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

; var(0):= -3
; var(1):= -1
; var(2):= -2
; var(4):= -2
; var(5):= -2, 1101, 1102
; var(8):= -2
;var(10):= -2, 56, 1002, 1003, 1004, 1005, 1006, 1007, 1008, 1009, 1010, 1011, 3001
;var(11):= -2
;var(12):= -2, 57
;var(13):= 3011
;var(14):= -2, 3011
;var(15):= -3, 1002, 1003, 1004, 1005, 1006, 1007, 1008, 1009, 1010, 1011, 3011
;var(17):= -2, 3001
;var(19):= -2, 3002
;var(20):= 810, 840, -2
;var(22):= 611
;var(23):= 1100
;var(24):= -2
;var(25):= -2
;var(26):= -2
;var(27):= 650, 651, 652, -2
;var(29):= 101
;var(30):= -2
;var(31):= 101
;var(42):= 640, 644, -2
;var(43):= -2
;var(44):= -2, 3001, 3051
;var(45):= -2
;var(46):= -2
;var(50):= -2
;var(57):= 10000

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

; fvar(0):= 105
; fvar(2):= -2
;fvar(39):= 181, -2


[Data]
life = 1000
power = 5000
attack = 100
defence = 108
fall.defence_up = 50
liedown.time =2
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 56
FloatPersistIndex = 38

[Size]
xscale = .8333333333333333333333333333333
yscale = 1
ground.back = 19
ground.front = 26
air.back = 15
air.front = 15
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -119
mid.pos = -5, -85
shadowoffset = 0
draw.offset = 0,-1

[Velocity]
walk.fwd  = 2.52
walk.back = -2.4
run.fwd  = 18, 0
run.back = -18,0
jump.neu = 0,-9.2
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 = .55
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 = "It amuses me to let you live. Next time, you may not be so lucky."
victory2 = "Once again, I prove myself to be lord of all I survey!"
victory3= "You are a gnat, easily swatted aside by my armored fist. Bother me no more!"
victory4 = "You are but one of hundreds who I have crushed beneath my feet."
victory5 = "Polish my boots, so long as you're groveling on the floor."
victory6 = "Your pitiful attempt at combat has only succeeded in annoying me. Begone!"

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



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

[State 180, 1]
type = ChangeState
;triggerall =palno <7
trigger1 =random =[333,444]
value = 183
[State 180, 1]
type = ChangeState
;triggerall =palno <7
trigger1 =random =[445,999]
value = 182

[State 180, 1]
type = ChangeState
trigger1 =random < 333
value = 181


;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 20
velset = 0,0
sprpriority=-3
[State 0, VarAdd]
type = VarAdd
trigger1 =time%2=0
fv =39     ;fv =
value = -3.25*facing
;ignorehitpause =
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim=181 && animelemtime(1)=1
value = S2,4
channel=0
[State 20, 1]
type = VelSet
triggerall = anim=20
trigger1 = fvar(39)>25 && facing=1
trigger2 = fvar(39)<-25&& facing=-1
x = const(velocity.walk.fwd.x)
[State 0, VelSet]
type = VelSet
trigger1 = fvar(39)<25&& facing=1
trigger2 = fvar(39)>-25&& facing=-1
trigger3=fvar(39)<=35&&time=0 && facing=1
trigger4=fvar(39)>=-35&&time=0 && facing=-1
x = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall =anim!=181
trigger1 = fvar(39)<25 && facing=1
trigger2 = fvar(39)>-25&& facing=-1
trigger3=fvar(39)<=35&&time=0 && facing=1
trigger4=fvar(39)>=-35&&time=0 && facing=-1
value = 181

[State 0, Helper]
type = Helper
triggerall=numhelper(182)<4
trigger1 = anim=181&&animelemtime(1)=1
helpertype = normal ;player
name = "doom clone"
ID = 182
stateno =9996
pos = 29,-320
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale =.9
size.yscale =1.1

[State 0, Helper]
type = Helper
triggerall=numhelper(182)<4
trigger1 = anim=181&&animelemtime(1)=3
helpertype = normal ;player
name = "doom clone"
ID = 182
stateno =9997
pos = 75,-320
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale =.9
size.yscale =1.1

[State 0, Helper]
type = Helper
triggerall=numhelper(182)<4
trigger1 = anim=181&&animelemtime(1)=5
helpertype = normal ;player
name = "doom clone"
ID = 182
stateno =9996
pos = 121,-320
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale =.9
size.yscale =1.1

[State 0, Helper]
type = Helper
triggerall=numhelper(182)<4
trigger1 = anim=181&&animelemtime(1)=7
helpertype = normal ;player
name = "doom clone"
ID = 182
stateno =9998
pos = 157,-320
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale =.9
size.yscale =1.1

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

;---------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 186
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S2,6
channel=0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 183]
type = S
ctrl = 0
anim = 187
velset = 0,0

 [State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=6
value = S2,6
channel=0
[State 0, Explod]
type = Explod
trigger1 =animelem= 3
anim = 188
ID =188
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
scale = 1,1
sprpriority = 5
;ignorehitpause =
;persistent =
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =time<100
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 190]
type = S

[State 180, 1]
type = ChangeState
triggerall= palno = [7,12]
trigger1 = random >=499
value = 193

[State 180, 1]
type = ChangeState
trigger1 = random >=499
value = 191
[State 180, 1]
type = ChangeState
trigger1 = random <499
value = 192

;--------------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=5
value = S2,7
channel=0

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

;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=5
value = S2,4
channel=0

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

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

;---------------------------------------------------------------------------
[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0

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

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 =animtime = 0
value = 0
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S2,4
channel=0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 32
value = 143

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

;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S
movetype= A
physics = S
juggle=0; 8

ctrl = 0
anim = 200
poweradd = 14
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 1
channel=0
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 28;,3
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10, -97
hitsound = S1, 0
guardsound = S3,1
ground.type = High
ground.slidetime = 6
ground.hittime  = 8
ground.velocity = -3.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-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 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 = 2, 8
channel=0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 210, 2]
type = HitDef
trigger1 = animelem=3
attr = S, NA
animtype  = Medium
damage    =50;,8
guardflag = MA
pausetime = 8,8
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -5,-100
priority = 4, Hit
hitsound   = S1,4
guardsound = S3,1
ground.type = High
ground.slidetime =10
ground.hittime  = 14
ground.velocity = -7
air.velocity = -2.5,-5
air.hittime = 16
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= 59
ctrl = 0

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

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 3
channel=1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = up
damage    =92;,2
guardflag = MA
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-91
hitsound   = S1,2
guardsound = S3,1
guard.ctrltime =22
ground.type = High
ground.slidetime = 13
ground.hittime  = 40
ground.velocity = -7.5,-14 
air.velocity = -6.5,-13
air.hittime=40
yaccel=.63
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, Width]
type = Width
trigger1 = 1
edge = 35,0
player = 35,0
;value = 0,0
;ignorehitpause = 
;persistent = 

[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 = 1202
[State 0, NotHitBy]
type = NotHitBy
trigger1 =anim!=1202
value = SCA
;value2 = S,NA
time = 1

