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

; var(0):= -3
; var(1):= 3050, 3051
; var(2):= 1000, 1006, 1049, 1002
; var(4):= -2
; var(5):= -2, 1101, 1102
; var(6):= 1050, 1051, 1052, 1100, 3000, -2
; var(7):= 192
; var(8):= -2
; var(9):= 1100, 1101, -2
;var(10):= 3000, -2, 56, 1002, 1004, 1005, 3003, 3051, 3053
;var(11):= -2
;var(12):= -2, 57
;var(13):= 3011
;var(14):= -2, 3011
;var(15):= 3052, 1002, 1004, 1005, 3011
;var(16):= 3050
;var(17):= -2
;var(18):= -2
;var(19):= -2
;var(20):= 810, 840, -2
;var(22):= 611
;var(23):= 3000, 3001
;var(24):= 3000, 3001
;var(25):= -2
;var(26):= -2
;var(27):= -2
;var(28):= 3000
;var(29):= 610, 640, 101
;var(30):= -2
;var(31):= 610, 640, 101
;var(32):= 3000, 3001
;var(33):= 3000
;var(44):= -2
;var(50):= -2
;var(57):= 10000
;var(58):= 10000

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

; fvar(0):= 105
; fvar(1):= 191
; fvar(2):= -2
; fvar(4):= 3000
;fvar(39):= -2






; MvC2 Ryu By Kamekaze
;-----------------------------------------------------------------------------

[Data]
life =1000
power = 5000
attack = 100
defence = 98
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 = 22
air.back = 15
air.front = 15
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -2, -97
mid.pos = -0, -75
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,-10.3
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 = "Care to dance again, mon ami?"
victory2 = "Care to deal again?"
victory3= "Gambit says you're not good enough!"
victory4 = "Je suis le meilleur! (I am the best!)"
victory5 = "La tournament est fini. (The tournament is finished.)"
victory6 = "No one is as good as the Cajun."
victory7 = "That was too easy, mon ami. Try again?"
victory8 = "Don' like that last hand? I'll deal you another."
victory9 = "First-class beating... Cajun style!"
victory10 = "Good looks, charm, wit, style and modesty too!"
victory11 = "Hey, I think I bent my staff over your head..."
victory12 = "LeBeau... Remy LeBeau. Remember dat name!"
victory13 = "Not dealing with a full deck, you say?"
victory14 = "Style means everything, and you don' have any!"
victory15 = "You've dealt y'self a full hand, but I'm all aces!"


;---------------------------------------------------------------------------
; 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 = 181
velset = 0,0
sprpriority=-2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1
value = S180,0
channel=0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S180,1
channel=0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =time<100
flag = roundnotover
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S180,2
channel=0



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


[State 180, 1]
type = ChangeState
trigger1 = 1;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 0, VarSet]
type = VarSet
trigger1 = time=0
fv = 1    ;fv = 10
value = pos x
;ignorehitpause = 
;persistent = 

[State 0, ScreenBound]
type = ScreenBound
trigger1 = anim=190
value = 0
[State 0, PosSet]
type = Posadd
triggerall = anim=190
trigger1 =time=0
x = -120
y = -90


[State 0, VelSet]
type = VelSet
trigger1 = teamside=1&&pos x < fvar(1)-3&& anim=190 && animelemtime(2)>=0 
trigger2 = teamside=2&&pos x > fvar(1)+3&& anim=190 && animelemtime(2)>=0 
x = abs(fvar(1)/13)


[State 0, VelSet]
type = VelSet
trigger1 = teamside=1&&pos x >=fvar(1)-3&& anim=190 && animelemtime(2)>=0 
trigger2 = teamside=2&&pos x <=fvar(1)+3&& anim=190 && animelemtime(2)>=0 
x = 0
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = Velmul
trigger1 =animelemtime(2)>0 && anim=190 
x = ifelse(abs(fvar(1))>70,.86,.9)

[State 191, Velocity]
type = VelSet
trigger1 = anim=191
x=0
[State 0, VelAdd]
type = VelAdd
triggerall = anim=190
trigger1 = animelemtime(2)>0
y =.39


;ignorhitpause =
;persistent =



;ignorehitpause =
;persistent =

[State 191, Position]
type = PosSet
trigger1 = anim=191
y = -10
x = fvar(1)

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=191
trigger1 =pos y>=0&&animelemtime(2)>=0
value = 191

[State 0, Helper]
type = Helper
trigger1 = time=10
helpertype = normal ;player
name = "cards"
ID =192
stateno =192
pos = 120-50,90
postype = p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time=14
helpertype = normal ;player
name = "cards"
ID =192
stateno =192
pos = 120-20,90
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time=18
helpertype = normal ;player
name = "cards"
ID =192
stateno =192
pos = 120+10,90
postype = p1  ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time=22
helpertype = normal ;player
name = "cards"
ID =192
stateno =192
pos =120+40,90
postype = p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=35
value = S3,5
channel = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=10
value = S3,0
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=10
value = S190,0
channel = 0


[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = animtime = 0 &&anim=191
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 = S195,0
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; 0
ctrl = 0
velset=vel x,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 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 28
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10, -95
hitsound = S1, 0
guardsound = S3,1
ground.type = High
ground.slidetime = 4
ground.hittime  = 8
ground.velocity = -2.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 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 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; 0
poweradd= 30
velset=vel x,0
ctrl = 0

anim = 205
sprpriority = 2
[State 210, 1]
type = PlaySnd
trigger1 = animelem=3
value = 3, 0
channel=1


[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = Medium
damage    =50
priority = 5, Hit
guardflag = MA
pausetime = 7,7
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-70
hitsound   = S1,4
guardsound = S3,1
ground.type = High
ground.slidetime = 9
ground.hittime  = 14
ground.velocity = -6
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; 0
poweradd= 59
velset=vel x,0
ctrl = 0

anim = 210
sprpriority = 2
[State 210, 1]
type = PlaySnd
trigger1 = animelem=2
value = 2, 3
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
;ignorehitpause = 
;persistent = 


[State 210, 1]
type = PlaySnd
trigger1 = animelem=4
value = 3, 0
channel=1
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = heavy
damage    =92
guardflag = MA
priority =5, Hit
pausetime = 7,7
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-91
hitsound   = S1,2
guardsound = S3,1
guard.ctrltime = 10
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -8,-8
air.velocity = -8.5,-8
fall=1
yaccel=.59
id=211


[State 0, Width]
type = Width
trigger1 = animelem=4
player = 18,0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x = 52

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
x = -3
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8
x = -14
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=9
x = -17


[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,-5
poweradd= 59
ctrl = 0
sprpriority = 2
facep2=1
[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

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=51601
trigger1 =pos y>=0 && anim=1202 && time>3
value = 51601

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=1 && anim=51601
x = -2
y = -6
[State 0, PosSet]
type = PosSet
trigger1 = anim=5160 && animelem=1
y = 0
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = alive
trigger1 = animelemtime(1)>7 && anim!=5200 && anim=51601
value = 5200
[State 0, SelfState]
type = SelfState
trigger1 =pos y >=0 &&anim=5200
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; 0
poweradd= 14
velset=vel x,0
ctrl = 0

anim = 230
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 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
priority=2
guardflag = MA
pausetime = 8,8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-62
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = -3.4
air.velocity = -2.5,-3.5
air.hittime = 11
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; 0
poweradd= 30
ctrl = 0

anim = 235
sprpriority = 2

[State 240, 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 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 50
priority  = 3
animtype  = med
priority=3
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-60
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 8
guard.ctrltime =8
ground.hittime  = 14
ground.velocity = -8
air.velocity = -5,-4
air.hittime = 12
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 strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  =0; 0
poweradd= 59
velset=vel x,0
ctrl = 0

anim = 240
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 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[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
guardflag = MA
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-85
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3.5,-5.5
fall.recovertime=10
air.hittime = 17
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(15)!=1
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  =0; 0
velset=vel x,0
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
priority  = 2
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-54
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = -3
air.velocity = -1.5,-3
air.hittime = 11
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; 0
poweradd= 28
velset=vel x,0
ctrl = 0
anim = 405
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 = animelem=2
value = 3, 0
channel=1
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 360, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 50
animtype  = medium
hitflag = MAF
guardflag = MA
priority=5
pausetime = 4,10
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-69
hitsound   = S1,4
guardsound = S3,1
ground.type = Low
ground.slidetime = 9
guard.ctrltime = 8
ground.hittime  = 14
ground.velocity = -6
air.velocity = -5,-5
air.hittime = 14
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; 0
poweradd= 55
velset=vel x,0
ctrl = 0
anim = 410
sprpriority = 2

