 = anim=5160 && animelem=1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=1 && anim=5160
x = -4
y = -6

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = alive
trigger1 = animelemtime(1)>7 && anim!=5200 && anim=5160
value = 5200
[State 0, SelfState]
type = SelfState
trigger1 =pos y >=0 &&anim=5200  &&alive
value =52
ctrl=1
[State 0, SelfState]
type = SelfState
trigger1 =pos y >=0 &&!alive  && time>5
value =5100
ctrl=1
;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  =0; 8
poweradd= 10
ctrl = 0

anim = 230
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 
x = 15
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 
x = 17
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4 
x = -17

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 
x = -15
[State 230, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 28;,6
guardflag = MA
pausetime = 10,10
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-48
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 4
ground.hittime  = 7
ground.velocity = -3.4
air.velocity = -2.5,-3.5
air.hittime = 7
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  =0; 8
poweradd= 22
ctrl = 0

anim = 235
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 
x = 15
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 
x = 11
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4 
x = 8

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 
x = -19
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6 
x = -15
[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = Medium
damage    = 21;,7
guardflag = MA
pausetime = 10,10
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-55
hitsound   = S1,1
guardsound = S3,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 14
ground.velocity = -5.2
air.velocity = -2.2,-3.2
air.hittime = 17
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Medium
damage    = 28;,7
guardflag = MA
pausetime = 12,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -15,-62
hitsound   = S1,1
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -6.5
air.velocity = -2.2,-3.2
air.hittime = 13
forcenofall=1
id=200

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


;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  =0; 8
poweradd= 45
ctrl = 0

anim = 240
sprpriority = 2


[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 
x = 15
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 
x = 22
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4 
x = -1

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 
x = 1
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6 
x = -9

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7 
x = -28

[State 230, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = heavy
damage    = 90;,3
guardflag = MA
pausetime = 12, 12	
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-83
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 7
ground.hittime  = 13
ground.velocity = -6
air.velocity = -2.5,-3.5
air.hittime = 13
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  =0; 5
poweradd= 8
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage    = 28;,3
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 8,8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-58
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime =4
ground.hittime  =7
ground.velocity = -2
air.velocity = -1.5,-3
air.hittime = 7
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[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= 18
ctrl = 0
anim = 405
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0

[State 400, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage    = 49;,9
priority  = 3
animtype  = medium
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-57
hitsound   = S1,4
guardsound = S3,1
ground.type = Low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -5
air.velocity = -1.5,-3
air.hittime = 10
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[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; ifelse(p2statetype= A,9,6)
poweradd= 25
ctrl = 0
anim = 410
sprpriority = 2

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

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

[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0

[State 0, Helper]
type = Helper
trigger1 = movehit
helpertype = normal ;player
name = "launch"
ID = 7011
stateno =7011
pos = 40,-76
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 40
pausemovetime = 40
ignorehitpause=1
persistent=0
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2 && !movecontact
attr = S, NA
damage    = 90;,15
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-77
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-18
air.velocity = -2,-16.5
forcenofall=1
yaccel=.55
id=410

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 3 && !movecontact
attr = S, NA
damage    = 90;,15
animtype  = up
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -10,-102
sparkno = S7005+(random%4)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-17
air.velocity = -2,-16.5
forcenofall=1
yaccel=.55
id=410

[State 0, TargetState]
type = TargetState
trigger1 =movehit&&enemy,stateno!=411
value = 411
ID = 410
ignorehitpause =0
;persistent =

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 411]
type    = A
movetype= H
physics = N
juggle  =0; 8
velset=-1,-16.35
poweradd= 59
ctrl = 0
sprpriority = 2
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .65


[State 0, ChangeAnim2]
type = ChangeAnim
triggerall = anim!=5160
trigger1 =time=0
value = 5051



[State 0, SelfState]
type = SelfState
trigger1 =time>=24
value =5040
ctrl=1
;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  =0; 8
poweradd= 8
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 28;,6
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 9,9
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-6
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 10
air.hittime = 10
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 435]
type    = C
movetype= A
physics = C
juggle  =0; 8
poweradd= 17
ctrl = 0
anim = 435
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 430, 2]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 49;,8
animtype  = medium
hitflag = MAF
guardflag = L
pausetime = 11,11
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-6
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime =10
air.hittime = 10
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  =0; 8
poweradd=23
ctrl = 0
anim = 440
sprpriority = 2
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 0

[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2



[State 440, 3]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 90;,12
hitflag = MAF
guardflag = L
pausetime =12, 12	
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-12
hitsound   = S1,2
guardsound = S3,1
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -.5,-1.5
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
id=440


[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 441]
type    = A
movetype=H
physics = N
velset =0,-2.3
poweradd = 40
anim=5070


[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .44
[State 0, NotHitBy]
type = NotHitBy
trigger1 = anim=5070
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=5100|| stateno=614||stateno=612
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y>=0 && (anim=5070) && time>3
value = 5100
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y>=0 &&(anim=5070) && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 612
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5100 && animtime=0
value = 612

[State 0, PosSet]
type = PosSet
trigger1 =anim=5100 || anim=612 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = selfState
triggerall = alive
triggerall = anim=612 && animelemtime(1)>1
trigger1 = command="x"||command="y"||command="z"||command="a"||command="b"||command="c"
trigger2= AIlevel >0 && random<111
value =5120
ctrl = 0
[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=20 && anim=612
value =ifelse(alive,5120,5150)
ctrl=0

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = N
juggle  =0; 1
poweradd= 8
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 0, VarSet]
type = VarSet
trigger1 = prevstateno  = 630
v = 16    ;fv = 10
value = 1
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A  
[State 600, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 28;,10
guardflag = HA
animtype=medium
air.animtype=up
priority = 3
pausetime = 8,8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-58
hitsound   = S1,0
guardsound = S3,1
ground.type = High
ground.slidetime =6
ground.hittime = 12
air.hittime = 9
ground.velocity = -4
air.velocity = -.2,-6.5
yaccel=.8
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 600, 3]
type = changestate
trigger1 = animtime=0
value = 57
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 605]
type    = A
movetype= A
physics = N
juggle  =0; 1
poweradd= 18
ctrl = 0
anim = 605
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A  

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 600, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 49;,10
guardflag = HA
animtype=medium
air.animtype=up
priority = 3
pausetime = 10,10
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-53
hitsound   = S1,4
guardsound = S3,1
ground.type = High
ground.slidetime = 9
ground.hittime = 15
air.hittime = 28
guard.ctrltime = 15
ground.velocity = -4
air.velocity =-.2,-6.5
yaccel=.8
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 600, 3]
type = changestate
trigger1 =  animtime=0
value = 57
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = N
juggle  =0; 2
poweradd= 20
ctrl = 0
anim = 610
sprpriority = 2

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

[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A  

[State 640, 3]
type = HitDef
triggerall = var(23)
trigger1 = animelem = 2
attr = A, NA
damage    = 90;,3
guardflag = HA
priority = 4
pausetime = 12, 12	
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -15,10
yaccel = .7
fall  =1
fall.recover = 0
id=640
[State 640, 3]
type = HitDef
triggerall =!var(23)
trigger1 = animelem = 2
attr = A, NA
damage    = 90;,8
guardflag = HA
priority = 4
pausetime = 12, 12	
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,10
id=641

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit &&p2statetype=A  && (prevstateno= [600,635])  && var(23)
value = 611