;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=5160
trigger1 =pos y>=0 && anim=1202 && 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= 14
ctrl = 0

anim = 230
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2, 1
channel=0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 230, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 28;,6
guardflag = MA
pausetime = 8,8
priority = 2, Hit
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-24
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -5.4
air.velocity = -2.5,-3.5
air.hittime = 9
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= 30
ctrl = 0

anim = 235
sprpriority = 2

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


[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 8
channel=0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 0, Helper]
type = Helper
trigger1 = movehit
helpertype = normal ;player
name = "launch"
ID = 7011
stateno =7011
pos = 34,-115
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 40
pausemovetime = 40
ignorehitpause=1
persistent=0

[State 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 50;,9
priority  = 3
animtype  = up
hitflag = MAF
priority = 3, Hit
guardflag = M
pausetime = 8,8
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-94
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 30
guard.ctrltime = 10
ground.hittime  = 30
ground.velocity = -1,-16
air.velocity = -2,-15.5
fall.recovertime = 25
id=410
air.hittime = 30
forcenofall=1

[State 0, TargetState]
type = TargetState
triggerall =animelemtime(3)<0
trigger1 =movehit&&enemy,stateno!=411
value = 411
ID = 410
ignorehitpause =0

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


;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle=0; 8
poweradd= 59
ctrl = 0

anim = 240
sprpriority = 2


[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,0
channel=0

[State 230, 2]
type = HitDef
trigger1=animelem=4
attr = S, NA
animtype  =heavy
damage    = 50;,3
guardflag = MA
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-85
hitsound   = S1,1
guardsound = S3,1
ground.type = high
ground.slidetime =9
ground.hittime  = 18
ground.velocity = -4
air.velocity = -3.5,-5.5
fall.recovertime=20
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 230, 2]
type = HitDef
trigger1=animelem=6
attr = S, NA
animtype  =heavy
damage    = 50;,3
guardflag = MA
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-30
hitsound   = S1,1
guardsound = S3,1
ground.type = high
ground.slidetime =8
ground.hittime  = 18
ground.velocity = -8
air.velocity = -3.5,-5
fall.recovertime=20
air.hittime = 13
forcenofall=1
id=200

[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= 12
ctrl = 0
anim = 400
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,1
channel=0
[State 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage    =28;,3
priority  = 2
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-54
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -3
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 light punch
[Statedef 405]
type    = C
movetype= A
physics = C
juggle=0;  ifelse(p2statetype= A,9,6)
poweradd= 28
ctrl = 0
anim = 405
sprpriority = 2
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 8
channel=0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 360, 2]
type = HitDef
trigger1 = AnimElem = 2
attr =S, NA
damage    = 50;,15
animtype  = medium
hitflag = MAF
guardflag = M
priority = 2, Hit
pausetime = 10,10
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-69
hitsound   = S1,4
guardsound = S3,1
ground.type = Low
ground.slidetime = 9
guard.ctrltime = 10
ground.hittime  = 14
ground.velocity = -4
air.velocity = -5,-5
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 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl =1

;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle=0; 5
poweradd= 55
ctrl = 0
anim = 410
sprpriority = 2

[State 360, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 210, 1]
type = PlaySnd
trigger1 = animelem=8
value = 2,0
channel=0

[State 210, 1]
type = PlaySnd
trigger1 = animelem=9
value = 3,4
channel=1

[State 0, Helper]
type = Helper
trigger1 = movehit
helpertype = normal ;player
name = "launch"
ID = 7011
stateno =7011
pos = 40,-52
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 40
pausemovetime = 40
ignorehitpause=1
persistent=0

[State 400, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
damage    = 92;,9
priority  = 5
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 14,14
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-94
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 30
guard.ctrltime = 17
ground.hittime  = 30
ground.velocity = -0,-16
air.velocity = -0,-15.5
fall.recovertime = 35
yaccel=.55
id=410
[State 0, TargetState]
type = TargetState
triggerall =animelemtime(11)<0
trigger1 =movehit&&enemy,stateno!=411
value = 411
ID = 410
ignorehitpause =0
[State 360, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 411]
type    = A
movetype= H
physics = N
juggle=0;0; 8
velset=ifelse((enemy,stateno=235||enemy,stateno=441),-2,-1),-16
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= 12
ctrl = 0
anim = 430
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 8
channel=0
[State 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 28;,6
animtype  = Light
hitflag = MAFD
guardflag = L
priority = 2, Hit
pausetime = 9,9
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-8
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 6
ground.hittime  = 8
ground.velocity = -2
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
air.hittime = 16
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;  ifelse(p2statetype= A,9,6)
poweradd= 28
ctrl = 0
anim = 435
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0

[State 430, 1]
type = PlaySnd
trigger1 = animelem=2
value = 3, 9
[State 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 50;,6
animtype  = medium
hitflag = MAF
guardflag = L
pausetime = 9,9
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-8
hitsound   = S1,1
priority = 3, Hit
guardsound = S3,1
ground.type = Low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -4
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 1
channel=0
[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=55
ctrl = 0
anim = 440
sprpriority = 2
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 0
channel=0
[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0


[State 440, 3]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    =92;,12
hitflag = MAFD
guardflag = L
pausetime = 12,12
priority = 4, Hit
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-37
hitsound   = S1,2
guardsound = S3,1
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-2.5
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
id=440

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 441]
type    = C
movetype= A
physics = C
juggle=0; 5
poweradd= 55
ctrl = 0
anim = 441
sprpriority = 2

[State 360, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

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

[State 0, Helper]
type = Helper
trigger1 = movehit
helpertype = normal ;player
name = "launch"
ID = 7011
stateno =7011
pos = 38,-102
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 40
pausemovetime = 40
ignorehitpause=1
persistent=0
[State 400, 2]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 50;,9
priority  = 4
animtype  = up
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -38,-102
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 30
guard.ctrltime = 10
ground.hittime  = 30
ground.velocity = -1,-16
air.velocity = -2,-15.5
fall.recovertime = 30
yaccel=.55
id=410
[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, TargetState]
type = TargetState
triggerall =animelemtime(4)<0
trigger1 =movehit&&enemy,stateno!=411
value = 411
ID = 410
ignorehitpause =0
[State 360, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 442]
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=613
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 = 613
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5100 && animtime=0
value = 613

[State 0, PosSet]
type = PosSet
trigger1 =anim=5100 || anim=613 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=613||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=20 && anim=613
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= 13
ctrl = 0
anim = 600
sprpriority = 2
facep2=1

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(26)=1
physics = N
[State 0, VelSet]
type = VelSet
trigger1 = var(26)=1
x = 0
y = 0
;[State 0, Gravity]
;type = Gravity
;trigger1 = !numexplod(56)&& var(26)=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)&& var(26)=0
physics = A         ;A,C,S,N
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56) && var(26)=0
x = 0
y = .455