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

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

[State 0, Helper]
type = Helper
trigger1 = movehit
helpertype = normal ;player
name = "launch"
ID = 7011
stateno =7011
pos = 50,-65
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 = !movecontact
attr =S, NA
damage    = 92
priority  = 5
animtype  = up
hitflag = MAF
guardflag =M
pausetime = 4,4
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-94
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 30
guard.ctrltime = 18
ground.hittime  = 30
ground.velocity = -0,-17.5
air.velocity = -0,-17
fall.recovertime = 35
yaccel=.55
id=410

[State 0, Width]
type = Width
trigger1 = animelem=4
player = 15,0

[State 0, TargetState]
type = TargetState
triggerall = var(6)!=3
trigger1 =movehit&&enemy,stateno!=411
value = 411
ID = 410
ignorehitpause =0
;persistent =

[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=-1,-17.8
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; 0
velset=vel x,0
poweradd= 12
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 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 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 8,8
priority=2
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-8
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime =8
ground.hittime  = 8
ground.velocity = -4
air.velocity = -2,-3
down.velocity = -5,-3
down.hittime = 20
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; 0
poweradd= 28
velset=vel x,0
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, 2]
type = HitDef
trigger1 = !movecontact
attr = C, NA
damage    = 50
animtype  = medium
hitflag = MAF
guardflag = L
pausetime = 9,9
priority=3
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-8
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 14
ground.velocity = -4
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
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, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 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; 0
velset=vel x,0
poweradd=55
ctrl = 0
anim = 440
sprpriority = 2
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 1
channel=0
[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 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 440, 3]
type = HitDef

trigger1 = animelem = 2
attr = C, NA
damage    =92
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-37
hitsound   = S1,2
guardsound = S3,1
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -2,-1.5
air.velocity = -1.2,-2
guard.velocity = -5
fall = 1
fall.recover=0
yaccel=.4
id=440
[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 441]
type    = A
movetype=H
physics = N
velset =0,-2.3
poweradd = 40
anim=5070


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


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

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

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

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

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = selfState
triggerall = alive
triggerall = anim=612 && animelemtime(1)>1
trigger1 = command="x"||command="y"||command="z"||command="a"||command="b"||command="c"
trigger2= AIlevel >0 && random<111
value =5120
ctrl = 0
[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=20 && anim=612
value =ifelse(alive,5120,5150)
ctrl=0
;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics =N
juggle  =0; 0
poweradd= 13
ctrl = 0
anim = 600
sprpriority = 2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)&& var(25)=0
physics = A         ;A,C,S,N
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
y = .455
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0


[State 600, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
animtype=medium
air.animtype=up
damage    = 28
guardflag = HA
priority = 3
pausetime = 7,7
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-76
hitsound   = S1,0
guardsound = S3,1
ground.type = High
ground.slidetime =6
ground.hittime = 12
air.hittime = 9
ground.velocity = -4
air.velocity = -.2,-8
yaccel=.7
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 600, 3]
type = changestate
trigger1 = animtime=0
value = 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; 0
poweradd= 29
ctrl = 0
anim = 605
sprpriority = 2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)&& var(25)=0
physics = A         ;A,C,S,N
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
y = .455
[State 210, 1]
type = PlaySnd
trigger1 = animelem=2
value = 3,0
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
guardflag = HA
animtype=medium
air.animtype=up
priority = 5
pausetime = 9,9
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-70
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,-8
yaccel=.7
forcenofall=1
id=200


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

[State 600, 3]
type = changestate
trigger1 =  animtime=0
value = 57
ctrl=1
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = N
juggle  =0; 0
poweradd= 58
ctrl = 0
anim = 610
sprpriority = 2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A         ;A,C,S,N
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
y = .455
[State 610, 2]
type = PlaySnd
trigger1 =animelem=3
value = 3, 0
[State 0, VarSet]
type = Varset
trigger1 =time=0
v = 31    ;fv = 10
value = 0
[State 0, VarSet]
type = Varset
trigger1 =time=0
v = 29    ;fv = 10
value = 0
[State 610, 2]
type = PlaySnd
trigger1 =animelem=1
value = 2, 3
[State 0, Width]
type = Width
trigger1 = 1
player = 30,0

[State 640, 3]
type = HitDef
triggerall =!var(25)
trigger1 =!movecontact
attr = A, NA
damage    = 50
guardflag = HA
priority = 5
pausetime = 10,10
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-50
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,13
air.fall  =1
fall.recover = 0
yaccel=.63
id=641

[State 640, 3]
type = HitDef
triggerall =var(25)
trigger1 =!movecontact
attr = A, NA
damage    = 50
guardflag = HA
priority = 5
pausetime = 16,16
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-50
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 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit &&p2statetype=A  && (prevstateno= [600,635])  && var(25)
value = 611


[State 0, ScreenBound]
type = ScreenBound
triggerall = anim=611 
trigger1 = 1
value =cond(frontedgebodydist <15,1,0)
movecamera=cond(frontedgebodydist <15,1,0),0

;ignorehitpause = 
;persistent = 

[State 600, 3]
type = changestate
 triggerall =prevstateno= [600,635]
trigger1 = p2statetype=L&&var(31)=19 && var(29)=1
value = 101

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(25)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -230 && enemy,pos y >-10 &&movehit
v = 29    ;fv = 10
value = 1

[State 0, VelSet]
type = VelSet
triggerall =  var(25)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -230
x = 0
y = 0
[State 600, 3]
type = changestate
triggerall =  ((pos y >= -240)|| (pos x >=40&&facing=1|| pos x<=-40&&facing=-1))  ||(!movehit)
trigger1 = animtime=0
value = 57
ctrl=1
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 10613]
type    = A
movetype= H
physics = N
juggle  =0; 0
velset=-13,10
poweradd= 59
ctrl = 0
sprpriority = -2
facep2=1
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .67
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 1205
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
[State 0, ChangeAnim2]
type = ChangeAnim
triggerall = anim!=5160
trigger1 =pos y>=0 && anim=1205 && time>3
value = 5160
[State 0, PosSet]
type = PosSet
trigger1 = anim=5160 && animelem=1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=1 && anim=5160
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)>3
value = 5101
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5101)
trigger1 = pos y>=0 && anim=5160 && animelemtime(1)>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=5101 && animtime=0
value = 612

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

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

[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=25 && anim=612
value =ifelse(alive,5120,5110)
ctrl=1
;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = N
juggle  =0; 0
poweradd= 13
ctrl = 0
anim = 630
sprpriority = 2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A         ;A,C,S,N
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .455
[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0


[State 630, 2]
type = HitDef
trigger1 = animelem =2
attr = A, NA
animtype=medium
air.animtype=up
damage = 28
guardflag = HA
priority = 3
pausetime = 7,7
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -5,-28
hitsound   = S1,0
guardsound = S3,1
ground.type = High
ground.slidetime = 12
ground.hittime = 12
air.hittime = 11
ground.velocity = -4
air.velocity = -.2,-8
yaccel=.5
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 = Time = 14
value = 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; 0
poweradd= 29
ctrl = 0
anim = 635
sprpriority = 2