[State 0, ScreenBound]
type = ScreenBound
triggerall = anim=611
trigger1 = 1
value =cond(frontedgebodydist <15,1,0)
movecamera=cond(frontedgebodydist <15,1,0),0
[State 600, 3]
type = changestate
 triggerall =prevstateno= [600,635]
trigger1 = p2statetype=L&&var(31)=19 && var(29)=1
value = 101

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(23)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -250 && enemy,pos y >-10 &&movehit
v = 29    ;fv = 10
value = 1

[State 0, VelSet]
type = VelSet
triggerall =  var(23)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -250
x = 0
y = 0
[State 600, 3]
type = changestate
triggerall =  ((pos y >= -240)|| (pos x >=40&&facing=1|| pos x<=-40&&facing=-1))  ||(!movehit)
trigger1 = animtime=0
value = 57
ctrl=1
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl=1

;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 10613]
type    = A
movetype= H
physics = N
juggle  =0; 0
velset=-13,10
poweradd= 59
ctrl = 0
sprpriority = -2
facep2=1
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .67
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 1205

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=5160
trigger1 =pos y>=0 && anim=1205 && time>3
value = 5160
[State 0, PosSet]
type = PosSet
trigger1 = anim=5160 && animelem=1
y = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=1 && anim=5160
y = -7
x=0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=5160
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5101)
trigger1 = pos y>=0 && anim=5160 && animelemtime(1)>10
value = 5101
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5101)
trigger1 = pos y>=0 && anim=5160 && animelemtime(1)>10
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 612
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5101 && animtime=0
value = 612

[State 0, PosSet]
type = PosSet
trigger1 =anim=5101 || anim=612 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5101 || anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=31 && anim=612
value =ifelse(alive,5120,5110)
ctrl=1
;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = N
juggle  =0; 1
poweradd= 8
ctrl = 0
anim = 630
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A  
[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 0, VarSet]
type = VarSet
trigger1 = prevstateno  = 600
v = 16    ;fv = 10
value = 1
[State 630, 2]
type = HitDef
trigger1 = animelem =2
attr = A, NA
damage = 28;,7
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -5,-35
hitsound   = S1,0
guardsound = S3,1
animtype=medium
air.animtype=up
ground.type = High
ground.slidetime = 6
ground.hittime = 12
air.hittime = 11
ground.velocity = -4
air.velocity = -.2,-7
yaccel=.8
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 600, 3]
type = changestate
trigger1 = animtime=0
value = 57
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 635]
type    = A
movetype= A
physics = N
juggle  =0; 1
poweradd= 18
ctrl = 0
anim = 635
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A  
[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1



[State 640, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 49;,15
guardflag = HA
priority = 4
pausetime = 9,9
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-56
hitsound   = S1,1
guardsound = S3,1
animtype=medium
air.animtype=up
ground.type = High
ground.slidetime =8
ground.hittime = 12
air.hittime =17
ground.velocity = -4
air.velocity = -.2,-6.35
yaccel=.8
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 600, 3]
type = changestate
trigger1 = animtime=0
value = 57
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = N
juggle  =0; 2
poweradd= 33
ctrl = 0
anim = 640
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A  
[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 640, 3]
type = HitDef
triggerall =var(23)
trigger1 = animelem = 3
attr = A, NA
damage    = 90;,9
guardflag = HA
priority = 4
pausetime = 12, 12	
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-48
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -15,10
yaccel = .7
fall  =1
fall.recover = 0
id=640
[State 640, 3]
type = HitDef
triggerall =!var(23)
trigger1 = animelem = 3
attr = A, NA
damage    = 90;,9
guardflag = HA
priority = 4
pausetime =12, 12	
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-48
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,10
id=641

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit &&p2statetype=A  && (prevstateno= [600,635])  && var(23)
value = 641


[State 0, ScreenBound]
type = ScreenBound
triggerall = anim=641
trigger1 = 1
value = 0
value =cond(frontedgebodydist <15,1,0)
movecamera=cond(frontedgebodydist <15,1,0),0
[State 600, 3]
type = changestate
 triggerall =prevstateno= [600,635]
trigger1 = p2statetype=L&&var(31)=19 && var(29)=1
value = 101

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(23)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -250 && enemy,pos y >-10 &&movehit
v = 29    ;fv = 10
value = 1

[State 0, VelSet]
type = VelSet
triggerall =  var(23)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -250
x = 0
y = 0
[State 600, 3]
type = changestate
triggerall =  ((pos y >= -240)|| (pos x >=40&&facing=1|| pos x<=-40&&facing=-1))  ||(!movehit)
trigger1 = animtime=0
value = 57
ctrl=1
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
[Statedef 702]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 5,0
ctrl = 0
anim = 702
sprpriority = -1

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 10
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256



[State 8300, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 8300, VelSet]
type = VelSet
trigger1 =time > 35
x = 0

[State 8300, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 8300, NotHitBy]  ;Can't get hit while rolling
type = NotHitBy
trigger1 = time < 35
value = SCA
time = 1

[State 8300, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 11
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 703]
type    = C
movetype= I
physics = N
poweradd= 0
velset = -5,0
ctrl = 0
anim = 703
sprpriority = -1



[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 10
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 8300, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 8300, VelSet]
type = VelSet
trigger1 = time > 35
x = 0

[State 8300, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 8300, NotHitBy]  ;Can't get hit while rolling
type = NotHitBy
trigger1 = time < 35
value = SCA
time = 1

[State 8300, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 11
ctrl = 1
;-------------------------------------------------------------
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
ground.velocity = 7,-5
yaccel=.45
hitsound = S800,0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 210
;-------------------------------------------------------------
[Statedef 801]
type = A
movetype= A
physics = N
juggle = 0
ctrl = 0
velset=0,0
anim = 801

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S5100,12
channel = 1

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =animtime=0 
x = -4.5
y = -2.5

[State 0, ChangeAnim]
type = Changestate
trigger1 =animtime=0 
value =5040
ctrl=0

;-------------------------------------------------------------
[Statedef 802]
type = A
movetype= A
physics = N
juggle = 0
ctrl = 0
velset=0,0
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0 
value = 801
[State 0, PlayerPush]
type = PlayerPush
trigger1 =1 
value =0
[State 0, VelSet]
type = VelSet
trigger1 =animtime=0 
x = -4.5
y = -2.5
[State 0, ChangeAnim]
type = selfstate
trigger1 =animtime=0 
value =5040
ctrl=0
;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60


[State 0, VarSet]
type = VarSet
trigger1 = random<33*AIlevel&&AIlevel>0&&time=0
v = 20   ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=802 
value =801

[State 0, ChangeState]
type = targetState
triggerall = time =[1,4] 
trigger1= (enemy,command="z" || enemy,command="y" || enemy,command="b")&& AILevel=0
trigger2 =  var(20)=1
value =802
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 7
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 4

[State 0, Width]
type = Width
trigger1 =1
edge = 70,70
player = 0,0
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 31, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 6, -80

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -51, -53

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -111

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 3
value =1003

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

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0
[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=810
value = 5050

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


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

;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = 7,-5
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .45

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


;ignorehitpause =
;persistent =

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;Hit ground

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[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

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (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 <=40
trigger2 = FrontEdgeBodyDist <= 40
value = 1027

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


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

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

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = .1
[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
;-------------------------------------------------------------
[Statedef 830]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
triggerall = p2movetype!=H
Trigger1 = time >0
attr = A, NT
hitflag = A
priority = 5, miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 840
p2stateno = 850
air.velocity = 5,5
yaccel=.45
hitsound = S800,0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 610
ctrl = 0