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2, 1
channel=0


[State 600, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
animtype=medium
air.animtype=up
damage    = 28;,10
guardflag = HA
priority = 2
pausetime = 8,8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -20,-110
hitsound   = S1,0
guardsound = S3,1
ground.type = High
ground.slidetime =6
ground.hittime = 12
air.hittime = 9
ground.velocity = -4
air.velocity = -.2,-7.5
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 = ifelse(var(26)=1,653,57)
ctrl=1
[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= 29
ctrl = 0
anim = 605
sprpriority = 2
facep2=1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(26)=1
physics = N
[State 0, VelSet]
type = VelSet
trigger1 = var(26)=1
x = 0
y = 0
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56) && var(26)=0
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)&& var(26)=0
physics = A         ;A,C,S,N
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 8
channel=0
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1



[State 600, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 50;,10
guardflag = HA
animtype=medium
air.animtype=up
pausetime = 10,10
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-20
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,-9.3
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 = ifelse(var(26)=1,653,57)
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle=0; 2
poweradd= 58
ctrl = 0
anim = 610
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(26)=1
physics = N
[State 0, VelSet]
type = VelSet
trigger1 = var(26)=1
x = 0
y = 0
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56) && var(26)=0
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)&& var(26)=0
physics = A         ;A,C,S,N
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 0, Width]
type = Width
trigger1 = 1
player = 30,0

[State 0, Helper]
type = Helper
trigger1 = animelem=5
helpertype = normal ;player
name ="MAHLAZAH"
ID = 611
stateno = 611
pos =  120,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)

[State 610, 2]
type = PlaySnd
triggerall =  var(29)=0
trigger1 = animelem=4
value = 3, 2
channel=1
[State 640, 3]
type = HitDef
triggerall =var(24)
trigger1 =!movecontact
attr = A, NA
damage    = 50;,3
guardflag = HA
priority = 5
pausetime = 5,5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-90
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(24)
trigger1 =animelem=5
trigger2 =animelem=6
trigger3 =animelem=7
trigger4 =animelem=8
trigger5 =animelem=9
attr = A, NA
damage    = 50;,8
guardflag = HA
priority = 5
pausetime = 4,4
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-90
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,13
id=641

[State 600, 3]
type = changestate
trigger1 =animtime=0
value =ifelse(var(26)=1,653,57)

[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=211 && (prevstateno!= [600,635])  && var(24)=0
value =211
ID = -1
ignorehitpause=1


[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=10613  && var(24)
value =10613
ID = -1
ignorehitpause=0


[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 10613]
type    = A
movetype= H
physics = N
juggle=0; 0
velset=-8,11
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 = 1202

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=5160
trigger1 =pos y>=0 && anim=1202 && 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 = 613
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5101 && animtime=0
value = 613

[State 0, PosSet]
type = PosSet
trigger1 =anim=5101 || anim=613 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5101 || anim=613||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=20 && anim=613
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= 13
ctrl = 0
anim = 630
sprpriority = 2
facep2=1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(26)=1
physics = N
[State 0, VelSet]
type = VelSet
trigger1 = var(26)=1
x = 0
y = 0
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56) && var(26)=0
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)&& var(26)=0
physics = A         ;A,C,S,N
[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
 [State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2, 1
channel=0


[State 630, 2]
type = HitDef
trigger1 = animelem =2
attr = A, NA
animtype=medium
air.animtype=up
damage = 28;,7
guardflag = HA
priority = 2
pausetime = 8,8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -15,-69
hitsound   = S1,0
guardsound = S3,1
ground.type = High
ground.slidetime = 6
ground.hittime = 13
air.hittime = 11
ground.velocity = -4
air.velocity = -.2,-8
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 = ifelse(var(26)=1,653,57)
ctrl=1
[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= 29
ctrl = 0
anim = 635
sprpriority = 2
facep2=1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(26)=1
physics = N
[State 0, VelSet]
type = VelSet
trigger1 = var(26)=1
x = 0
y = 0
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56) && var(26)=0
x = 0
y = .455
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)&& var(26)=0
physics = A         ;A,C,S,N
[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 8
channel=0

[State 640, 3]
type = HitDef
trigger1 = !movecontact
attr = A, NA
animtype=medium
air.animtype=up
damage    = 50;,5
guardflag = HA
priority =3
pausetime = 10,10
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-53
hitsound   = S1,1
guardsound = S3,1
ground.type = High
ground.slidetime =8
ground.hittime = 15
air.hittime =20
ground.velocity = -4
air.velocity = -.2,-8
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 = ifelse(var(26)=1,653,57)
ctrl=1
[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= 58
ctrl = 0
anim = 640
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = 0
y = 0
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =time=0&&statetype=A
v = 42  ;fv = 10
value = 1
[State 0, VelSet]
type = VelSet
trigger1 =animelem=3
x = 6.53125
y = 5.146875
       ;A,C,S,N
[State 640, 2]
type = PlaySnd
trigger1 = animelem=2
value = 3, 9
channel=1
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2, 0
channel=0
[State 640, 3]
type = HitDef
triggerall =var(24)
trigger1 = !movecontact
attr = A, NA
damage    = 92;,9
guardflag = HA
priority = 4
pausetime = 6,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-30
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-2
yaccel = .7
fall  =1
fall.recover = 0
yaccel=.63
id=640
[State 640, 3]
type = HitDef
triggerall =!var(24)
trigger1 = !movecontact
attr = A, NA
damage    = 92;,9
guardflag = HA
priority = 4
pausetime = 6,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-30
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-10
air.velocity = -3,10
air.hittime=25
yaccel=.59
id=641

[State 0, Width]
type = Width
trigger1 = 1
player = 45,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=211 && (prevstateno!= [600,635])  && var(24)=0
value =211
ID = -1
ignorehitpause=1


[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=10613  && var(24)
value =10613
ID = -1
ignorehitpause=0

[State 600, 3]
type = changestate
trigger1 =  (pos y >= 15)
value = 52


[State 600, 3]
type = changestate
trigger1 =movecontact
value = 641

;---------------------------------------------------------------------------
[Statedef 641]
type    = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim = 641
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 =animelem=4
x = -3
y = -4
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(4)>=0
y = .4


[State 0, ChangeState]
type = ChangeState
trigger1 =time=20
value = ifelse(var(26)=1,653,57)

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 644]
type    = A
movetype= A
physics = N
juggle=0; 2
poweradd= 58
ctrl = 0
anim = 645
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = 0
y = 0
;ignorehitpause =
;persistent =
       ;A,C,S,N
[State 0, VelSet]
type = VelSet
trigger1 =animelem=2
x = 3.96
y = 5.61
[State 0, VarSet]
type = VarSet
trigger1 =time=0&&statetype=A
v = 42  ;fv = 10
value = 1
[State 640, 2]
type = PlaySnd
trigger1 = animelem=2
value = 3, 9
channel=1
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2, 0
channel=0
[State 640, 3]
type = HitDef
triggerall =var(24)
trigger1 = !movecontact
attr = A, NA
damage    = 92;,9
guardflag = HA
priority = 4
pausetime = 6,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-30
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-2
yaccel = .7
fall  =1
fall.recover = 0
yaccel=.63
[State 640, 3]
type = HitDef
triggerall =!var(24)
trigger1 = !movecontact
attr = A, NA
damage    = 92;,9
guardflag = HA
priority = 4
pausetime = 6,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-30
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-10
air.velocity = -3,10
air.hittime=25
yaccel=.59
[State 0, Width]
type = Width
trigger1 = 1
player = 45,0
;value = 0,0
;ignorehitpause =
;persistent =
[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=211 && (prevstateno!= [600,635])  && var(24)=0
value =211
ID = -1
ignorehitpause=1