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

;ignorehitpause = 
;persistent = 

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

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



[State 640, 3]
type = HitDef
trigger1 = !movecontact
attr = A, NA
animtype=medium
air.animtype=up
damage    = 50
guardflag = HA
priority = 4
pausetime = 9,9
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-83
hitsound   = S1,1
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime =8
ground.hittime = 12
air.hittime =17
ground.velocity = -4
air.velocity = -.2,-8.85
yaccel=.7
forcenofall=1
id=200

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

[State 600, 3]
type = changestate
trigger1 = Time = 17
value = 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; 0
poweradd= 58
ctrl = 0
anim = 640
sprpriority = 2

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

;ignorehitpause = 
;persistent = 

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

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2, 1
channel=0
[State 640, 3]
type = HitDef
triggerall =  var(25)
trigger1 = !movecontact
attr = A, NA
damage    = 92
guardflag = HA
priority = 4
pausetime = 6,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-60
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.velocity = -5,12
yaccel = .7
fall  =1
fall.recover = 0
yaccel=.63
id=640
[State 640, 3]
type = HitDef
triggerall =  !var(25)
trigger1 = !movecontact
attr = A, NA
damage    = 92
guardflag = HA
priority = 4
pausetime = 6,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-60
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,10
air.fall  =1
fall.recover = 0
yaccel=.63
id=641


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit &&p2statetype=A  && (prevstateno= [600,635])  && var(25)
value = 641


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

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(25)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -230 && enemy,pos y >-10 &&movehit
v = 29    ;fv = 10
value = 1


[State 0, VelSet]
type = VelSet
triggerall =  var(25)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -230
x = 0
y = 0
[State 600, 3]
type = changestate
triggerall =  ((pos y >= -240)|| (pos x >=40&&facing=1|| pos x<=-40&&facing=-1))  ||(!movehit)
trigger1 = animtime=0
value = 57
ctrl=1
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
[Statedef 702]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 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 = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 800

[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, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(statetype=A,610,210)
ctrl =0
;-------------------------------------------------------------
[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, PosSet]
type = PosSet
trigger1 = time = 0
y = enemy,pos y
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0 
value = 801
[State 0, PlayerPush]
type = PlayerPush
trigger1 =1 
value =0
[State 0, VelSet]
type = VelSet
trigger1 =animtime=0 
x = -4.5
y = -2.5
[State 0, ChangeAnim]
type = selfstate
trigger1 =animtime=0 
value =5040
ctrl=0
;----------------------------------------------------------------------
[Statedef 810]
type = U
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority=2


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

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


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


[State 200, 1]
type = PlaySnd
trigger1 = animelem =2
value = 2, 10
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem =11
value = 2, 3
channel=0
[State 200, 1]
type = PlaySnd
triggerall= animelemtime(4) >=0&&animelemtime(11)<0
trigger1= time%3=0
value = 3, 4
channel=1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1)>=0&&animelemtime(3)<0
pos = 59,-61
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(3)>=0&&animelemtime(4)<0
pos = 49,-70
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(4)>=0&&animelemtime(13)<0
pos = 35,-74
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(13)>=0&&animelemtime(15)<0
pos = 45,-59

[State 810, Bind 1]
type = TargetBind
triggerall = statetype!=A
trigger1 = AnimElem=15
pos = 130, -56


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 15
value = -120



[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 15
value =1015

[State 0, Width]
type = Width
trigger1 =1
edge = 70,0
player = 0,0
[State 0, Explod]
type = Explod
trigger1 = animelemtime(16) = 4
anim =6001
ID =8010
pos = 105,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = const(size.xscale)*2,2
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 = animelem = 15
anim =7000
ID =8010
pos = 30,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .8333333333333333333333333333333,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=15
value = S1,2
volume = 0

;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 =animelem=4
helpertype = normal ;player
name ="Cards"
ID =8001
stateno = 8001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=const(size.xscale)


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 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 0, PalFXWiz]
type = PalFX
trigger1 = time=[29,60]
time = 1
add = 255,0,200
mul = 256,170,200
sinadd = 0,0,0,1
invertall = 0
color = 256


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

;----------------------------------------------------------------------
[Statedef 821]
type =A
movetype = H
physics =N
velset = -9,-4
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .63
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = -10
y =30
;ignorehitpause =
;persistent =
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value =1
movecamera=1,0


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

[State 3545, 1]
type = ChangeAnim2
trigger1 =  time = 0
value = 1201


[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100 ;Hit ground
;-------------------------------------------------------------
[Statedef 830]
type = U
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 800

[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,811,830)
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 = 35,0
player = 0,0

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

[State 4001, bind]
type=targetbind
triggerall = statetype!=A && anim=830
trigger1=animelemtime(1)>=0 && animelemtime(2) <0
pos=53,-79


[State 4001, bind]
type=targetbind
triggerall = statetype!=A && anim=830
trigger1=animelemtime(2)>=0 && animelemtime(3) <0
pos=66,-59

[State 4001, bind]
type=targetbind
triggerall = statetype!=A
trigger1=animelemtime(3)>=0 && anim=830
pos=0,0
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3&& anim=830
x = 8
y = -30
;ignorehitpause = 
;persistent = 

[State 4001, bind]
type=targetbind
triggerall = statetype!=A && anim=831
trigger1=animelemtime(1)>=0 && animelemtime(13) <0
pos=3,0

[State 4001, bind]
type=targetbind
triggerall = statetype!=A
trigger1=animelem=13
pos=-3,0

[State 4001, bind]
type=targetbind
triggerall = statetype=A
trigger1=animelemtime(1)>=0 && animelemtime(2) <0
pos=40,-42


[State 4001, bind]
type=targetbind
triggerall = statetype=A
trigger1=animelem=2
pos=84,-43


[State 810, Hurt]
type = TargetLifeAdd
triggerall = statetype!=A
triggerall = anim=831
trigger1 = AnimElem =2
trigger2 = AnimElem=6
trigger3 = AnimElem =10
trigger4 = AnimElem =14
value = -28
[State 810, Hurt]
type = TargetLifeAdd
triggerall = statetype=A
trigger1 = AnimElem=4
value = -113
[State 810, Throw]
type = TargetState
triggerall = statetype!=A
trigger1 = AnimElem =13
value = 851

[State 810, Throw]
type = TargetState
triggerall = statetype=A
trigger1 = AnimElem = 3
value = 863

[State 0, SprPriority]
type = SprPriority
triggerall = statetype!=A
trigger1 = animelem=3
trigger2= anim=831
value = -3


[State 0, VelSet]
type = VelSet
trigger1 = anim=830 &&animelem=3
x = 5
y = -3

[State 0, VelSet]
type = VelSet
trigger1 = anim=811 &&animelem=4
x = -2
y = -5
[State 0, VelAdd]
type = VelAdd
trigger1 =anim=830 &&animelemtime(3)>0
y = .6

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=830 && pos y >=-14 && animelemtime(3)>5
value = 831

[State 0, PosSet]
type = PosSet
trigger1 = anim=831
y = 0
;ignorehitpause = 
;persistent = 


[State 200, 1]
type = PlaySnd
triggerall = statetype=A
trigger1 = animelem = 2
value = 1, 3

[State 0, VelSet]
type = VelSet
trigger1 = statetype=A &&animelemtime(4)<0
trigger2= time=0 && statetype!=A
trigger3=anim=831
x = 0
y = 0

[State 200, 1]
type = PlaySnd
triggerall = statetype!=A
trigger1 = animelem = 2 && anim=831
trigger2 = animelem = 5 && anim=831
trigger3 = animelem = 8 && anim=831
trigger4 = animelem = 11&& anim=831
value = 2, 0
channel=0


[State 200, 1]
type = PlaySnd
triggerall = statetype!=A
trigger1 = animelem = 2 && anim=831
trigger2 = animelem = 5 && anim=831
trigger3 = animelem = 8 && anim=831
trigger4 = animelem = 11&& anim=831
value = 2, 0
channel=0