;----------------------------------------------------------------------
[Statedef 840]
type = A
movetype= A
physics = N
anim = 840
velset=vel x,-1
poweradd = 60

[State 0, VarSet]
type = VarSet
trigger1 = random<33*AIlevel&&AIlevel>0&&time=0
v = 20   ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=802 
value =801

[State 0, ChangeState]
type = targetState
triggerall = time =[1,4] 
trigger1= (enemy,command="z" || enemy,command="y" || enemy,command="b")&& AILevel=0
trigger2 =  var(20)=1
value =802
;[State 810, Width 2-11]
;type = Width
;trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
;edge = 0,25
;player = 0,25
;value = 0,25
[State 0, VelAdd]
type = VelAdd
trigger1 = statetype=A
y = ifelse(numexplod(56),.455,.5)
;ignorehitpause = 
;persistent = 



[State 200, 1]
type = PlaySnd
trigger1 =animelem = 2&& anim=840
value = 2, 7
volume = 255
[State 200, 1]
type = PlaySnd
trigger1 =animelem = 2&& anim=840
value = 2, 7
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3&& anim=840
value = 0, 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && animelemtime(2) < 0 && anim=840
pos = 31, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0 && anim=840
pos = 6, -80

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(3) >= 0  && anim=840
pos = -20, -75
[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(1)=1 && anim=841
pos = -40, -52
[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElemtime(1)=1 && anim=841
value = -80


[State 0, Width]
type = Width
trigger1 =1 
edge = 25,0
player = 0,0
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 810, Throw]
type = TargetState
trigger1 = AnimElemtime(1)=1 && anim=841
value = 1003

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = statetype=S && anim!=841
value = 841



[State 0, Turn]
type = Turn
trigger1= AnimTime = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  pos y >=0
statetype =S
;ignorehitpause = 
;persistent = 

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

[State 0, VelSet]
type = VelSet
trigger1 = pos y >=0
x = 0
y = 0


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

;----------------------------------------------------------------------
[Statedef 850]
type = A
movetype = H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 842
[State 3545, 1]
type = ChangeAnim2
trigger1 = enemy,anim=841 &&animelemtime(4)<0
value = 842
elem=4
[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=840
value = 5050
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause = 
;persistent = 


[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1
;----------------------------------------------------------------------
[Statedef 851]
type = A
movetype = H
physics = N
velset = 5,5
poweradd = 40

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

;[State 0, Turn]
;type = Turn
;trigger1 = time = 0

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .35

[State 0, HitAdd]
type = HitAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
freq = 60
ampl = 4
phase = 90

[State 5100, 10]
type = PlaySnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = F7, 1

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;-------------------------------------------------------------
[Statedef 860]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 861
p2stateno = 862
hitsound = S800,0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 240

;----------------------------------------------------------------------
[Statedef 861]
type = S
movetype= A
physics = N
anim = 830
poweradd = 60

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
edge = 0,25
player = 0,25
value = 0,25

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2, 0
volume = 255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2, 0
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 2


[State 4001, bind]
type=targetbind
trigger1=animelemtime(2)<0
pos=68,0

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=40,0


[State 410, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 90;,15
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-77
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,-15
air.velocity = -2,-15
forcenofall = 1
air.hittime=27
yaccel=.65
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 862]
type = S
movetype = H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 831

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

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

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=861
value = 5050


;----------------------------------------------------------------------
[Statedef 863]
type = A
movetype = H
physics = N
velset = 6,-6
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .35


[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 50

anim = 1000
ctrl = 0
sprpriority = 1

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,4

[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 8
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 8
volume=255

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Helper]
type = Helper
trigger1 = animelem  =3
helpertype = normal ;player
name ="Goudoken"
ID = 1001
stateno = 1001
pos = 95,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= .8333333333333333333333333333333

[State 0, Width]
type = Width
trigger1 =  1
player =22,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 1003]
type    = A
movetype= H
physics = N
poweradd = 56
facep2=ifelse((prevstateno=820 ||prevstateno=850),0,1)
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0 && prevstateno!=820 && prevstateno!=850
value = 1400
;elem = 1
;ignorehitpause = 
;persistent = 

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

;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .55
[State 0, NotHitBy]
type = NotHitBy
trigger1 = statetype!=L &&p2stateno!=[3050,3100]
trigger2 = enemy,numexplod(1001)>0&&p2stateno!=[3050,3100]
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=5100|| anim=614|anim=612
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y>=-10 && (anim!=5100 &&anim!=612) && time>3
value = 5100
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y>=0 &&(anim!=614 &&anim!=612) && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 612
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5100 && animtime=0
value = 612

[State 0, PosSet]
type = PosSet
trigger1 =anim=5100 || anim=612 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = selfState
triggerall = p2stateno!=3050
triggerall = alive
triggerall = anim=612 && animelemtime(1)>1
trigger1 = command="x"||command="y"||command="z"||command="a"||command="b"||command="c"
trigger2= AIlevel >0 && random<249
value =5120
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=8 && anim=612
value =ifelse(alive,5120,5110)
ctrl=0
;---------------------------------------------------------------------------
; CNS difficulty: medium
[Statedef 1005]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 50

anim = 1010
ctrl = 0
sprpriority = 1

[State 0, Width]
type = Width
trigger1 =  1
player =22,0
[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,4
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 8
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 8
volume=255
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Helper]
type = Helper
trigger1 = animelem  =3
helpertype = normal ;player
name ="Gadoken"
ID = 1001
stateno = 1001
pos = 95,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= .8333333333333333333333333333333





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



;---------------------------------------------------------------------------
;Gou Shoryuken - start
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  =0; ifelse((enemy,stateno = 5070),4,8)
poweradd= 60
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 2
[State 0, VarSet]
type = Varadd
trigger1 = time = 0
v = 9    ;fv = 10
value = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = var(9) = 4 && time = 1
value = SCA
;value2 = S,NA
time = 10
;ignorehitpause =
;persistent =
[State 0, PalFX]
type = PalFX
trigger1 = var(9) = 4 && time = 1
time = 10
add =256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 9
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 9
volume=255

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 1055, 5]
type = HitDef
trigger1 = animelem = 2
attr = S, SA
animtype  = up
damage    = 111,10
priority  = 4
guardflag = MA
pausetime = 12,12
sparkxy = 25,-61
sparkno = S8100+(random%4)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 40
guard.ctrltime = 15
air.hittime=40
ground.velocity = -6.5,-21
guard.velocity = -3
air.velocity = -6.5,-15
airguard.velocity = -4,-4.5
yaccel=.83
id=1050
nochainid=1050

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =1050
ignorehitpause =1 
[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051

;------------------
;Gou Shoryuken - jump
[Statedef 1051]
type    = A
movetype= A
physics = N
velset = .15,-9.5
anim = 1051

[State 330, 4]
type = VelMul
trigger1 = Time >=8
x = .9

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(3)>0
x = 0

[State 1055, 5]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
animtype  = up
damage    = 111,10
priority  = 4
guardflag = MA
pausetime = 8,8
sparkxy = 25,-97
sparkno = S8100+(random%4)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
guard.ctrltime = 15
air.hittime=30
ground.velocity = -6.5,-18
guard.velocity = -3
air.velocity = -6.5,-17
airguard.velocity = -4,-4.5
yaccel=.83
nochainid=1050
id=1050
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =1050
ignorehitpause =1 