[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=10613  && var(24)
value =10613
ID = -1
ignorehitpause=0

[State 600, 3]
type = changestate
trigger1 =  (pos y >= 0)
value = 52


[State 600, 3]
type = changestate
trigger1 =movecontact
value = 645
;---------------------------------------------------------------------------
[Statedef 645]
type    = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim = 646
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 =animelem=4
x = -3
y = -4
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(4)>=0
y = .4


[State 0, ChangeState]
type = ChangeState
trigger1 =time=14
value = ifelse(var(26)=1,653,57)

;---------------------------------------------------------------------------
[Statedef 650]
type    = A
movetype= I
physics = N
poweradd= 0
velset =0,0
ctrl = ifelse((prevstateno=640||prevstateno=644),0,1)
anim = 51
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,5
[State 0, PlayerPush]
type = PlayerPush
trigger1 =p2statetype=A
value = 0
ignorehitpause =1
;persistent =
[State 0, VelSet]
type = VelSet
trigger1=time=3
x = 6.5
[State 0, VelSet]
type = VelSet
triggerall=AILevel=0&&time=3
trigger1 = command="holdup"
y = -5.5
[State 0, VelSet]
type = VelSet
triggerall=AILevel=0&&time=3
trigger1 = command="holddown"
y = 5.5

[State 0, VelSet]
type = VelSet
triggerall=AILevel>0&&time=3
trigger1 = p2bodydist y >50
y = 5.5
[State 0, VelSet]
type = VelSet
triggerall=AILevel>0&&time=3
trigger1 = p2bodydist y <-50
y = -5.5

[State 0, VelSet]
type = VelSet
trigger1 =time=28
x = 0
y = 0
;[State 0, VelAdd]
;type = VelAdd
;trigger1 =  vel y>=0
;y = .5
[State 0, VarSet]
type = VarSet
trigger1 =time=0
v = 27  ;fv = 10
value = 1
;ignorehitpause =
;persistent =
[State 0, PosSet]
type = PosSet
trigger1 = pos y >-15
y = -16

[State 0, ChangeState]
type = ChangeState
trigger1 =time =28
value = 57
ctrl = ifelse((prevstateno=640||prevstateno=644),0,1)
;---------------------------------------------------------------------------
[Statedef 651]
type    = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl =ifelse((prevstateno=640||prevstateno=644),0,1)
anim = 52
sprpriority = 2
[State 0, VelSet]
type = VelSet
triggerall=AILevel=0&&time=3
trigger1 = command="holdup"
y = -7
;[State 0, VelAdd]
;type = VelAdd
;trigger1 =  vel y<=0
;y = .5

[State 0, VelSet]
type = VelSet
trigger1=time=3
x = -5.5
[State 0, VelSet]
type = VelSet
triggerall=AILevel=0&&time=3
trigger1 = command="holddown"
y = 5.5
[State 0, VelSet]
type = VelSet
triggerall=AILevel>0&&time=3
trigger1 = p2bodydist y >80
y = 5.5
[State 0, VarSet]
type = VarSet
trigger1 =time=0
v = 27  ;fv = 10
value = 1
[State 0, PlayerPush]
type = PlayerPush
trigger1 =p2statetype=A
value = 0
ignorehitpause =1
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,5
[State 0, VelSet]
type = VelSet
triggerall=AILevel>0&&time=3
trigger1 = p2bodydist y <-80
y = -5.5
[State 0, VelSet]
type = VelSet
trigger1 =time=28
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = pos y >-15
y = -16

[State 0, ChangeState]
type = ChangeState
trigger1 =time =28
value = 57
ctrl = ifelse((prevstateno=640||prevstateno=644),0,1)
;---------------------------------------------------------------------------
[Statedef 652]
type    = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl = ifelse((prevstateno=640||prevstateno=644),0,1)
anim = 50
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time=0
value = 50
elem = 3

[State 0, VelSet]
type = VelSet
trigger1=time=3
y = ifelse( command="holddown",5.5,-5.5)
[State 0, VarSet]
type = VarSet
trigger1 =time=0
v = 27  ;fv = 10
value = 1
[State 0, PlayerPush]
type = PlayerPush
trigger1 =p2statetype=A
value = 0
ignorehitpause =1
;persistent =
[State 0, PosSet]
type = PosSet
trigger1 = pos y >-15
y = -16


[State 0, ChangeState]
type = ChangeState
trigger1 =time =24
value = 57
ctrl = ifelse((prevstateno=640||prevstateno=644),0,1)
;---------------------------------------------------------------------------
[Statedef 653]
type    =A
movetype= I
physics = N
poweradd= 0
velset =0,0
ctrl = 0
anim = 53
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel=0
triggerall = anim!=53
trigger1 =(command="holdup"||command="holddown")&&(command!="holdfwd"&&command!="holdback")
trigger2=(command!="holdup"&&command!="holddown")&&(command!="holdfwd"&&command!="holdback")
value = 53
[State 0, PlayerPush]
type = PlayerPush
trigger1 =p2statetype=A
value = 0
ignorehitpause =1
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel>0
triggerall = anim!=53
trigger1 =p2bodydist x =[45,170]
value = 53
[State 0, CtrlSet]
type = CtrlSet
trigger1 =time=3
value = 1


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel=0
triggerall = anim!=54
trigger1 =(command="holdfwd"&&command!="holdback")
value = 54


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel>0
triggerall = anim!=54
trigger1 =p2bodydist x >100
triggerall= p2bodydist y =[-40,299]
value = 54

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel=0
triggerall = anim!=55
trigger1 =(command!="holdfwd"&&command="holdback")
value = 55
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel>0
triggerall = anim!=54
trigger1 =p2bodydist x <35
triggerall= p2bodydist y =[-40,299]
value = 54
[State 0, Turn]
type = Turn
triggerall= facing= enemy,facing
trigger1 =p2bodydist x <-25

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = ifelse(anim=54,5,ifelse(anim=55,-5,0))
[State 0, VelSet]
type = VelSet
triggerall = AILevel=0
triggerall = pos y <=-15
trigger1 = 1
y = ifelse(command="holdup",-3,ifelse(command="holddown",3,0))
;ignorehitpause =

[State 0, VelSet]
type = VelSet
triggerall = AILevel>0
triggerall = pos y <=-15
triggerall =( p2bodydist y <90 && p2statetype!=A ) || ( p2bodydist y <20 && p2statetype=A )
trigger1 = 1
y = ifelse(p2bodydist y <-30,-3,ifelse(pos y >-30,3,0))