[State 200, 1]
type = PlaySnd
triggerall = statetype!=A
trigger1 = animelem = 13&& anim=831
value = 15, 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 2 && anim=831
trigger2 = animelem = 5 && anim=831
trigger3 = animelem = 8 && anim=831
trigger4 = animelem = 11&& anim=831
anim =7000
ID =8010
pos = 18,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .8333333333333333333333333333333,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = enemynear,movetype=H
trigger1 = animelem = 2 && anim=811
anim =7000
ID =8010
pos = 55,-31
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .8333333333333333333333333333333,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 && anim=811
trigger2 = animelem = 2 && anim=831
trigger3 = animelem = 5 && anim=831
trigger4 = animelem = 8 && anim=831
trigger5 = animelem = 11&& anim=831
value = S1,2
volume = 0
[State 0, Explod]
type = Explod
triggerall = enemynear,movetype=H
triggerall = statetype!=A
trigger1 = animelem =8&& anim=831
anim =6006
ID =8002
pos = -8,1
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 && anim=831||animtime=0 && anim=811
value = ifelse(pos y<0,57,58)
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=830,840,821)

[State 3545, 1]
type = ChangeAnim2
trigger1 = enemy,anim=831 && anim!=841
value = 841


[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 = 0,0
poweradd = 40

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

[State 821, 4] ;Hit ground
type = SelfState
trigger1 =animtime=0
value = 5120



;----------------------------------------------------------------------
[Statedef 863]
type = A
movetype = H
physics = N
velset = -7,12
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 = U
juggle  =0; 0
poweradd= 13
anim = ifelse(statetype=A&&(prevstateno!=100&&prevstateno!=105),1020,1000)
ctrl = 0
sprpriority = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  var(4)=0 ||(prevstateno=100||prevstateno=105)
statetype = S
physics=S
[State 0, PosSet]
type = PosSet
trigger1 =var(4)=0 ||(prevstateno=100||prevstateno=105)
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = var(4)=0 ||(prevstateno=100||prevstateno=105)
y = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = statetype!=A 
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0 &&  statetype!=A 
x = 0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem =4  &&statetype!=A
trigger2 = animelem =2 &&statetype=A
value = S2,4
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem =6  &&statetype!=A
trigger2 = animelem =5 &&statetype=A &&var(2)!=2
trigger3 = animelem =6&&statetype=A &&var(2)=2
value = 3,6
channel=1
[State 0, VarSet]
type = VarSet
triggerall = AILevel=0
trigger1 =time=0
v = 2    ;fv = 10
value = ifelse(command="gou1",0,2)
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
trigger1 = time=0
v = 2   ;fv = 10
value = ifelse(p2bodydist x >100,2,0)
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = statetype!=A
trigger1 =time=0 && var(2)=2
value = 1005

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = statetype=A
trigger1 =time=0 && var(2)=2
value = 1025
;elem = 1



[State 0, VelSet]
type = VelSet
trigger1 =statetype=A
x = 0
y = .5
[State 0, Turn]
type = Turn
trigger1 =time=0 && p2bodydist x <-10&& statetype=A
;ignorehitpause =
;persistent =



[State 0, PosSet]
type = PosSet
triggerall = statetype=A
trigger1 = pos y >-30
y = -30
;ignorehitpause =
;persistent =




[State 100, Explod]
type = Explod
triggerall = var(4) = 1 && statetype=A
trigger1 =time=0
ID = 1001
anim = ifelse(anim=1020,1021,1026)
postype = p1
pos =0, 0
bindtime = -1
vel = 0, 0
ownpal = 1
sprpriority = 2
scale = .8333333333333333333333333333333,1
removeongethit=1
ignorehitpause=1

[State 100, Explod]
type = Explod
triggerall = var(4) = 0&& statetype!=A
trigger1 =animelem=3 
ID = 1001
anim = ifelse(anim=1000,1001,1006)
postype = p1
pos = 0, 0
bindtime = -1
vel = 0, 0
ownpal = 1
sprpriority = 2
scale = .8333333333333333333333333333333,1
removeongethit=1
ignorehitpause=1
[State 100, Explod]
type = Explod
triggerall = var(4) = 0
trigger1 =time=ifelse(var(2)!=2,17,25)
ID = 1001
anim = 1002
postype = p1
pos = 0, -6
bindtime = -1
vel = 0, 0
ownpal = 1
sprpriority = 2
scale = .8333333333333333333333333333333,1
removeongethit=1
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = var(4) = 0
trigger1 = animelem = 2
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .83,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Helper]
type = Helper
trigger1 =animelem=6&&statetype=A  
helpertype = normal ;player
name ="Cards"
ID =1001
stateno = 1002
pos = 40,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 =animelem=5&&statetype!=A
helpertype = normal ;player
name ="Cards"
ID =1001
stateno = 1002
pos = 30,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 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 =57
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 1006]
type    =S
movetype= A
physics = N
juggle  =0; 0
poweradd= 13
velset=vel x,0
anim =1010
ctrl = 0
sprpriority = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = statetype!=A
statetype = S
physics=S
[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 1000, 1]
type = PlaySnd
trigger1 = animelem =6
value = S2,5
channel=0


[State 1000, 1]
type = PlaySnd
trigger1 = animelem =6
value = S3,6
channel=1
[State 0, VarSet]
type = VarSet
trigger1 =time=0
v = 2    ;fv = 10
value = ifelse(command="Gous1",0,ifelse(command="Gous2"&&var(57)=0,1,2))


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


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time=0 && var(2)=2
value = 1015






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






[State 100, Explod]
type = Explod
trigger1 =animelem=4
ID = 1001
anim = ifelse(anim=1010,1011,1016)
postype = p1
pos = 0, 0
bindtime = -1
vel = 0, 0
ownpal = 1
sprpriority = 2
scale = .8333333333333333333333333333333,1
removeongethit=1
ignorehitpause=1

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

[State 0, Helper]
type = Helper
trigger1 =animelem=7
helpertype = normal ;player
name ="Cards"
ID =1001
stateno = 1002
pos = 5,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 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 =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 && prevstateno!=820
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0&& prevstateno=820
x = 20
y =30
[State 0, VelSet]
type = VelSet
trigger1 = time= 0 && prevstateno=820
x = -9
y = -4
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = prevstateno=820
y = .55
[State 0, VelAdd]
type = VelAdd
trigger1 = prevstateno!=820
y = gethitvar(yaccel)

;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>=-3 && (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)=16 && anim=612
value =ifelse(alive,5120,5110)
ctrl=0
;---------------------------------------------------------------------------
;Gou Shoryuken - start
[Statedef 1049]
type    = S
movetype= A
physics = S
juggle  =0; 0
poweradd= 60
velset=vel x,0
anim =1050
ctrl = 0
sprpriority = 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 0, VarSet]
type = VarSet
triggerall = AILevel=0
trigger1 =time=0
v = 2    ;fv = 10
value = ifelse(command="DP1",0,ifelse((command="DP2"&&var(57)=0)||(command="DP4" && var(57)=1),1,2))


[State 0, Null]
type = Null
triggerall = AILevel>0
trigger1 = prevstateno=200||prevstateno=400||prevstateno=430||prevstateno=230||prevstateno=440
trigger1=var(2):=0
trigger2 = prevstateno=205||prevstateno=405||prevstateno=435||prevstateno=235
trigger2=var(2):=1
trigger3 = prevstateno=210||prevstateno=410||prevstateno=240||prevstateno=440
trigger3=var(2):=2
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = ChangeState
trigger1 = time=1
value = 1050+var(2)

;---------------------------------------------------------------------------
;Gou Shoryuken - start
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  =0; 0
poweradd= 60
velset = 0,0
anim =1050
ctrl = 0
sprpriority = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 6
;ignorehitpause =
;persistent =


[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 1050, 1]
type = PlaySnd
trigger1 =time=0
value = 2, 6
channel=0
[State 1050, 1]
type = PlaySnd
trigger1 =animelem=2
value = 3, 0
channel=1