[State 330, 5]
type = VelAdd
trigger1 = 1
y = .67


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;------------------
;Gou Shoryuken - land
[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1052, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Gou Shoryuken - z
[Statedef 1060]
type    = S
movetype= A
physics = N
juggle  =0; 8
poweradd= 70
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 2
[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 8    ;fv = 10
value = 1
[State 0, VarSet]
type = Varadd
trigger1 = time = 0
v = 9    ;fv = 10
value = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = var(9) = 4 && time = 1
value = SCA
;value2 = S,NA
time = 16
;ignorehitpause =
;persistent =
[State 0, PalFX]
type = PalFX
trigger1 = var(9) = 4 && time = 1
time = 10
add =256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 9
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 9
volume=255

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 1055, 5]
type = HitDef
trigger1 = animelem = 2
attr = S, SA
animtype  = up
damage    = 125,10
priority  = 4
guardflag = MA
pausetime = 12,12
sparkxy = 30,-61
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
guard.ctrltime = 15
air.hittime=32
ground.velocity = -6.5,-25
guard.velocity = -3
air.velocity = -6.5,-18
airguard.velocity = -4,-4.5
yaccel=.75
id=1050
nochainid=1050
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =1050
ignorehitpause =1 

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1061

;------------------
;Gou Shoryuken - jump
[Statedef 1061]
type    = A
movetype= A
physics = N
velset = 1.7,-16.7
anim = 1053

[State 330, 4]
type = VelMul
trigger1 = Time >=8
x = .9

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(3)>0
x = 0
[State 1055, 5]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
animtype  = up
damage    = 125,10
priority  = 4
guardflag = MA
pausetime = 8,8
sparkxy = 30,-97
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
guard.ctrltime = 15
air.hittime=32
ground.velocity = -6.5,-23
guard.velocity = -3
air.velocity = -6.5,-18
airguard.velocity = -4,-4.5
yaccel=.75
id=1050
nochainid=1050
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =1050
ignorehitpause =1 




[State 330, 5]
type = VelAdd
trigger1 = 1
y = .67

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052
;---------------------------------------------------------------------------
[Statedef 1100]
type    =U
movetype= A
physics = N
juggle  =0; 4
poweradd= 70

anim = 1100
ctrl = 0
sprpriority = 2

[State 1061, 1]
type = VelAdd
trigger1 = 1
y = .55

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = statetype=A && time=0 
value = 1100
elem = 2
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && statetype!=A
x = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A       ;S,A,C,L

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2)=1
x = (ifelse(var(7) = 1,4,-2.5))
y = -6.3

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 0
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 0
volume=255


[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 0, Explod]
type = Explod
triggerall = var(6) = 1
trigger1 =time = 0
anim =8000
ID =8002
pos = 1,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 1060, 4]
type = HitDef
triggerall = prevstateno !=[600,635]
trigger1 = animelem = 3
attr = A, SA
animtype  = Medium
damage    = 97, 4
priority  = 5
guardflag = MA
pausetime = 10,10
sparkxy = -5,-64
sparkno = S8100+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
guard.velocity = -7
air.velocity = -7,-4
id=200

[State 1060, 4]
type = HitDef
triggerall = prevstateno =[600,635]
trigger1 = animelem = 3
attr = A, SA
animtype  = Medium
damage    = 97, 4
priority  = 5
guardflag = MA
pausetime = 14,14
sparkxy = -5,-64
sparkno = S8100+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
guard.velocity = -7
air.velocity = -7,10
fall=1
fall.recover = 0
yaccel = .7
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, ScreenBound]
type = ScreenBound
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
triggerall = movehit  &&  pos y < -240
trigger1 = 1
value = 0
[State 600, 3]
type = changestate
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -250 && enemy,pos y >-10 &&movehit
value = 101

[State 0, VelSet]
type = VelSet
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -260
x = 0
y = 0
[State 600, 3]
type = changestate
triggerall =  (pos y >= -240)|| (pos x >=40&&facing=1|| pos x<=-40&&facing=-1)
trigger1 =pos y >= -15 && vel y > 0&& animelemtime(4)>0
value = 1103


;---------------------------------------------------------------
[Statedef 1101]
type    =U
movetype= A
physics = N
juggle = 4
poweradd= 80
anim = 1102
ctrl = 0
sprpriority = 2


[State 1061, 1]
type = VelAdd
trigger1 =1     ;
y = .32
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && statetype!=A
x = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = statetype=A && time=0 
value = 1102
elem = 2

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

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2)=1
x =(ifelse(var(7) = 1,4.5,-3.5))
y = -5.75


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 0
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 0
volume=255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 2, 0
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 2, 0
volume=255


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 2, 7
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 2, 7
volume=255

[State 640, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 1

[State 640, 2]
type = PlaySnd
trigger1 = animelem = 6
value = 0, 1

[State 640, 2]
type = PlaySnd
trigger1 = animelem = 7
value = 0, 2

[State 0, Explod]
type = Explod
triggerall = var(6) = 1
trigger1 =time = 0
anim =8000
ID =8002
pos = 1,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 1060, 4]
type = HitDef
trigger1 = animelem = 4
attr = A, SA
animtype  = Medium
damage    =69, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -5,-61
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 17
ground.velocity = -5,-3
guard.velocity = -7
air.velocity = -3,-5
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1                       ;
[State 1060, 4]
type = HitDef
trigger1 = animelem = 7
attr = A, SA
animtype  = Medium
damage    = 35, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-49
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7
guard.velocity = -7
air.velocity = -5,-5
id=200
 
[State 1060, 4]
type = HitDef
triggerall = prevstateno !=[600,635]
trigger1 = animelem = 10
attr = A, SA
animtype  = Medium
damage    = 7, 4
priority  = 5
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -7,-6
guard.velocity = -7
air.velocity = -7,-5
fall =1
fall.recover = 0
yaccel=.8
id=202
 
[State 1060, 4]
type = HitDef
triggerall = prevstateno =[600,635]
trigger1 = animelem = 10
attr = A, SA
animtype  = Medium
damage    = 7, 4
priority  = 5
guardflag = MA
pausetime = 13,13
sparkxy = -10,-60
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -7,-6
guard.velocity = -7
air.velocity = -7,10
fall =1
fall.recover = 0
yaccel=.7
ID = 640
[State 0, ScreenBound]
type = ScreenBound
triggerall =animelemtime(10)>0
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
triggerall = movehit  &&  pos y < -240
trigger1 = 1
value = 0
[State 600, 3]
type = changestate
triggerall =animelemtime(10)>0
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -250 && enemy,pos y >-10 &&movehit
value = 101

[State 0, VelSet]
type = VelSet
triggerall =animelemtime(10)>0
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -260
x = 0
y = 0
[State 600, 3]
type = changestate
triggerall =  (pos y >= -240)|| (pos x >=40&&facing=1|| pos x<=-40&&facing=-1)
triggerall =animelemtime(10)>0
trigger1 =pos y >= 0&& vel y > 0
value = 1103
;------------------
[Statedef 1103]
type    = S
movetype= I
physics = S
anim = 1103
sprpriority = 1
velset = 0,0

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

[State -3, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 40, 0

[State 1061, 3]
type = ChangeState
trigger1 =animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[Statedef 1200]
type    = S
movetype= I
physics = S
juggle  =0; 4
poweradd= 40

anim = 1200
ctrl = 0
sprpriority = 1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 11
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 11
volume=255
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H
physics = S        ;A,C,S,N
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 2, 12
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 2, 12
volume=255