[State 0, VelSet]
type = VelSet
triggerall = AILevel>0
triggerall = pos y <=-15
triggerall = (p2bodydist y >150 && p2statetype!=A ) || ( p2bodydist y >50 && p2statetype=A )
trigger1 = 1
y = 3
;persistent =
[State 0, PosSet]
type = PosSet
trigger1 = pos y >-20
y = -20


[State 0, PosAdd]
type = PosAdd
trigger1 = p2bodydist y >180
y = 10


;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 =time=28
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 =var(26)=0&&var(25)>0
value = 57
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 702]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 6,0
ctrl = 0
anim = 700
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 = -6,0
ctrl = 0
anim = 701
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 = U
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = ifelse(statetype=A,801,800)
facep2=1
[State 0, VelSet]
type = VelSet
trigger1 =1
x = 0
y = 0


[State 800, 1]
type = HitDef
triggerall = statetype!=A
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
hitsound = S800,0
fall = 1

[State 800, 1]
type = HitDef
triggerall = statetype=A
Trigger1 = Time = 0
attr = A, NT
hitflag = A
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 810
p2stateno = 820
hitsound = S800,0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(statetype=A,610,210)
;-------------------------------------------------------------
[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, PosSet]
type = PosSet
trigger1 = time = 0
y = enemy,pos y
;ignorehitpause = 
;persistent = 

[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 = U
movetype= A
physics = N
anim = ifelse(statetype=A,812,810)
poweradd = 60
sprpriority=0
[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 0, VelSet]
type = VelSet
trigger1 = pos y>=0
x = 0
y = 0
;ignorehitpause =
;persistent =



[State 200, 1]
type = PlaySnd
trigger1 =time=0
value = 800, 0


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

[State 200, 1]
type = PlaySnd
trigger1 = animelem =6
value = 3, 0
channel=1

[State 810, Bind 1]
type = TargetBind
triggerall = statetype!=A
trigger1 = AnimElemtime(1)>=0&&animelemtime(2)<0
pos = 93, -109
[State 810, Bind 1]
type = TargetBind
triggerall = statetype!=A
trigger1 = AnimElemtime(2)>=0&&animelemtime(5)<0
pos = 83, -134
[State 810, Bind 1]
type = TargetBind
triggerall = statetype!=A
trigger1 = AnimElemtime(5)>=0&&animelemtime(6)<0
pos = 82, -130
[State 810, Bind 1]
type = TargetBind
triggerall = statetype!=A
trigger1 = AnimElemtime(6)>=0&&animelemtime(7)<0
pos = 117, -150

[State 810, Bind 1]
type = TargetBind
triggerall = statetype=A
trigger1 = AnimElemtime(1)>=0&&animelemtime(2)<0
pos = 78, -124
[State 810, Bind 1]
type = TargetBind
triggerall = statetype=A
trigger1 = AnimElemtime(2)>=0&&animelemtime(5)<0
pos = 64, -144
[State 810, Bind 1]
type = TargetBind
triggerall = statetype=A
trigger1 = AnimElemtime(5)>=0&&animelemtime(6)<0
pos = 58, -148
[State 810, Bind 1]
type = TargetBind
triggerall = statetype=A
trigger1 = AnimElemtime(6)>=0&&animelemtime(7)<0
pos = 109, -165

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 7
value = -120



[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 821

[State 0, Width]
type = Width
trigger1 =1
edge = 100,0
player = 0,0


[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim =811
ID =8010
pos = ifelse(statetype=A,-35,-3),ifelse(statetype=A,-19,-3)
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .9,1.1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = animelemtime(6)>0
value =0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(pos y<0,57,0)
ctrl = 1

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority=1
[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 = ifelse(enemy,anim=812,813,820)

;----------------------------------------------------------------------
[Statedef 821]
type =A
movetype = H
physics =N
velset = -7,-16
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .67


[State 3545, 1]
type = ChangeAnim
trigger1 = selfanimexist(5061) && time = 0
value = 5061

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

[State 3545, 1]
type = ChangeAnim2
trigger1 = !selfanimexist(5061) && time = 0
value = 1200
[State 821, 4] ;Hit ground
type = SelfState
trigger1 = pos y >=0 && time >=25
value = 5100;Hit ground
;-------------------------------------------------------------
[Statedef 830]
type = U
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = ifelse(statetype=A,801,800)
facep2=1
[State 0, VelSet]
type = VelSet
trigger1 =1
x = 0
y = 0


[State 800, 1]
type = HitDef
triggerall = statetype!=A
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 840
p2stateno = 850
hitsound = S800,0
fall = 1

[State 800, 1]
type = HitDef
triggerall = statetype=A
Trigger1 = Time = 0
attr = A, NT
hitflag = A
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 840
p2stateno = 850
hitsound = S800,0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(statetype=A,640,240)
ctrl = 0


;----------------------------------------------------------------------
[Statedef 840]
type = U
movetype= A
physics = N
anim = ifelse(statetype=A,840,830)
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 0, Width]
type = Width
trigger1 =1
edge = 100,0
player = 0,0

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

[State 4001, bind]
type=targetbind
triggerall = statetype!=A
trigger1=animelemtime(1)>=0 && animelemtime(2) <0
pos=93,-110


[State 4001, bind]
type=targetbind
triggerall = statetype!=A
trigger1=animelemtime(2)>=0 && animelemtime(5) <0
pos=81,-130

[State 4001, bind]
type=targetbind
triggerall = statetype!=A
trigger1=animelemtime(5)>=0 && animelemtime(6) <0
pos=-3,-104

[State 4001, bind]
type=targetbind
triggerall = statetype!=A
trigger1=animelem=6
pos=-19,-24

[State 4001, bind]
type=targetbind
triggerall = statetype=A
trigger1=animelemtime(1)>=0 && animelemtime(2) <0
pos=96,-114


[State 4001, bind]
type=targetbind
triggerall = statetype=A
trigger1=animelemtime(2)>=0 && animelemtime(3) <0
pos=85,-130

[State 4001, bind]
type=targetbind
triggerall = statetype=A
trigger1=animelemtime(3)>=0 && animelemtime(4) <0
pos=-15,-147

[State 4001, bind]
type=targetbind
triggerall = statetype=A
trigger1=animelem=4
pos=-19,-6

[State 810, Hurt]
type = TargetLifeAdd
triggerall = statetype!=A
trigger1 = AnimElemtime(6) =6
value = -120
[State 810, Hurt]
type = TargetLifeAdd
triggerall = statetype=A
trigger1 = AnimElem=4
value = -120
[State 810, Throw]
type = TargetState
triggerall = statetype!=A
trigger1 = AnimElemtime(6) =6
value = 851

[State 810, Throw]
type = TargetState
triggerall = statetype=A
trigger1 = AnimElem =4
value = 863

[State 0, SprPriority]
type = SprPriority
triggerall = statetype!=A
trigger1 = animelem=5
value = -3


[State 0, SprPriority]
type = SprPriority
triggerall = statetype!=A
trigger1 = animelem=3
value = -3
;ignorehitpause =
;persistent =


[State 200, 1]
type = PlaySnd
triggerall = statetype!=A
trigger1 = animelem = 6
value = 1, 3