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(3)<0
x = 7

[State 0, VelSet]
type = VelSet
trigger1 =animelem=3
x = 0

[State 230, 2]
type = HitDef
trigger1=animelem=3
attr = S, SA
animtype  =up
damage    = 106,3
guardflag = MA
pausetime = 6,6
priority=5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-85
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-3
air.velocity = -3.5,-4.5
fall.recover=0
fall=1
yaccel=.58
id=201

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=1015)&& enemy,hitshakeover
value =1015
ID =201
ignorehitpause =0 

[State 0, VarSet]
type = VarSet
trigger1 =movehit&&p2statetype=A
v = 6    ;fv = 10
value = 3

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1
;---------------------------------------------------------------------------
;Gou Shoryuken - start
[Statedef 1051]
type    = S
movetype= A
physics = S
juggle  =0; 0
poweradd= 60
velset = 0,0
anim =1053
ctrl = 0
sprpriority = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 6
[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 = 1
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 1050, 1]
type = PlaySnd
trigger1 =time=0
value = 2, 6
channel=0
[State 1050, 1]
type = PlaySnd
trigger1 =animelem=3
trigger2 =animelem=8
trigger3 =animelem=13
value = 3, 0
channel=1

[State 0, VelSet]
type = VelSet
trigger1 =animelem=1
trigger2=animelem=6
trigger3=animelem=11
x = 11


[State 0, VelSet]
type = VelSet
trigger1 =animelem=14
x = 0

[State 230, 2]
type = HitDef
trigger1=animelem=3
attr = S, SA
animtype  =heavy
damage    = 28,3
guardflag = MA
pausetime = 1,8
priority=5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-85
hitsound   = S1,2
guardsound = S3,1
ground.type = low
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -4
air.velocity = -2.5,-5.5
fall.recover=0
id=200

[State 230, 2]
type = HitDef
trigger1=animelem=8
attr = S, SA
animtype  =heavy
damage    = 50,3
hitflag=MAFD
guardflag = MA
pausetime = 1,8
priority=5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-85
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime  =18
ground.velocity = -4
air.velocity = -2.5,-5.5
fall.recover=0
id=200

[State 0, Width]
type = Width
trigger1 =1
player = 35,0

[State 0, VarSet]
type = VarSet
trigger1 =movehit&&p2statetype=A&&animelemtime(13)>0
v = 6    ;fv = 10
value = 3

[State 230, 2]
type = HitDef
trigger1=animelem=13
attr = S, SA
animtype  =up
damage    = 50,3
guardflag = MA
pausetime = 1,10
priority=5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-85
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -6,-4.5
air.velocity = -3.5,-5.5
fall.recover=0
fall=1
yaccel=.58
id=201

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=1015)&& enemy,hitshakeover
value =1015
ID =201
ignorehitpause =0 

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

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1
;---------------------------------------------------------------------------
;Gou Shoryuken - start
[Statedef 1052]
type    = A
movetype= A
physics = N
juggle  =0; 0
poweradd= 60
velset = 0,0
anim =1051
ctrl = 0
sprpriority = 1
[State 0, VarSet]
type = VarSet
trigger1 =movehit&&p2statetype=A &&animelemtime(9)>0
v = 6    ;fv = 10
value = 3


[State 0, NotHitBy]
type = HitBy
trigger1 =time=0
value = SA,AA,AP,AT
;value2 = S,NA
time = 6
[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 = 1
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 1050, 1]
type = PlaySnd
trigger1 =time=0
value = 2, 6
channel=0
[State 1050, 1]
type = PlaySnd
trigger1 =animelem=4 && anim=1051
trigger2 =animelem=10 
trigger3 =animelem=15
value = 3, 0
channel=1

[State 0, VelSet]
type = VelSet
trigger1 =animelem=1 && anim=1051
x = 4
y=-7
[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(1)>0&&animelemtime(8)<0 
y =.7

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1051&&animelemtime(9)>0
statetype = S       ;S,A,C,L
physics = S         ;A,C,S,N
;ignorehitpause =
;persistent =

;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =animelem=9 && anim=1051
trigger2=animelem=14 && anim=1051
x = 8
y=0
[State 0, PosSet]
type = PosSet
trigger1 = animelem=9
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =animelem=12
x = 0

[State 230, 2]
type = HitDef
trigger1=animelem=4&&anim=1051
attr = A, SA
animtype  =heavy
damage    = 71,3
hitflag=MAFD
guardflag = HA
pausetime = 1,8
priority=5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-85
hitsound   = S1,2
guardsound = S3,1
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4
air.velocity = -2.5,-5.5
fall.recover=0
id=200

[State 230, 2]
type = HitDef
trigger1=animelem=10&&anim=1051
attr = S, SA
animtype  =heavy
damage    = 28,3
guardflag = MA
pausetime = 1,8
priority=5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-85
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4
air.velocity = -2.5,-2.5
fall.recover=0
id=200

[State 0, Width]
type = Width
trigger1 =1
player = 35,0


[State 230, 2]
type = HitDef
trigger1=animelem=16&&anim=1051
attr = S, SA
animtype  =up
damage    = 71,3
guardflag = MA
pausetime = 1,10
priority=5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-85
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-3
air.velocity = -6.5,-5
ground.cornerpush.veloff = -14
air.cornerpush.veloff = -14
guard.cornerpush.veloff = -4
airguard.cornerpush.veloff = -4
fall.recover=0
fall=1
yaccel=.58
id=201

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=1015)&& enemy,hitshakeover
value =1015
ID =201
ignorehitpause =0 

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1

;---------------------------------------------------------------------------
[Statedef 1100]
type    = A
movetype= A
physics = N
juggle  =0; 0
poweradd= 60
anim = 1100
velset=0,0
ctrl = 0
sprpriority = 1
[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = 0

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
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 &&anim=1102
value = S2, 3
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3 &&anim=1102
value = S3, 0
channel=1
[State 0, PlaySnd]
type = PlaySnd
trigger1 =anim=1101&&animelemtime(1)=1
value = S40,0
channel=1
[State 0, VarSet]
type = VarSet
trigger1 =movehit && p2statetype=A
v =6  ;fv = 10
value = 3
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 =time>15
value = 1
movecamera = 0,1
[State 0, VarSet]
type = Varadd
trigger1 =anim=1101&& animelemtime(1)=1
v = 9    ;fv = 10
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time=1
x = 18
y = -6
[State 0, VelSet]
type = VelSet
trigger1 = anim=1100 &&animelemtime(1)=1&&var(9)=1
x = ifelse(pos x=155,18,-18)
y = -6

[State 0, VelSet]
type = VelSet
trigger1 = anim=1101 &&animelem=3
x = -1
y = -6




[State 0, Turn]
type = Turn
trigger1 =command="holdback" &&time=0 && AILevel =0
trigger2 = anim=1100 && animelemtime(1)=1 && var(9)=1
trigger3 =backedgebodydist <30 &&time=0 && AILevel >0
[State 0, VelAdd]
type = VelAdd
triggerall = AILevel =0
triggerall = anim=1101 && animelemtime(3)>0
triggerall = vel x =[-9,9]
trigger1 =command="holdfwd" || command="holdback"
x = ifelse(command="holdfwd",.7,-.7)

[State 0, VelAdd]
type = VelAdd
triggerall = AILevel >0
triggerall = anim=1101 && animelemtime(3)>0
triggerall = vel x =[-9,9]
trigger1 =1
x = ifelse(p2bodydist x >30,.7,-.7)

[State 0, VelSet]
type = VelSet
trigger1 =vel x >7 && anim!=1100
x = 7
[State 0, VelSet]
type = VelSet
trigger1 =vel x <-7 && anim!=1100
x = -7
[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1101 && animelemtime(3)>0
y = .53

[State 0, VelAdd]
type = VelAdd
trigger1= anim=1102
y = .57
[State 0, VelSet]
type = VelSet
trigger1 =  anim=1101 && animelemtime(1)=1
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim=1101 && animelemtime(1)=1
x = 155*facing