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 7
value = S0,4
[State 1060, 4]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = Medium
damage    = 14, 4
priority  = 5
guardflag = MA
pausetime = 10,10
sparkxy = -38,-64
sparkno = S8100+(random%3)
guard.sparkno = S7009
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -7
air.velocity = -2,-4
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Helper]
type = Helper
trigger1 = animelem  =12
helpertype = normal ;player
name ="sign"
ID = 1008
stateno = 1008
pos = 75,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= .8333333333333333333333333333333




[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------------------------------------------------------
[statedef 1202]
type    = S
movetype= I
physics = S
juggle  =0; 4
poweradd= 40

anim = 1203
ctrl = 0
sprpriority = 1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1 && anim =1203
value = 2, 11
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1 && anim =1203
value = 2, 11
volume=255
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  anim= 1204
movetype = A        ;I,A,H
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4  && anim =1204
value = 2, 12
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4 && anim =1204
value = 2, 12
volume=255
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 6
value = S0,4
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0
x = 0
[State 1060, 4]
type = HitDef
trigger1 = animelem = 2
attr = S, SA
animtype  = Medium
damage    = 14, 4
priority  = 5
guardflag = MA
pausetime = 10,10
sparkxy = -38,-64
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -7
air.velocity = -2,-4
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, Explod]
type = Explod
trigger1 = animelem = 2 && anim =1203
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Helper]
type = Helper
trigger1 = animelem  =7 && anim = 1204
helpertype = normal ;player
name ="sign"
ID = 1008
stateno = 1008
pos = 75,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 50
value = 1204

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0 && anim = 1204
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;
[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
juggle  =0; ifelse((prevstateno = 440),2,8)
anim = 3000
ctrl = 0
sprpriority = 0

[State 3000, Super A]
type = SuperPause
trigger1 = time = 9
poweradd = -1000
anim = -1
time = 45
p2defmul=1

[State 200, 1]
type = PlaySnd
trigger1 = time=9
value = 2, 16
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = time=9
value = 2, 16
volume=255
[State 810, Width 2-11]
type = Width
trigger1 = 1
player = 35,0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 2, 8
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 2, 8
volume=255

[State 0, Explod]
type = Explod
trigger1 = time = 5
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4
[State 182, 2]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time =8

[State 3000, Hyperbg]
type = Explod
trigger1 = time = 9
anim = 6004
ID = 6001
pos = -20,-87
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 3000, Hyperbg]
type = Explod
trigger1 = time = 10
anim = 6005
ID = 6001
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =15
supermovetime = 90
pausemovetime  = 90
scale = .5,ifelse(GameHeight = 180,.4,.5)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =time=0
flag = noBG
flag2=noFG


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 9
value = S3001,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  time = [9,24]
flag = noBG
flag2=noFG


[State 3000, helper]
type = Helper
trigger1 = time = 9
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4001
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90






[State 0, Helper]
type = Helper
trigger1 = animelem=3 && anim = 3000
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 3001
stateno = 3001
pos = 82,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
;supermovetime = 90
pausemovetime  = 90
size.xscale= .8333333333333333333333333333333




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

;---------------------------------------------------------------------------
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  =0; ifelse((prevstateno = 440),2,8)
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 2

[State 182, 2]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time = 5
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2 &&anim=3101
value = 2, 17
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2 &&anim=3101
value = 2, 17
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1 &&anim=3101
value = 2, 18
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1 &&anim=3101
value = 2, 18
volume=255
[State 3000, Super A]
type = SuperPause
trigger1 = time = 3
poweradd = -1000
anim = -1
time = 45
p2defmul=1
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4
[State 182, 2]
type = NotHitBy
trigger1 = Time = 56
value = SCA
time = 6

[State 3000, Hyperbg]
type = Explod
trigger1 = time = 3
anim = 6004
ID = 6001
pos = 20,-57
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 4
anim = 6005
ID = 6001
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =-1
supermovetime = 90
pausemovetime  = 90
scale = .5,ifelse(GameHeight = 180,.4,.5)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =time=0
flag = noBG
flag2=noFG




[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S3001,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  anim=3101 && time>3
flag = noBG
flag2=noFG
ignorehitpause = 1

[State 3000, helper]
type = Helper
trigger1 = time = 3
pos = 0,0
postype = p1
id = 4000
name = "Hyperportrait"
sprpriority = 2
stateno = 4001
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 999
pausemovetime  =999

[State 0, VelSet]
type = VelSet
trigger1 = anim = 3101&& time>3
x = 1.3


[State 1055, 5]
type = HitDef
trigger1 =animelem = 2
attr = S, HA
animtype  = Med
damage    =69,12
priority  = 4
guardflag = MA
pausetime = 10,10
sparkxy = 0,-65
guard.sparkno = S7009
sparkno = S7005+(random%3)
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 3.5
guard.velocity = -8
guard.ctrltime = 12
air.velocity = 1,-2
airguard.velocity = -4,-4.5
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 1055, 5]
type = HitDef
trigger1 =animelem = 7
attr = S, HA
animtype  = Med
damage    =208,12
priority  = 4
guardflag = MA
hitflag=DMAF
pausetime = 10,10
sparkxy = 0,-65
guard.sparkno = S7009
sparkno = S7005+(random%3)
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
guard.ctrltime = 15
air.hittime=40
ground.velocity = -6.5,-25
guard.velocity = -3
air.velocity = -6.5,-18
airguard.velocity = -4,-4.5
yaccel=.83
fall=1
fall.recover=0
id=200




[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,2
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem = 6
value = S0,2
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && animelemtime(7)>= 0
v = 8    ;fv = 10
value = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  animtime=0&& anim= 3101
value = 3102
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(1)=1&&anim=3102
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(1)=1&& anim= 3102
x = 2
y = -18

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = anim=3102
trigger1 =  animelemtime(3)<0
flag = noBG
flag2=noFG
ignorehitpause = 1


[State 0, RemoveExplod]
type = RemoveExplod
triggerall = anim=3102
trigger1 = animelem=3
id = 6001


[State 330, 4]
type = VelMul
triggerall = anim=3102
trigger1 = animelemtime(1)>2
x = .9

[State 1055, 5]
type = HitDef
triggerall = anim=3102
triggerall = var(8) = 0
trigger1 = animelem = 1
attr = A, SA
animtype  = up
hitflag=DMAF
damage    = 208,10
priority  = 4
guardflag = MA
pausetime = 8,8
sparkxy = 30,-97
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
guard.ctrltime = 15
air.hittime=40
ground.velocity = -6.5,-25
guard.velocity = -3
air.velocity = -6.5,-18
airguard.velocity = -4,-4.5
yaccel=.83
fall=1
fall.recover=0
id=200

[State 330, 5]
type = VelAdd
triggerall = anim=3102
trigger1 =animelemtime(1) = [0,15]
y = .65

[State 330, 5]
type = VelAdd
triggerall = anim=3102
trigger1 = animelemtime(1)> 15
y = .55

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
triggerall = anim=3102
triggerall = animelemtime(2)>0
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052
;---------------------------------------------------------------------------
[Statedef 3800]
type    = S
movetype= A
physics = N
juggle  =0; ifelse((prevstateno = 440),2,8)
poweradd= 0
velset = 0,0
anim = 3500
ctrl = 0
sprpriority = 2
[State 3000, Super A]
type = SuperPause
trigger1 = time = 14
poweradd = -1000
anim = -1
time = 45
p2defmul=1

[State 0, TargetBind]
type = TargetBind
triggerall = movecontact
triggerall = !winko
triggerall = p2bodydist x >=0
trigger1 = animelemtime(1) > 0 && animelemtime(57) < 0
pos = 50,0