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


[State 0, Explod]
type = Explod
triggerall = statetype!=A
trigger1 = animelem = 6
anim =6006
ID =8002
pos = -13,1
postype = p1  ;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 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(pos y<0,57,0)
ctrl = 1

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

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = ifelse(enemy,anim=840,841,831)

[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=840
value = 5050

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


[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1
;----------------------------------------------------------------------
[Statedef 851]
type = A
movetype = H
physics = N
velset = 0,-18
poweradd = 40

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


[State 3545, 1]
type = ChangeAnim
trigger1 = selfanimexist(5051) && time = 0
value = 5051

[State 3545, 1]
type = ChangeAnim2
trigger1 = !selfanimexist(5051) && time = 0
value = 1200
[State 0, HitBy]
type = HitBy
trigger1 =  1
value = SCA,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =



[State 3545, 1]
type = ChangeAnim
triggerall = Alive
trigger1 = time = 30
value = 5040
[State 821, 4] ;Hit ground
type = SelfState
trigger1 = pos y >=0 && time >=25
value = 52
[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .63



;----------------------------------------------------------------------
[Statedef 863]
type = A
movetype = H
physics = N
velset = 0,12
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .63

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

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

[State 821, 4] ;Hit ground
type = SelfState
triggerall = time>5
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
[Statedef 1000]
type    =U
movetype= A
physics = N
juggle=0; 2
poweradd= 13
anim = ifelse(statetype=A&&prevstateno!=100&&prevstateno!=105,1052,1050)
ctrl = 0
sprpriority = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = (prevstateno=100||prevstateno=105)
statetype = S
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = (prevstateno=100||prevstateno=105)
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =(prevstateno=100||prevstateno=105)
y = 0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem =7
value = S2,0
channel=0
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(17)<0
x = 0
y=0

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(17)>=0 && var(4)=1 && pos y <-40
y = .55
[State 0, Turn]
type = Turn
trigger1 =time=0 && p2bodydist x <-10&& statetype=A
;ignorehitpause =
;persistent =

;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(4)=1&&prevstateno!=100&&prevstateno!=105
v = 3    ;fv = 10
value =ifelse(command="gou1",0,1)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&&var(3)&&prevstateno!=100&&prevstateno!=105&& var(4)=1
value = 1054
;elem = 1
;ignorehitpause = 
;persistent = 


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

[State 0, PosSet]
type = PosSet
triggerall = statetype=A
trigger1 = pos y >-40
y = -40
;ignorehitpause =
;persistent =


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



[State 0, Explod]
type = Explod
triggerall = var(4) = 0
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 100, Explod]
type = Explod
triggerall = var(4) = 1
trigger1 =animelem=5
ID = 1053
anim = 1053
postype = p1
pos = 16, -54
bindtime = -1
vel = 0, 0
ownpal = 1
sprpriority = 2
scale = .9,1.1
removeongethit=1
ignorehitpause=1

[State 1055, 5]
type = HitDef
triggerall= var(4)=0
trigger1 = !movecontact
attr = S, SA
animtype  = up
damage    = 99,3
priority  = 4
hitflag=MAFP
guardflag = MA
pausetime = 0,8
sparkxy = 0,-85
sparkno = S7005+(random%4)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,8
ground.type = High
ground.slidetime =48
ground.hittime  = 18
ground.velocity = -6,-7
guard.velocity = -3
guard.ctrltime = 18
air.velocity = -6,-7
airguard.velocity = -4,-4.5
air.hittime=18
yaccel=.63
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
id=1000
nochainid=1000
forcenofall=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=[201,203])
value =201
ID =1000
ignorehitpause =1 
[State 1055, 5]
type = HitDef
triggerall= var(4)=1
trigger1 = !movecontact
attr = A, SA
animtype  = up
damage    =99,3
priority  = 4
hitflag=MAFP
guardflag =HA
pausetime = 0,8
sparkxy = 0,40
sparkno = S7005+(random%4)
guard.sparkno = S7009
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7,-9
guard.velocity = -3
guard.ctrltime = 12
air.velocity = -7,8
airguard.velocity = -4,-4.5
air.hittime=18
yaccel=.63
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
id=641
nochainid=641
forcenofall=1
[State 1000, 7]
type = ChangeState
triggerall = var(4) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = AnimTime = 0
value = ifelse(var(26)=1,653,57)
ctrl = 0
;---------------------------------------------------------------------------
; 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 1015]
type    = A
movetype= H
physics = N
poweradd = 56
facep2=1
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 1202
;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 = gethitvar(yaccel)
[State 0, NotHitBy]
type = NotHitBy
trigger1 = statetype=L
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=1202) && time>3
value = 5100
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y>=0 &&(anim=1202) && 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

;---------------------------------------------------------------------------
;Gou Shoryuken - start
[Statedef 1050]
type    = U
movetype= A
physics = S
juggle=0; 4
poweradd= 60
velset = 0,0
anim = ifelse(statetype=A&&prevstateno!=100&&prevstateno!=105,1010,1000)
ctrl = 0
sprpriority = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = (prevstateno=100||prevstateno=105)
statetype = S
[State 0, PosSet]
type = PosSet
triggerall = statetype=A
trigger1 = pos y >-40
y = -40
[State 0, PosSet]
type = PosSet
trigger1 = (prevstateno=100||prevstateno=105)
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =(prevstateno=100||prevstateno=105)
y = 0
[State 0, Turn]
type = Turn
trigger1 =time=0 && p2bodydist x <-10&& statetype=A

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(4)=0
v = 3    ;fv = 10
value =ifelse(command="Gous1",0,1)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&&var(3)&& var(4)=0
value = 1008

[State 0, Explod]
type = Explod
triggerall = statetype!=A
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, VelSet]
type = VelSet
trigger1 =animelemtime(11)<0
x = 0
y=0

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(11)>=0 && var(4)=1 && pos y <-40
y = .55
;ignorehitpause = 
;persistent = 


[State 1050, 1]
type = PlaySnd
trigger1 =animelem=6
value = 2, 2
channel=0
[State 200, 1]
type = PlaySnd
trigger1 =animelem=6 &&statetype!=A
trigger2 =animelem=2 &&statetype=A
value = 3,6
channel=1
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1010
pos =  70,-38
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)

[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1006
pos =  90,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1007
pos =  85,-73
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
;
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1005
pos =  90,-88
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
;
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1002
pos =  63,-105
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
;
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1007
pos =  -20,-79
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
;
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1006
pos =  -25,-96
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
;
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1005
pos =  -23,-105
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
;
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1004
pos =  -20,-111
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 = animelem=6
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1002
pos = 2,-114
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)





[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 = animelem=2
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1008
pos =  65,-11
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)

[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 = animelem=2
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1010
pos =  49,-1
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)

[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 = animelem=2
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1009
pos =  24,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)

[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 = animelem=2
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1011
pos =  79,-28
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)