[State 0, PlayerPush]
type = PlayerPush
trigger1 =anim=1100
value = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 7
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=1100
triggerall = var(9)<2
triggerall = animelemtime(6)>0
trigger1 =frontedgedist <25
value = 1101

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel =0
triggerall = anim=1101 && (animelemtime(2)=[1,4])
triggerall = command!="holddown"
triggerall = (command="holdback")
triggerall = var(9)<2
trigger1 =frontedgedist <25
value = 1100
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel >0
triggerall = anim=1101 && (animelemtime(2)=[1,4])
triggerall =  p2bodydist x <50 && p2bodydist y =[-40,10]
triggerall = var(9)<2
trigger1 =frontedgedist <25
value = 1100



[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel=0
triggerall = anim=1101 && animelemtime(3)>0
trigger1 =((command="x" || command="y"||command="z") &&var(57)=0)||((command="x" || command="y") &&var(57)=1)
value = 1102

[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel>0
triggerall = anim=1101 && animelemtime(3)>0
trigger1 =(p2bodydist x =[-50,60])&&(p2bodydist y =[-20,40])
value = 1102

[State 0, StopSnd]
type = StopSnd
trigger1 = 1
channel = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =7010
;ignorehitpause =
;persistent =
[State 0, Turn]
type = Turn
triggerall = facing=enemy,facing
trigger1= animelemtime(1)=1 && anim=1102

[State 230, 2]
type = HitDef
trigger1=animelem=2&&anim=1102
attr = S, SA
animtype  =up
damage    = 142,3
guardflag = MA
pausetime = 1,11
guard.pausetime=11,11
priority=5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-25
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,3
air.velocity = -6,-2
fall.recover=0
fall=1
yaccel=.58
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015)
value =1015
ID =200
ignorehitpause =1 

[State 1050, 5]
type = ChangeState
trigger1 =pos y >=0 && (anim=1101||anim=1102)
value = 52
ctrl=1

;---------------------------------------------------------------------------
[Statedef 1101]
type    = A
movetype= A
physics = N
juggle  =0; 0
poweradd= 60
anim = 1100
velset=0,0
ctrl = 0
sprpriority = 1
[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 4
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
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=4 &&anim=1103
value = S2, 7
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =anim=1103&&animelemtime(3)=2
value = S40,0
channel=1


[State 0, ScreenBound]
type = ScreenBound
trigger1 =time>13
value = 1
movecamera = 0,1
[State 0, VarSet]
type = Varadd
trigger1 =anim=1103&& animelemtime(1)=1
v = 9    ;fv = 10
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time=1
x = 18
y = -6
[State 0, VelSet]
type = VelSet
trigger1 = anim=1100 &&animelemtime(1)=1&&var(9)=1
x = ifelse(pos x=155,18,-18)
y = -6
[State 0, VelSet]
type = VelSet
trigger1 = anim=1103 &&animelem=3
x = -9.5
y =15




[State 0, Turn]
type = Turn
trigger1 =command="holdback" &&time=0  && AILevel =0
trigger2 = anim=1100 && animelemtime(1)=1 && var(9)=1
trigger3 =backedgebodydist <45 &&time=0 && AILevel >0



[State 0, VelSet]
type = VelSet
trigger1 =  anim=1103 && animelemtime(1)=1
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim=1103 && animelemtime(1)=1
x = 155*facing
[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1103 &&animelem=3
y = -20
;ignorehitpause = 
;persistent = 

[State 0, PlayerPush]
type = PlayerPush
trigger1 =anim=1100
value = 0


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=1100
triggerall = var(9)<2
triggerall = animelemtime(6)>0
trigger1 =frontedgedist <25
value = 1103

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel =0
triggerall = anim=1103 && (animelemtime(2)=[1,4])
triggerall = command!="holddown"
triggerall = (command="holdback")
triggerall = var(9)<2
trigger1 =frontedgedist <25
value = 1100
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AILevel >0
triggerall = anim=1103 && (animelemtime(2)=[1,4])
triggerall =  p2bodydist x <40
triggerall = var(9)<2
trigger1 =frontedgedist <25
value = 1100



[State 0, StopSnd]
type = StopSnd
trigger1 = 1
channel = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =7010
;ignorehitpause =
;persistent =
;[State 0, Turn]
;type = Turn
;trigger1= animelemtime(3)=1 && anim=1103

[State 230, 2]
type = HitDef
trigger1=!movecontact&&anim=1103
attr = S, SA
animtype  =up
damage    = 142,3
guardflag = MA
pausetime = 11,11
priority=5
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-5
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 6,5
air.velocity = 6,5
fall.recover=0
fall=1
yaccel=.58
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015)
value =1015
ID =200
ignorehitpause =1 


;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 1050, 5]
type = ChangeState
trigger1 =pos y >=-10 && (anim=1103)
value = 52
ctrl=1



;---------------------------------------------------------------------------
;
[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
juggle  =0; 0
anim = 3000
ctrl = 0
sprpriority = 0

[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time-0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 0, Width]
type = Width
trigger1 = 1
edge = 60,0
player = 40,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =1001

[State 0, Explod]
type = Explod
trigger1 =time=2
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .83,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 3000, Super A]
type = SuperPause
trigger1 = time =22
poweradd = -1000
anim = -1
time = 48

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =22
value = S3001,0

[State 182, 2]
type = NotHitBy
trigger1 = Time = 22
value = SCA
time =4

[State 3000, Hyperbg]
type = Explod
trigger1 = time = 22
anim = 6004
ID = 6001
pos = 9,-45
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 = 23
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=3000&& time>=22 &&animelemtime(38)<0
flag = noBG
flag2=noFG

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=38
id = 6001
;ignorehitpause =
;persistent =



[State 3000, helper]
type = Helper
trigger1 = time = 22
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4001
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90

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

[State 1050, 1]
type = PlaySnd
trigger1 = time = 22
value = 2, 8
channel=0

[State 1050, 1]
type = PlaySnd
trigger1 = time =23
value = 2, 9
channel=0

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 38
value = 180, 2
channel=0

[State 200, 1]
type = PlaySnd
trigger1 =animelem=8
trigger2= animelem=10
trigger3= animelem=12
trigger4= animelem=14
trigger5= animelem=15
trigger6 =animelem=16
trigger7= animelem=18
trigger8= animelem=20
trigger9= animelem=22
trigger10= animelem=24
trigger11 =animelem=26
trigger12= animelem=28
trigger13= animelem=30
value = 3,6
channel=1


[State 0, Helper]
type = Helper
trigger1 =time=2
helpertype = normal ;player
name ="MONBATONFFFFFFFFFFFFFFFFUUUU"
ID = 3009
stateno = 3009
pos = 8,-71
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
[State 0, VarSet]
type = Varset
trigger1 =animelemtime(7)<0
v = 23  ;fv = 10
value = 0
[State 0, VarSet]
type = Varset
trigger1 =animelemtime(7)<0
v = 24 ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =animelemtime(7)<0
v =33 ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =animelemtime(7)<0
v =32 ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =animelemtime(38)>0
v =28 ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =animelemtime(7)<0
v =28 ;fv = 10
value =0

;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(38)=0 && enemynear,stateno=3002
value = S3,5
channel = 1


;[State 0, Helper]
;type = Helper
;triggerall = animelemtime(7)>=0&&animelemtime(29)<0
;triggerall = time%(9/5)=0
;trigger1 =var(23)<42
;helpertype = normal ;player
;name ="cards"
;ID = 3001
;stateno = 3001
;pos = 25,-37-(random%61)
;postype = p1    ;p2,front,back,left,right
;facing = 1
;keyctrl = 0
;ownpal =1



[State 0, VarSet]
type =Varadd
triggerall = animelemtime(7)>=0&&animelemtime(30)<0
triggerall = time%(15/8)=0
trigger1 =var(33)<48
triggerall =var(32)<37
triggerall = enemy,anim!=1200
triggerall = !winko&&!lose
v = 33  ;fv = 10
value = 1
[State -2, Helper]
type = Helper
triggerall = numhelper(3003)<7 &&projhit(3001)=1
trigger1 = var(32)<7
helpertype = normal ;player
name = "cards"
ID = 3003
stateno = 3003
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
persistent=2
[State 0, VarSet]
type = Varadd
trigger1 =projhit(3001)=1
v = 32  ;fv = 10
value = 1
ignorehitpause=1
       ;I,A,H