[State 810, Width 2-11]
type = Width
triggerall = !winko
triggerall = movecontact
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(57) < 0
edge = 70,20
player = 0,0

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


[State 200, 1]
type = PlaySnd
trigger1 = time=8
value = 2, 15
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = time=8
value = 2, 15
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = time=8
value = 2, 15
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 4
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 4
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 4
volume=255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 56
value = 2, 5
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 56
value = 2, 5
volume=255



[State 0, Explod]
type = Explod
trigger1 = time = 7
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4
[State 182, 2]
type = NotHitBy
trigger1 = Time = 5
value = SCA
time =10

[State 3000, Hyperbg]
type = Explod
trigger1 = time = 14
anim = 6004
ID = 6001
pos = -20,-87
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 15
anim = 6005
ID = 6001
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =-1
supermovetime = 90
pausemovetime  = 90
scale = .5,ifelse(GameHeight = 180,.4,.5)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 14
value = S3001,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  time>14
flag = noBG
flag2=noFG
ignorehitpause = 1

[State 3000, helper]
type = Helper
trigger1 = time = 15
pos = 250,0
postype = back
id = 162
name = "Hyperportrait"
stateno = 162
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 0
pausemovetime  = 0


[State 3000, helper]
type = Helper
trigger1 = time = 14
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4001
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90



[State 210, 1]
type = PlaySnd
trigger1 = Time = 15
value = 0, 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype  = Medium
damage    = 28,12
guardflag = MA
pausetime = 4,4
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-78
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 3
air.velocity = 2,-2
forcestand=1
[State 400, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 0, 1
[State 230, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, HA
animtype  = Medium
damage    = 28,6
guardflag = MA
pausetime = 4,4
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-48
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2
air.velocity = -1,-2
forcestand=1


[State 400, 1]
type = PlaySnd
trigger1 = animelem = 16
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = animelem = 17
attr = S, HA
damage    = 21,3
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 4,4
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-58
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2
air.velocity = 1,-2
forcestand=1

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 22
value = 0, 2

[State 230, 2]
type = HitDef
trigger1 = animelem = 25
attr = S, HA
animtype  = Medium
damage    = 21,3
guardflag = MA
pausetime = 4,4
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-83
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2
air.velocity = -1,-2
forcestand=1

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 31
value = 0, 1

[State 430, 2]
type = HitDef
trigger1 = animelem = 32
attr = S, HA
damage    = 21,8
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime =4,4
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-6
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2
air.velocity = 1,-2
down.velocity = -5,0
down.hittime = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 37
attr = S, HA
damage = 21,3
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,4
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10, -87
hitsound = S1, 0
guardsound = S3,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-2
air.hittime = 12

[State 200, 1]
type = PlaySnd
trigger1 =animelem = 36
value = 0, 0

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 41
value = 0, 2

[State 230, 2]
type = HitDef
trigger1 = animelem = 43
attr = S, HA
animtype  = Medium
damage    = 21,3
guardflag = MA
pausetime = 4,4
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-83
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2
air.velocity = 1,-2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 47
value = 0, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 48
attr = S, HA
animtype  = Medium
damage    = 21,8
guardflag = MA
pausetime = 4,4
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -5,-55
hitsound   = S1,1
guardsound = S3,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2
air.velocity = -1,-2


[State 440, 2]
type = PlaySnd
trigger1 = animelem = 52
value = 0, 2

[State 440, 3]
type = HitDef
trigger1 = animelem = 54
attr = S, HA
damage    = 21,12
hitflag = MAFD
guardflag = L
pausetime = 4,4
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-12
hitsound   = S1,2
guardsound = S3,1
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 3
air.velocity = 1,-3
guard.velocity = -5
[State 440, 2]
type = PlaySnd
trigger1 = animelem = 56
value = 0, 2
[State 1055, 5]
type = HitDef
trigger1 =animelem = 57
attr = S, HA
animtype  = up
damage    =74,12
priority  = 4
guardflag = MA
pausetime = 12,12
sparkxy = 0,-65
guard.sparkno = S7009
sparkno = S7005+(random%3)
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6.5,-28
guard.velocity = -3
guard.ctrltime = 12
air.velocity = -6.5,-21
airguard.velocity = -4,-4.5
yaccel=.83
fall =1
fall.recover= 0
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
trigger1 = movehit && animelem = 57
v = 8    ;fv = 10
value = 1

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3801
;------------------
;Gou Shoryuken - jump
[Statedef 3801]
type    = A
movetype= A
physics = N
velset = 2,-18
anim = 1053

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  time = [0,14]
flag = noBG
flag2=noFG
ignorehitpause = 1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time =15
id = 6001



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

[State 330, 4]
type = VelMul
trigger1 = Time >= 2
x = .9

[State 1055, 5]
type = HitDef
triggerall = var(8) = 0
trigger1 = animelem = 1
attr = A, SA
animtype  = up
damage    = 74,10
priority  = 4
guardflag = MA
pausetime = 8,8
sparkxy = 30,-97
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6.5,-28
guard.velocity = -3
guard.ctrltime = 12
air.velocity = -6.5,-21
airguard.velocity = -4,-4.5
yaccel=.83
fall =1
fall.recover= 0
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 330, 5]
type = VelAdd
trigger1 = time = [0,20]
y = .65

[State 330, 5]
type = VelAdd
trigger1 = time > 20
y = .55
[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052
;--------------------------------------------------------------------------------
[Statedef 3900]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 1
value =700
[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
poweradd = -1000
anim = -1
time = 45
p2defmul=1
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4
[State 182, 2]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time =8

[State 3000, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6004
ID = 6001
pos = -20,-87
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 1
anim = 6005
ID = 6001
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =-1
supermovetime = 90
pausemovetime  = 90
scale = .5,ifelse(GameHeight = 180,.4,.5)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3001,0


[State 3000, helper]
type = Helper
trigger1 = time = 0
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4001
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90
[State 0, VelSet]
type = VelSet
trigger1 = anim = 700
x = 1.5

[State 0, VelSet]
type = VelSet
trigger1 = anim = 196
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1200
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 198
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S2,13
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S2,13
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S2,13


[State 191, 3] ;Change to stand state when done
type = Changeanim
trigger1 = time = 28
value = 196


[State 191, 3] ;Change to stand state when done
type = Changeanim
trigger1 = time = 50
value = 700

[State 191, 3] ;Change to stand state when done
type = Changeanim
trigger1 = time = 78
value = 198
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 72
value = S2,10
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 72
value = S2,10
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 72
value = S2,10

[State 191, 3] ;Change to stand state when done
type = Changeanim
trigger1 = time = 111
value = 700

[State 191, 3] ;Change to stand state when done
type = Changeanim
trigger1 = time = 132
value = 1200

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1 && anim = 1200
value = 2, 11
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1 && anim = 1200
value = 2, 11
volume=255

[State 1051, 3] ;Change state when KFM is close to ground
type = Changeanim
trigger1 = time = 165
value = 197

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=197
statetype = A       ;S,A,C,L
movetype= A
physics = N       ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 =time=165
x = 4
y = -10
;ignorehitpause =
;persistent =
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  anim!=197
flag = noBG
flag2=noFG
ignorehitpause = 1


[State 200, 1]
type = PlaySnd
trigger1 = Time = 165
value = 2, 19
[State 200, 1]
type = PlaySnd
trigger1 = Time = 165
value = 2, 19