[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 = animelem=2
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1006
pos =  82,-49
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime=0
value = ifelse(var(26)=1,653,ifelse(statetype=A,57,0))
ctrl=1
;---------------------------------------------------------------------------
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle=0;6
poweradd= 60
anim = 1100
velset=0,0
ctrl = 0
sprpriority = 1
[State 0, PosSet]
type = PosSet
trigger1 = (prevstateno=100||prevstateno=105)
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =(prevstateno=100||prevstateno=105)
y = 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 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = S2, 3
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=1
value = S3,7
channel=1

[State 0, Helper]
type = Helper
triggerall=animelemtime(13)<0
trigger1 =time=0
helpertype = normal ;player
name ="PAPA"
ID = 1101
stateno = 1101
pos =  40,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale= const(size.xscale)

[State 0, Helper]
type = Helper
triggerall=(numhelper(1101)+numhelper(1102))<9
triggerall=numhelper(1101)<=numhelper(1102)
triggerall=animelemtime(13)<0
trigger1 =var(23)%4=0
helpertype = normal ;player
name ="PAPA"
ID = 1101
stateno = 1101
pos =  40,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale= const(size.xscale)

[State 0, Helper]
type = Helper
triggerall=(numhelper(1101)+numhelper(1102))<9
triggerall=numhelper(1101)>numhelper(1102)
triggerall=animelemtime(13)<0
trigger1 =var(23)%4=0
helpertype = normal ;player
name ="PAPA"
ID = 1102
stateno = 1102
pos =  -40,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale= const(size.xscale)



[State 0, VarSet]
type = Varadd
trigger1 =animelemtime(14)<0
v = 23    ;fv = 10
value = 1
ignorehitpause =1
persistent = 1


[State 1050, 5]
type = ChangeState
trigger1 =time=130
value = 0
ctrl=1





;---------------------------------------------------------------------------
;
[Statedef 3000]
type    = U
movetype= A
physics = N
velset = 0,0
juggle=0; ifelse((prevstateno = 440),2,8)
anim = ifelse(statetype=A&&prevstateno!=100&&prevstateno!=105,3011,3010)
ctrl = 0
sprpriority = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = (prevstateno=100||prevstateno=105)
statetype = S
[State 0, PosSet]
type = PosSet
trigger1 = (prevstateno=100||prevstateno=105)
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =(prevstateno=100||prevstateno=105)
y = 0
[State 0, Width]
type = Width
trigger1 = 1
edge = 60,0
player = 70,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =1053
[State 0, PosSet]
type = PosSet
triggerall = statetype=A
trigger1 =pos y >-40
y = -40

[State 3000, Super A]
type = SuperPause
trigger1 = time = 20&& statetype!=A
trigger2 = time = 4&& statetype=A
poweradd = -1000
anim = -1
time = 48
p2defmul=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20&& statetype!=A
trigger2 = time = 4&& statetype=A
value = S3001,0

[State 0, Turn]
type = Turn
triggerall = prevstateno=[650,653]
trigger1 =time=0 && p2bodydist x <-10&& statetype=A


[State 182, 2]
type = NotHitBy
trigger1 = Time = 15
value = SCA
time =7

[State 3000, Hyperbg]
type = Explod
trigger1 = time = 20&& statetype!=A
trigger2 = time = 4&& statetype=A
anim = 6004
ID = 6001
pos = ifelse(statetype=A,30,46),ifelse(statetype=A,-39,-72)
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 = 21&& statetype!=A
trigger2 = time = 5&& statetype=A
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 =anim=3010&& time>=20 &&animelemtime(43)<0
trigger2 = time >= 4&& statetype=A
flag = noBG

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=43 && statetype!=A
id = 6001
;ignorehitpause =
;persistent =



[State 3000, helper]
type = Helper
trigger1 = time = 20&& statetype!=A
trigger2 = time = 4&& statetype=A
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4001
ownpal = 1
size.xscale= const(size.xscale)
supermovetime = 90
pausemovetime  = 90

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

[State 1050, 1]
type = PlaySnd
trigger1 = time = 21&& statetype!=A
trigger2 = time = 5&& statetype=A
value = 2, 5
channel=0
[State 200, 1]
type = PlaySnd
triggerall = statetype!=A
trigger1 =animelem=8
trigger2= animelem=12
trigger3= animelem=16
trigger4= animelem=20
trigger5= animelem=24
value = 3,6
channel=1
[State 200, 1]
type = PlaySnd
triggerall = statetype=A
trigger1 =animelem=3
trigger2= animelem=6
trigger3= animelem=9
trigger4= animelem=12
trigger5= animelem=16
value = 3,6
channel=1







[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1010
pos =  70,-38
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8

[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1006
pos =  90,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1007
pos =  85,-73
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1005
pos =  90,-88
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1002
pos =  63,-105
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1007
pos =  -20,-79
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1006
pos =  -25,-96
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1005
pos =  -23,-105
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
;
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1004
pos =  -20,-111
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
[State 0, Helper]
type = Helper
triggerall = statetype!=A
trigger1 =animelemtime(8)>=0&&animelemtime(24)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1002
pos = 2,-114
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8




[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 =animelemtime(3)>=0&&animelemtime(16)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1008
pos =  65,-11
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8

[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 =animelemtime(3)>=0&&animelemtime(16)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1010
pos =  49,-1
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 =animelemtime(3)>=0&&animelemtime(16)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1009
pos =  24,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 =animelemtime(3)>=0&&animelemtime(16)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1011
pos =  79,-28
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
[State 0, Helper]
type = Helper
triggerall = statetype=A
trigger1 =animelemtime(3)>=0&&animelemtime(16)<0
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 1001
stateno = 1006
pos =  82,-49
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)
persistent=8
[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime=0
value = ifelse(var(26)=1,653,ifelse(statetype=A,57,0))
ctrl=1
;---------------------------------------------------------------------------
[Statedef 3050]
type    = S
movetype= A
physics = S
juggle=0; ifelse((prevstateno = 440),2,8)
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =6
value = S2,0
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(23)=1
value = S3,3
channel=1

[State 182, 2]
type = NotHitBy
trigger1 = Time = 3
value = SCA
time = 47
[State 0, PosSet]
type = PosSet
trigger1 = (prevstateno=100||prevstateno=105)
y = 0


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 51
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=[6,92]
flag = noBG
flag2=noFG



[State 3000, Hyperbg]
type = Explod
trigger1 = time =6
anim = 6004
ID = 6001
pos = 21,-82
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
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, Super A]
type = SuperPause
trigger1 = time =6
poweradd = -1000
anim = -1
time = 45
movetime=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 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S3001,0


[State 3000, helper]
type = Helper
trigger1 = time = 6
pos = 0,0
postype = p1
id = 4000
name = "Hyperportrait"
sprpriority = 2
stateno = 4001
ownpal = 1
size.xscale= const(size.xscale)

supermovetime = 999
pausemovetime  =999

[State 0, Helper]
type = Helper
trigger1 = animelem=24
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 3051
stateno = 3051
pos =  70,-195
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)