[State 0, Projectile]
type = Projectile
triggerall = animelemtime(7)>=0&&animelemtime(30)<0
triggerall = time%(13/7)=0
trigger1 =var(33)<38
triggerall = enemy,anim!=1200
triggerall = !winko&&!lose
ProjID =3001
hitflag = MAF
attr = S, HP
guardflag=MA
projanim =3005
 damage=ifelse(animelemtime(11)<0,14,7),4
sparkno = -1
guard.sparkno = S7009
projhitanim = 3005
projremanim =3005
projcancelanim = 3005
projscale = 1,1
projremove = 1
projremovetime = ifelse(var(32)>=36,1,70)
velocity = 19,ifelse(time%3,fvar(4),-fvar(4))
remvelocity = 0,0
accel = 0,0;.15
velmul = 1
projhits = 1
projpriority = 5
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset = 25,-61
postype = p1         ;p2,front,back,left,right
getpower = 0,0
givepower = 0,0
hitsound = S1,2
guardsound = S3,1
ground.velocity =-5,-6
air.velocity =-5,-6
guard.velocity=-6
fall = 1
fall.recover=0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.59
id = 3002
[State 0, VarRandom]
type = Varadd
triggerall = animelemtime(7)>=0&&animelemtime(29)<0
trigger1 = time%2=0
fv = 4
value=.12

[State 0, VarSet]
type = VarSet
trigger1 =fvar(2)>=1.55
trigger2= time=0
fv = 4    ;fv = 10
value = 0


[State 0, TargetState]
type = TargetState
triggerall = !winko&&!lose
triggerall = p2stateno!=[120,159]
triggerall = projhit(3001)=1
trigger1 =var(28)=0
value =3002
ID = 3002
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =  projhit(3001)=1
v = 6    ;fv = 10
value = 3
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 = projhit(3001)=1
v = 10   ;fv = 10
value = 0

[State 100, Explod]
type = Explod
trigger1 =animelem=7
ID = 3001
anim = 3001
postype = p1
pos = 0, 0
bindtime = -1
vel = 0, 0
ownpal = 1
sprpriority = 2
scale = .8333333333333333333333333333333,1
removeongethit=1
ignorehitpause=1
[State 100, Explod]
type = Explod
trigger1 =animelem=7
ID = 3002
anim = 3002
postype = p1
pos = 0, -6
bindtime = -1
vel = 0, 0
ownpal = 1
sprpriority = 2
removetime=-1
scale = .8333333333333333333333333333333,1
removeongethit=1
ignorehitpause=1
[State 100, Explod]
type = Explod
trigger1 =animelem=7
ID = 3002
anim = 3003
postype = p1
pos = 0, -6
bindtime = -1
vel = 0, 0
ownpal = 1
sprpriority = 2
removetime=-1
scale = .8333333333333333333333333333333,1
removeongethit=1
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =animelemtime(33)>=0
id = 3002
;ignorehitpause =
;persistent =
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=33
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1
;---------------------------------------------------------------------------
[Statedef 3050]
type    = A
movetype= A
physics =N
juggle  =0; 0
velset = 0,0
anim =3049
ctrl = 0
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 182, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time =7
[State 0, VarRangeSet]
type = VarSet
trigger1 = time=0
v = 1
value = 0
[State 0, VarRangeSet]
type = VarSet
trigger1 = time=0
v = 16
value = 0 ;fvalue = 0
 ;39
;ignorehitpause = 
;persistent = 

[State 182, 2]
type = NotHitBy
trigger1 = animelem=3 &&anim=3050
value = SCA
time = 25

[State 3000, Hyperbg]
type = Explod
trigger1 = anim=3050  &&animelemtime(2)=2
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 3000, Hyperbg]
type = Explod
trigger1 = anim=3050  &&animelemtime(2)=1
anim = 6004
ID = 6001
pos = 5,-73
postype = p1
facing = -var(16)
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 = anim=3050  &&animelemtime(2)=1
poweradd = -1000
anim = -1
time = 45


[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim=3050  &&animelemtime(2)=1
value = S3001,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  anim=3050  &&animelemtime(2)>=1
flag = noBG
flag2=noFG
ignorehitpause = 1

[State 3000, helper]
type = Helper
trigger1 =anim=3050  && animelemtime(2)=1
pos = 0,0
postype = p1
id = 4000
name = "Hyperportrait"
sprpriority = 2
stateno = 4001
ownpal = 1
facing= -var(16)
size.xscale = 1
size.yscale = 1.25
supermovetime = 999
pausemovetime  =999

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
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 = animelemtime(2)=2 &&anim=3050
value = S2, 4
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelemtime(6)=0 &&anim=3050
value = S3,2
channel=1


[State 0, ScreenBound]
type = ScreenBound
trigger1 =time>5&&anim=1100
value = 1
movecamera = 0,1

[State 0, ScreenBound]
type = ScreenBound
trigger1 =animelemtime(1)>0&&anim=3050
value = 1
movecamera = 0,1

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2 && anim=3049
x = 18
y = -5


[State 0, Turn]
type = Turn
trigger1 =command="MGH" &&time=0&&AILevel=0
trigger2= AIlevel>0 && backedgedist<60&&time=0


[State 0, VelSet]
type = VelSet
trigger1 =  anim=3050 && animelemtime(1)=1
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim=3050 && animelemtime(1)=[1,5]
x = 153*facing

[State 0, PlayerPush]
type = PlayerPush
trigger1 =anim=1100
value = 0


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=3049
triggerall = var(9)<2
triggerall = time>26
trigger1 =frontedgedist <25
value = 3050
[State 100, Explod]
type = Explod
trigger1 =anim=3050  &&animelem=1
ID = 1026
anim = 3051
postype = p1
pos =0, 0
facing=-var(16)
bindtime = -1
vel = 0, 0
ownpal = 1
sprpriority = 9
scale = .8333333333333333333333333333333,1
removeongethit=1

[State 0, Helper]
type = Helper
triggerall = anim=3050
trigger1 =animelem=6
trigger2 =animelemtime(7)=1
trigger3 =animelemtime(7)=9
trigger4 =animelemtime(7)=17
trigger5 =animelemtime(7)=25
helpertype = normal ;player
name = "pillar"
ID =3051
stateno = 3051
pos = (-ifelse(var(16)=1,40,60)+var(1))*var(16),0
postype = p1    ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,-1)
keyctrl = 0
ownpal = 1
ignorehitpause=0
size.xscale =1
size.yscale =1
[State 0, VarSet]
type = VarSet
trigger1 =vel x >0
v = 16    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =vel x <0
v = 16    ;fv = 10
value = -1
;ignorehitpause =
;persistent =



[State 0, StopSnd]
type = StopSnd
trigger1 = 1
channel = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =7010

[State 0, ScreenBound]
type = ScreenBound
trigger1 =animelemtime(6)>2&&anim=3050
value = 0
movecamera=0,0
[State 1050, 5]
type = ChangeState
trigger1 =animtime=0  && anim=3050
value = ifelse(p2movetype=H && (p2stateno!=[120,159])&& (frontedgedist <0),3052,57)
ctrl=0





;---------------------------------------------------------------------------
[Statedef 3052]
type    = A
movetype= A
physics =N
juggle  =0; 0
velset = 0,0
anim = 6007
ctrl = 0
sprpriority = 2
[State 0, Turn]
type = Turn
trigger1 =time=0
;ignorehitpause =
;persistent =
[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time-0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = vel x <0 && time =0
x = 0
[State 0, VarSet]
type = Varadd
triggerall = time >11
trigger1 =time%8=0
v = 15   ;fv = 10
value =-90
[State 0, Helper]
type = Helper
triggerall = var(15)<-990
trigger1 =time%8=0
helpertype = normal ;player
name = "pillar"
ID =3051
stateno = 3051
pos = (-ifelse(var(16)=1,30,60)+var(15))*-var(16),0
postype = p1   ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,-1)
keyctrl = 0
ownpal = 1
ignorehitpause=0
size.xscale =1
size.yscale =1
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1
value = 0
movecamera=0,0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2statetype=L
value =101
ctrl = 0