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time =170
id = 6001

[State 330, 5]
type = VelAdd
trigger1 =anim=197
y = .45


[State 1051, 3] ;Change state when KFM is close to ground
type = Changestate
triggerall = anim=197
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3902
;------------------
;Gou Shoryuken - jump
[Statedef 3902]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 191

[State 200, 1]
type = PlaySnd
trigger1 = Time = 6
value = 2, 1
volume = 255
[State 200, 1]
type = PlaySnd
trigger1 = time = 6
value = 2, 1
volume = 255

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

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 35
value = 5000

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = time = 35
value = 0
ctrl =1
;---------------------------------------------------------------------------
;
[Statedef 4004]
type    = S
movetype= A
physics = S
juggle  =0; 4
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 0

[State 3000, Super A]
type = SuperPause
trigger1 = time = 3
poweradd = -3000
anim = -1
time = 45
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 3
anim = 6004
ID = 6001
pos = -8,-57
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90


[State 3000, Hyperbg]
type = Explod
trigger1 = time =4
anim = 6005
ID = 6001
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =-1
supermovetime = 90
pausemovetime  = 90
scale = .5,ifelse(GameHeight = 180,.4,.5)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =time=3
flag = noBG
flag2=noFG


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 4
anim = 6005
ID = 6001
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =200
supermovetime = 90
pausemovetime  = 90
scale = .5,ifelse(GameHeight = 180,.4,.5)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3001,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noBG
flag2=noFG
ignorehitpause = 1

[State 3000, helper]
type = Helper
trigger1 = time = 0
pos = 0,0
postype = p1
id = 4000
name = "Hyperportrait"
sprpriority = 2
stateno = 4001
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 999
pausemovetime  =999

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2) > 0
x = 1.4

[State 182, 2]
type = Velmul
trigger1 =animelemtime(3) > 0
x = .5

[State 1060, 4]
type = HitDef
trigger1 =animelem = 2
attr = S, HT
animtype  = Medium
damage    = 0, 0
hitflag = M
priority = 5, Miss
sparkno = -1
guardflag = MA
pausetime = 2,2
sparkxy = -50,-74
guard.sparkno = S7009
hitsound   = S800,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
p1stateno = 4005
p2facing = 1
p2stateno =4007
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 5
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 5
volume=255

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

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl=1
;---------------------------------------------------------------------------
[Statedef 4005]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 0
velset = 0,0
anim = 4001
ctrl = 0
sprpriority =9



[State 0, SprPriority]
type = SprPriority
trigger1 = animelemtime(4) >= 0
value = -1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 2
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 2
volume=255

[State 4001, bind]
type=targetbind
trigger1=animelemtime(2)<0
pos=68,0

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=40,0

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=20,0

[State 3000, helper]
type = Helper
trigger1 = time = 92
pos = 29,-58
postype = p1
id = 4000
name = "explod"
sprpriority = 2
stateno = 3008
ownpal = 1
size.xscale = 2
size.yscale = 2
supermovetime = 999
pausemovetime  =999

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

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(50) < 0
edge = 60,0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 102
value = 4008

;---------------------------------------------------------------------------
[Statedef 4007]
type = S
ctrl = 0
movetype=H
ctrl = 0
sprpriority =0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4002

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

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
;---------------------------------------------------------------------------
;Thrown by Throw - thrown into the air
[Statedef 4008]
type    = A
movetype= H
physics = N
velset = -8,-10

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time =0
value = -999
kill = 0


[State 0, AngleAdd]
type = Angledraw
trigger1 = 1
value = (time)*25

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .45

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Pos Y >= 0
value = F7,1


[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = numhelper(6000)
flag = nokoslow
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H 
v =20   ;fv = 10
value = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =statetype!=A 
id = 56
[State 0, TargetState]
type = TargetState
trigger1 =movehit&&enemy,stateno!=441 &&animelemtime(5)<0
value = 441
ID = 440
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=211 
value =211
ID = 641
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=10613  
value =10613
ID = 640
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=1003 
value =1003
ID = 202
ignorehitpause=0
[State 0, VarSet]
type = VarSet
trigger1 =  p2stateno=411
v = 23   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v =23   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = stateno != [1050,3801]
v = 8   ;fv = 10
value = 0
[State 0, TargetState]
type = TargetState
trigger1 =movehit&&enemy,stateno!=441 &&animelemtime(5)<0
value = 441
ID = 440
ignorehitpause =0
[State 0, PlaySnd]
type = PlaySnd
triggerall = enemynear,anim!=5160
triggerall = enemynear,movetype=H
trigger1 =enemynear,pos y>=0 && enemynear,anim=1202 && enemynear,time>3
trigger2 = enemynear,stateno=1030 && enemynear,time=1
trigger3 =enemynear,pos y>=0 && enemynear,anim=841 && enemynear,time>3
trigger4 =enemynear,pos y>=0 && enemynear,anim=1120 && enemynear,time>3
trigger5 =enemynear,pos y>=0 && enemynear,anim=1121 && enemynear,time>3
;trigger6 =enemynear,pos y>=0 && enemynear,anim=821 && enemynear,time>3 && p2stateno=821
trigger6= enemynear,anim=612 && enemynear,animelemtime(1)=1
value = S15,0
[State 0, Explod]
type = Explod
triggerall = enemynear,movetype=H
triggerall = enemynear,anim!=5160
trigger1 =enemynear,pos y>=0 && enemynear,anim=1202 && enemynear,time>3
trigger2 = enemynear,stateno=1030 && enemynear,time=1
trigger3=  enemynear,anim=612 && enemynear,animelemtime(1)=1
;trigger =enemynear,pos y>=0 && enemynear,anim=821 && enemynear,time>3 && p2stateno=821
anim =6006
ID =8002
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = (stateno != [1050,1999]) && var(9) = 4
v = 9 ;fv = 10
value = 0
[State -3, Landing Dust]
type = Explod
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno=1052
trigger3 = stateno=1103
anim = 48
ID = 48
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
ownpal = 1
sprpriority = 3
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = numhelper(1002) >= 1
v = 2    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno !=410
id =  7011
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno !=100
id =  6003
;ignorehitpause =
;persistent =



[State -2, Helper]
type = Helper
trigger1 = winko && (stateno = [3500,3501])
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 = 0
supermove =999
pausemove = 999
ignorehitpause = 1
persistent=0


[State -2, Helper]
type = Helper
trigger1 = winko && stateno = [3000,3801]
triggerall = NumHelper(6000) < 1 &&movecontact
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
persistent=0
[State -2, Helper]
type = Helper
trigger1 = winko && stateno = [4004,4007]
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 = 0
supermove =999
pausemove = 999
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = authorname= "Kamekaze" && p1name = "MvC2 Dan By Kamekaze"
v = 50    ;fv = 10
value = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %f var12= %d  pos x = %f "
params = p2bodydist y,(enemy,ctrl) , p2bodydist x

[State 0, VarSet]
type = VarSet
triggerall = stateno !=[1100,1103]
trigger1 = statetype != A
v =6    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall = stateno !=[1100,1103]
trigger1 =statetype = A
v = 6    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
triggerall = var(6) = 0
triggerall = stateno !=[1100,1103]
trigger1 =vel x < 0
v =7   ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
triggerall = var(6) = 0
triggerall = stateno !=[1100,1103]
trigger1 =vel x >= 0
v = 7    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =statetype !=A
v = 7   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall = movehit && (!var(23))
triggerall=p2movetype =H  && ((p2stateno != [120,199])||(enemy,prevstateno!=[120,199]))
trigger1 = 1
v = 12  ;fv = 10
value = enemy,gethitvar(hitcount)
ignorehitpause=1