[State 0, ScreenBound]
type = ScreenBound
trigger1 = animelemtime(7)>0
value =0

[State 1051, 3] ;Change state when KFM is close to ground
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 = 3000
ctrl = 0
sprpriority = 2
[State 0, Width]
type = Width
trigger1 = 1
edge = 60,0
player = 70,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =5
value = S2,0
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim=3001 && animelemtime(1)=1
value = S2,4
channel=0

[State 182, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 18
[State 0, PosSet]
type = PosSet
trigger1 = (prevstateno=100||prevstateno=105)
y = 0


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 11
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=4
flag = noBG
flag2=noFG



[State 3000, Hyperbg]
type = Explod
trigger1 = time =10
anim = 6004
ID = 6001
pos = 21,-82
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
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, Super A]
type = SuperPause
trigger1 = time =10
poweradd = -1000
anim = -1
time = 45
p2defmul=1



[State 0, Explod]
type = Explod
trigger1 = time =4
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 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S3001,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  time > 10
flag = noBG
flag2=noFG
ignorehitpause = 1

[State 3000, helper]
type = Helper
trigger1 = time = 10
pos = 0,0
postype = p1
id = 4000
name = "Hyperportrait"
sprpriority = 2
stateno = 4001
ownpal = 1
size.xscale= const(size.xscale)

supermovetime = 999
pausemovetime  =999

[State 0, Helper]
type = Helper
trigger1 = animelem=3  &&anim=3000
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 3001
stateno = 3001
pos =  76,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale= const(size.xscale)

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=3001
trigger1 = var(17)=1
value = 3001

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = (anim=3001&&anim!=3000)||(anim=3000&&numhelper(3001)<1&&time>20)
trigger1 = var(17)=0
value = 3002

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = (animtime=0&&anim=3002)
value = 0
ctrl=1




;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
[State 0, TargetState]
type = TargetState
trigger1 =movehit&&enemy,stateno!=442 &&animelemtime(5)<0
value = 442
ID = 440
ignorehitpause =0
[State 0, PosSet]
type = PosSet
triggerall = stateno!=[600,640]
trigger1 = (prevstateno=100||prevstateno=105) && stateno=[200,3999]
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H 
v =20   ;fv = 10
value = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = numhelper(6000)
flag = nokoslow
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =statetype!=A 
id = 56

[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, VarSet]
type = VarSet
trigger1 =  p2stateno=411
v = 24   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v =24  ;fv = 10
value = 0
[State 0, VarSet]
type =VarSet
triggerall = stateno!=181
trigger1 =roundstate!=2
fv = 39    ;fv = 10
value = enemy,pos x
ignorehitpause=1
persistent=1
[State 0, VarSet]
type = VarSet
trigger1 = statetype=A && prevstateno!=100 &&prevstateno!=105
v = 4    ;fv = 10
value = 1
;----------air super stopper

[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
trigger7= enemynear,stateno=442 && enemynear,anim=613 && 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
trigger4= enemynear,stateno=442 && enemynear,anim=613 && 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=[650,652]
v = 8   ;fv = 10
value = 6
[State 0, VelSet]
type = VelSet
trigger1 =pos y >-15&& var(8)>0&& (stateno=[600,635])
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = statetype!=A ||(stateno=3000)
v = 8   ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, StateTypeSet]
type = StateTypeSet
triggerall =var(8)>0
trigger1 =stateno=[600,635]
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = time > var(8)
trigger1 =stateno=[600,635]
physics = A
[State 0, VarSet]
type = Varadd
trigger1 =var(8)>0 && (stateno=[600,635])
v = 8    ;fv = 10
value = -1
;ignorehitpause =
;persistent =


[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A
v = 42 ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A
v = 43 ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = numhelper(3001)<1
v = 17    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
 [State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H
v = 44   ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A
v = 45 ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A
v = 46 ;fv = 10
value = 0
;----------------
[State 0, VarSet]
type = VarSet
trigger1 = statetype!=A|| prevstateno=100 ||prevstateno=105
v = 4    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A
v = 27  ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
trigger1 =var(26)=1
v = 25;fv = 10
value = 1
ignorehitpause =0
;persistent =
[State 0, VarSet]
type = Varset
trigger1 =statetype!=A&& var(25)>0
v = 25;fv = 10
value =0
ignorehitpause =0
[State 0, VarSet]
type = VarSet
trigger1 =stateno=653 && var(25)=0
v = 26   ;fv = 10
value = 1
ignorehitpause = 0
[State 0, VarSet]
type = VarSet
trigger1 =var(25)=500 || statetype!=A||roundstate!=2
v = 26   ;fv = 10
value = 0
ignorehitpause = 0
;persistent =
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =var(26)=1
trigger2=stateno=[650,653]
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
;

[State 0, VarSet]
type = VarSet
trigger1 =stateno!=3000
v = 19    ;fv = 10
value = 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 !=360
id =  7011
;ignorehitpause =
;persistent =

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



[State -2, Helper]
type = Helper
trigger1 = winko && (stateno = 3100) &&movehit
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 -2, Helper]
type = Helper
trigger1 = winko && stateno = 3000
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 Doom By Kamekaze"
v = 50    ;fv = 10
value = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
time = 1
value = ceil(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 || (p2stateno=[120,155])
trigger1 =1
fv =2 ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall = (movehit ||p2movetype=H) && (!var(24))
triggerall=p2movetype =H  && (p2stateno != [120,199])
trigger1 = 1
v = 12  ;fv = 10
value = enemy,gethitvar(hitcount)
ignorehitpause=1

[State 0, VarSet]
type = VarSet
triggerall = stateno !=1050
triggerall = movehit
trigger1 = (var(24))
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 = (var(19)=[2,4])
trigger5 = (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
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, VarSet]
type = VarSet
trigger1 = (numhelper(3001) < 1 && anim =1002) || stateno !=3000
v = 5  ;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, 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 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d frontedge = %d fvar1= %d  pos x = %d "
params =  (enemy,numhelper(3005)),numhelper(3005),var(25) ,(var(26))
[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 -3, Landing Dust]
type = Explod
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
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 -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 = 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)
trigger4=enemy,anim=1106 && enemy,movetype=H
trigger5=enemy,anim=5061  && enemy,movetype=H
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, BackEdgeDist < 5
trigger1 = ((enemy, stateno = 5030) && (time = 1))
trigger2 = ((enemy, stateno = 5050) && (time = 1))
trigger3 = (enemy, stateno = 5020)
trigger4=enemy,anim=1106  && enemy,movetype=H
trigger5=enemy,anim=5061  && enemy,movetype=H
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 !=3050 && 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
channel=0
[State -3, Hit0]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5030
trigger5 = stateno = 5050
trigger6 = stateno = 5070
trigger7 = stateno = 5080
value = 4, 0
[State -3, Hit1]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [21,30]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 1
channel=0
;----------------------
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [31,40]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
value = 5000, 1
channel=0
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [41,50]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 0
channel=0
[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [51,60]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 1
channel=0
;----------------------

[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

[State 600, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 =anim = 700 ;Jump land
trigger2 = anim= 701 ;Run-back land
trigger3=anim= 5120
trigger4=stateno=650
trigger5=stateno=651
trigger6=stateno=652
trigger7=stateno=653
value = 3, 9
channel=1