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

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
[State 0, PosSet]
type = PosSet
trigger1 = (prevstateno=100||prevstateno=105) && statetype!=A 
y = 0
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = numhelper(6000)
flag = nokoslow
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =statetype!=A 
id = 56

[State 0, VarSet]
type = VarSet
trigger1 =p2statetype!=A
v = 20   ;fv = 10
value = 0
[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=211 && (prevstateno!= [600,635])  && var(25)=0
value =211
ID = 641
ignorehitpause=1

[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=10613  && var(25)
value =10613
ID = 640
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=211
value =211
ID =211
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =movehit&&enemy,stateno!=441 &&animelemtime(5)<0
value = 441
ID = 440
ignorehitpause =0
[State 0, VarSet]
type = VarSet
trigger1 =  p2stateno=411
v = 25   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v =25   ;fv = 10
value = 0


;[State 0, Explod]
;type = Explod
;triggerall = numexplod(8999)=0
;triggerall = enemynear,movetype=H
;triggerall = enemynear,anim!=5160
;trigger1 =enemynear,pos y>=0 && enemynear,anim=1205 && enemynear,time>3
;trigger2 = enemynear,stateno=1030 && enemynear,time=1
;trigger3= enemynear,stateno=442 && enemynear,anim=612 && enemynear,animelemtime(1)=1
;anim =6006
;ID =8999
;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, PlaySnd]
;type = PlaySnd
;triggerall = enemynear,movetype=H
;triggerall = enemynear,anim!=5160
;trigger1 =enemynear,pos y>=0 && enemynear,anim=1205 && enemynear,time>3
;trigger2 = enemynear,stateno=1030 && enemynear,time=1
;value = S15,0
[State 0, VarRangeSet]
type = VarRangeSet
trigger1 =p2statetype!=A && p2statetype!=L
value = 0 ;fvalue = 0
first = 6
last = 7 ;39
;ignorehitpause =
;persistent =

;ignorehitpause =
;persistent =

       ;I,A,H
[State 0, VarSet]
type = VarSet
trigger1 =enemy,statetype=L && enemy,time>40
v = 18    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 =enemy,movetype!=H
v = 18    ;fv = 10
value = 0
;[State 0, Helper]
;type = Helper
;triggerall =var(25)<ifelse(var(3)=1,2,ifelse(var(3)=2,3,4))
;trigger1 =var(3)=2 && (time%12=0)
;trigger2 =var(3)=1 &&   (time%14=0)
;trigger3 =var(3)=3 &&  (time%10=0)
;helpertype = normal ;player
;name ="Hadouken"
;ID = 1001
;stateno = 1001
;pos = ceil(135+fvar(1)),0
;postype = p1    ;p2,front,back,left,right
;facing = 1
;keyctrl = 0
;ownpal = 1
;size.yscale= 1
;size.xscale= 1

;[State 0, VarSet]
;type = Varadd
;trigger1 =var(3)=2 && (time%11=0)
;trigger2 =var(3)=1 &&   (time%13=0)
;trigger3 =var(3)=3 &&  (time%9=0)
;fv = 1   ;fv = 10
;value = 25
;ignorehitpause =
;persistent =


;[State 0, VarSet]
;type =Varadd
;trigger1 =var(3)=2 && (time%12=0)
;trigger2 =var(3)=1 &&   (time%14=0)
;trigger3 =var(3)=3 &&  (time%10=0)
;v = 25    ;fv = 10
;value = 1

[State 0, VarSet]
type = VarSet
trigger1 = stateno!=[1100,1101]
v = 9    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, RemoveExplod]
type = RemoveExplod
trigger1=enemy,anim=1200&&enemy,animelemtime(1)>=2
id = 1033
[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=1120 && enemynear,time>3
trigger4 =enemynear,pos y>=0 && enemynear,anim=1121 && enemynear,time>3
;trigger6 =enemynear,pos y>=0 && enemynear,anim=821 && enemynear,time>3 && p2stateno=821
trigger5= enemynear,anim=612 && enemynear,animelemtime(1)=1;&& p2stateno=10613
trigger6= enemynear,stateno=442 && enemynear,anim=613 && enemynear,animelemtime(1)=1
value = S15,0
[State 0, Explod]
type = Explod
triggerall = numexplod(8999)=0
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 ;&& p2stateno=10613
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 =8999
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
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
v = 4    ;fv = 10
value = 1

[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 = 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 = stateno != [1050,3801]
v = 8   ;fv = 10
value = 0




[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 Gambit By Kamekaze"
v = 50    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H
trigger1 =stateno !=[3000,4007]
fv =2 ;fv = 10
value = ifelse(fvar(2)>.1,ifelse(var(58)=1,.825,1)-((enemy,gethitvar(hitcount)) * .043),.09)
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
time = 1
value = fvar(2)
ignorehitpause = 1
persistent = 1
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype != H
trigger1 =1
fv =2 ;fv = 10
value = 1


[State 0, VarSet]
type = VarSet
triggerall = (movehit ||p2movetype=H) && (!var(25))
triggerall=p2movetype =H  && (p2stateno != [120,199])
trigger1 = 1
v = 12  ;fv = 10
value = enemy,gethitvar(hitcount)
ignorehitpause=1

[State 0, VarSet]
type = VarSet
triggerall = movehit
trigger1 = (var(25))
v = 12  ;fv = 10
value = 999

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


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

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

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

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

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

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

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

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

[State 0, 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 = %f fvar1= %d  pos x = %d "
params =pos x,fvar(1),numexplod(56)
[State -3, Wall Hit Sound]
type = PlaySnd
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, PlaySnd]
type = PlaySnd
trigger1 = p2stateno=10613 && enemy,time=1
value = S800,1
channel = 1

[State 0, VarSet]
type = VarSet
trigger1 =  var(48)=1 
v = 47    ;fv = 10
value = 0
ignorehitpause =1 
[State 0, VarSet]
type = VarSet
trigger1 =var(47)>0 && command!="holddown" &&var(19)=0 &&AILevel=0
trigger2=var(47)>0 &&(statetype=S&&movetype=I&&ctrl||(vel x >0&&statetype!=A&&movetype!=A)||stateno=[800,899])&&AILEvel>0&&var(48)=0  
v = 48    ;fv = 10
value =7
ignorehitpause =1 
[State 0, VarSet]
type = Varadd
;triggerall = var(17)=0
trigger1 = command="holddown"&&AILevel=0 && stateno!=[800,899] 
trigger2 = (statetype=C||statetype=A||(movetype=A)||statetype=L||stateno=105)&&AILevel>0&&stateno!=[800,899] 
v =47    ;fv = 10
value = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(47)>0 && command="holddown"&&AILevel=0
trigger2 =var(47)>0 &&(statetype=C||statetype=A||(movetype=A)||statetype=L)&&AILevel>0&&stateno!=[800,899] 
v = 48    ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
trigger1 =var(48)>0 && command!="holddown" &&AILevel=0
trigger2 =var(48)>0 &&(statetype=S&&movetype=I&&ctrl||(vel x >0&&statetype!=A&&movetype!=A)||stateno=[800,899])&&AILEvel>0&&AILEvel>0 
v =48    ;fv = 10
value = -1
 
[State 0, PosSet]
type = PosSet
trigger1 = (prevstateno=100||prevstateno=105) && statetype!=A 
y = 0
ignorehitpause=1

[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=1201 && enemy,movetype=H
trigger6=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=1201 && enemy,movetype=H
trigger6=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, 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