[State 0, VarSet]
type = VarSet
triggerall = (enemy,gethitvar(hitcount) > 2)
triggerall = stateno !=1050
triggerall = movehit
trigger1 = statetype = A && (var(23))
v = 12  ;fv = 10
value = 999

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype != H || p2stateno=10613  ||((p2stateno = [120,199])||(enemy,prevstateno=[120,199]))
trigger2 = lose||winko
v = 12    ;fv = 10
value = 0
ignorehitpause=1
persistent=1


[State 0, VarSet]
type = VarSet
trigger1 =life <= 300
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =life > 300
v = 14   ;fv = 10
value = 0

 [State 0, VarSet]
type = VarSet
trigger7 = p2statetype=L  || p2stateno=5120
trigger6 = (p2stateno=[5090,5119]) &&(p2stateno=[5121,5899])
trigger1 = (p2bodydist x = [0,40])||(p2bodydist x >110)
trigger2= enemynear,hitdefattr = SA,NA,SA,HA
trigger3 = statetype= A
trigger4 = (p2movetype=A && p2bodydist x <70)
trigger8= p2bodydist x <60 && p2statetype!=L
v=30
value = 0

[State 0, VarSet]
type = VarSet
triggerall = statetype != A
triggerall = (p2bodydist x <110)
trigger1 = ctrl && p2movetype=A && p2statetype=C
trigger2 =p2statetype = C  && ctrl
trigger3 =(p2bodydist x =[51,110]) && ctrl
trigger4= enemy,hitdefattr=SC,AT
trigger5= p2stateno =5120 && p2bodydist x <50 && ctrl
v = 30   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = roundstate = 0
v = 10   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = movecontact && (!moveguarded)
v = 10   ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = roundstate = 0
v = 11  ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = enemy,movecontact && (!enemy,moveguarded)
v = 11  ;fv = 10
value = 0


[State 0, Helper]
type = Helper
triggerall = roundno = 1
trigger1 = numhelper(3004) < 1 && var(10) = 0 && var(11) = 1
helpertype = normal ;player
name ="FA"
ID = 3004
stateno = 3010
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = numhelper(3006) < 1 && var(14) = 1
helpertype = normal ;player
name ="danger"
ID = 3006
stateno = 3012
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing =1
keyctrl = 0
ownpal = 0

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

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H
trigger1 =stateno !=[3000,4007]
fv =2 ;fv = 10
value = ifelse(fvar(2)>.1,1-((enemy,gethitvar(hitcount)) * .033),.09)

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype != H
trigger1 =1
fv =2 ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall = stateno !=[1100,1103]
trigger1 = statetype != A
v =6    ;fv = 10
value = 1


[State 0, Helper]
type = Helper
triggerall=(p2stateno!=[120,155])
trigger1 = numhelper(3005) < 1 && (enemy,gethitvar(hitcount) >2)
helpertype = normal ;player
name ="combo"
ID = 3005
stateno = 3011
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing =1
keyctrl = 0
ownpal = 0

[State -3, Wall Hit Sound]
type = PlaySnd
triggerall = enemynear,movetype=H
triggerall = !NumExplod(9050)
trigger1 = ((enemy, stateno = 1027) && (enemy,time = 1));&& Enemy, frontEdgeDist < 25
value = S1,3
volume = 255
ignorehitpause = 1
persistent = 0

[State -3, Wall Hit Spark]
type = Explod
triggerall = enemynear,movetype=H
triggerall = !NumExplod(9050)
trigger1 = ((enemy, stateno = 1027) && (enemy,time = 1));&& Enemy, frontEdgeDist < 25
anim = 6000
ID = 9050
pos = -20, -60
postype = p2
bindtime = 1
facing = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
ignorehitpause = 1
persistent = 0

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

[Statedef -3]

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype !=H
v = 15  ;fv = 10
value = 0

[State -2: Helper]
type = Helper
triggerall = numhelper(10000) < 1
trigger1 = roundstate!=2
helpertype = Normal
name = "choice"
id = 10000
pos = 0,0
postype = p1
facing = 0
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 99999
ignorehitpause = 1
[State -3, Wall Hit Sound]
type = PlaySnd
triggerall = !NumExplod(9049)
triggerall =  Enemy, BackEdgeDist < 5
trigger1 = ((enemy, stateno = 5030) && (time = 1))
trigger2 = ((enemy, stateno = 5050) && (time = 1))
trigger3 = (enemy, stateno = 5020)
value = S1,3
volume = 255
ignorehitpause = 1
persistent = 0
[State -3, Wall Hit Sound]
type = PlaySnd
triggerall = enemynear,movetype=H
triggerall = !NumExplod(9049)
triggerall =  Enemy, frontEdgeDist < 40
trigger1 = ((enemy, stateno = 821) && (time = 1))
value = S1,3
volume = 255
ignorehitpause = 1
persistent = 0
[State -3, Wall Hit Spark]
type = Explod
triggerall = enemynear,movetype=H
triggerall = !NumExplod(9049)
triggerall =  Enemy, frontEdgeDist < 40
trigger1 = ((enemy, stateno = 821) && (time = 1))
anim = 6000
ID = 9049
pos = -20, -60
postype = p2
bindtime = 1
facing = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
ignorehitpause = 1
persistent = 0
[State -3, Wall Hit Spark]
type = Explod
triggerall = enemynear,movetype=H
triggerall = !NumExplod(9049)
triggerall =  Enemy, BackEdgeDist < 5
trigger1 = ((enemy, stateno = 5030) && (time = 1))
trigger2 = ((enemy, stateno = 5050) && (time = 1))
trigger3 = (enemy, stateno = 5020)
anim = 6000
ID = 9049
pos = -20, -60
postype = p2
bindtime = 1
facing = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
ignorehitpause = 1
persistent = 0





[State -2, RemoveExplod]    ;remove hyper bg
type = RemoveExplod
trigger1 = stateno != 3000 && time >= 0
trigger1 = stateno !=3100 && time >= 0
trigger1 = stateno !=3101 && time >= 0
trigger1 = stateno !=3500 && time >= 0
trigger1 = stateno !=3501 && time >= 0
trigger1 = stateno !=3800 && time >= 0
trigger1 = stateno !=3801 && time >= 0
trigger1 = stateno !=3900 && time >= 0
trigger1 = stateno !=4004 && time >= 0
trigger1 = stateno !=4005&& time >= 0
trigger2 = Winko
id = 6001

;[State 0, StopSnd]
;type = StopSnd
;trigger1 = movetype = H && time = 0
;channel = -1



[State -2, RemoveExplod]    ;remove hyper bg
type = RemoveExplod
trigger1 = stateno != 100 && time >= 0
trigger1 = stateno != 101 && time >= 0
id = 7000

[State -2, RemoveExplod]    ;remove hyper bg
type = RemoveExplod
trigger1 = stateno != 105 && time >= 0
id = 7001



[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
[State -3, Hit0]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [0,20]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 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
[State -3, Hit1]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [21,30]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 1
;----------------------
;--------------------
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [31,40]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
value = 5000, 1
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [31,40]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
value = 5000, 1
;-----------------
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [41,50]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 0
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [41,50]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 0
;-----------------------
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [51,60]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 1
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [51,60]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 1
;----------------------

[State -2, RemoveExplod]    ;remove hyper bg
type = RemoveExplod
trigger1 = !numhelper(4001)
id = 6005


[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

