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

; var(0):= -3
; var(1):= -1
; var(2):= -2, 1021
; var(3):= 1021
; var(4):= -2
; var(5):= -2
; var(8):= 3800, -2
; var(9):= 9000, -2
;var(10):= -2, 56
;var(11):= -2
;var(12):= 840, -2, 57
;var(13):= 3011
;var(14):= -2, 3011
;var(15):= -3, 3011
;var(16):= -2
;var(18):= -2
;var(21):= 1150, 1159, 1162, 3000, -3
;var(22):= 3000, -3
;var(24):= -2
;var(29):= 610, 611, 612, 640
;var(30):= -2
;var(31):= 610, 611, 612, 640
;var(32):= -2, 1021
;var(33):= -2
;var(46):= -2
;var(50):= -2
;var(56):= -3
;var(57):= 10000
;var(58):= 191, 192, 4001

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

; fvar(2):= -2
; fvar(3):= -2
; fvar(5):= 9000
;fvar(10):= 9000
;fvar(11):= 9000


; MvC2 Juggernaut By Kamekaze
;-----------------------------------------------------------------------------

[Data]
life = 1000
power = 5000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time =2
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 58
FloatPersistIndex = 40

[Size]
xscale = .833333333333333333333333333333
yscale = 1
ground.back = 20
ground.front = 37
air.back = 20
air.front = 22
height = 45
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -110
mid.pos = -5, -67
shadowoffset = 0
draw.offset = 0,2

[Velocity]
walk.fwd  = 2.1
walk.back = -1.85
run.fwd  = 15, 0
run.back = -18,0
jump.neu = 0,-9.3
jump.back = -2.7
jump.fwd = 2.7
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 = .63
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 = "Don't call me cheap, call me champ!"
victory2 = "I love pain. But you love it even more!"
victory3 = "I love to snap things. You're next!"
victory4 = "I'll make American hamburger outta yer face!"
victory5 = "It's Bolshoi Tavieda time!"
victory6 = "I've got nothing to say except... You suck!"
victory7 = "Nobody can withstand my Final Atomic Buster!"
victory8 = "Time to meet the pavement, idiot!"
victory9 = "Are you feeling dizzy? Want another ride? Ha ha!"
victory10= "Cross me again and I will crush you."
victory11= "YFor the love of mother... Russia?"
victory12 = "I am the strongest in the world!"
victory13 = "I love to get pain, but I love to give more!"
victory14= "I will break you into tiny little pieces."
victory15 = "No one can compare to me. Not even a mayor!"
victory16= "Ouch... That hurt! Do it again! Ha, ha!"
victory17= "Whew! I had some good exercise! I think I have Borscht now!"
victory18 = "Wow, impressive! You're almost as strong as a Siberian bear!"
victory19 = "You can't harm me! My body is unbreakable!"
victory20= "Your lack of training is why you are on the floor!"
victory21= "A tough country breeds an even tougher man!"
victory22= "Fool! You wish to be pulverized by my muscle?"
victory23 = "I apologize. I have damaged the floor with your head!"
victory24 = "I'd shake your hand, but your arms are over there!"
victory25= "I'm sorry! Do you require medical attention?"
victory26= "Not bad! You're still in one piece. Then again..."
victory27= "Through any odds, I'll prevail, Mother Russia!"
victory28 = "Wow! You make me feel so powerful!"

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

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

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


;[State 180, 1]
;type = ChangeState
;triggerall = var(17) = 0
;trigger1 =palno = [7,12]
;value = 182


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


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

[State 210, 1]
type = PlaySnd
trigger1 =animelem = 6
value = 2,6
freqmul= 1.1
[State 210, 1]
type = PlaySnd
trigger1 =animelem = 6
value = 2, 6
freqmul= 1.1

[State 186, 2]
type = AssertSpecial
trigger1 = time < 180
flag = RoundNotOver

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


[State 210, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 =animelem = 3
value = 2,3
freqmul= 1.1
[State 210, 1]
triggerall = prevstateno != 9000
type = PlaySnd
trigger1 =animelem = 3
value = 2, 3
freqmul= 1.1

[State 210, 1]
type = PlaySnd
trigger1 =animelem = 12
value = 2,4
freqmul= 1.1
[State 210, 1]
type = PlaySnd
trigger1 =animelem = 12
value = 2, 4
freqmul= 1.1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 186, 2]
type = AssertSpecial
trigger1 = time < 180
flag = RoundNotOver
;---------------------------------------------------------------------------
[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 184]
type = S
ctrl = 0
anim = 4005
velset = 0,0

[State 4003, win]
type=changestate
trigger1= time >= 60 ;&& prevstateno!=180
value=180
ctrl = 1

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

;[State 180, 1]
;type = ChangeState
;rigger1 = random <499
;value = 192


[State 180, 1]
type = ChangeState
trigger1 =  1
value = 191

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

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

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 9
value = 15, 4
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 9
value = 15,14
channel=0

[State 191, 3] ;Change to stand state when done
type = ChangeState
triggerall = palno!=11&&palno!=12
triggerall = command="holdstart"
trigger1 = animtime = 0
value = 192

[State 0, VarSet]
type = VarSet
triggerall =(palno=11||palno=12)
trigger1 = time = 0
v = 58   ;fv = 10
value = 1

[State 191, 3] ;Change to stand state when done
type = ChangeState
triggerall = (command!="holdstart"&&palno!=11&&palno!=12)||(palno=11||palno=12)
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 195
velset = 0,0

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

[State 3000, Super A]
type = SuperPause
trigger1 = time = 10
poweradd = 0
anim = -1
time = 45

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

[State 0, Explod]
type = Explod
trigger1 =time =  9
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 9
anim = 6004
ID = 6001
pos = 14,-89
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90


[State 3000, helper]
type = Helper
trigger1 = time = 10
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4000
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90

[State 0, VarSet]
type = VarSet
triggerall = prevstateno != 9000
trigger1 = time = 2
v = 58   ;fv = 10
value = 1

[State 0, 0] ;Change palette
type = RemapPal
triggerall =  var(58)=1
trigger1 =time = 3
source = 1,1
dest = 1,ifelse(random<499,11,12)

[State 4000, 7]
type = ChangeState
trigger1 = Time = 20
value = 0

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

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 12
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 12


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

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

[State 200, 1]
type = PlaySnd
trigger1 = time= 12
value = 2, 1
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = time= 12
value = 2, 1
channel=0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 45
value = 143
[State 9000, ChangeAnim]
type = ChangeAnim
triggerall = var(58) = 1
triggerall = prevstateno = 9000
trigger1 = Time =0
value = Anim
elem  = var(33)

[State 195, 2]
type = ChangeState
trigger1 =time = 50
value = 0
ctrl = 1

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

ctrl = 0

poweradd = 14
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =200

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 42;,3
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10, -57
hitsound = S1, 0
guardsound = S3,1
ground.type = High
ground.slidetime =8
ground.hittime  = 8
guard.ctrltime =7
ground.velocity = -3.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
forcenofall=1
id=200
nochainforcenofall=1
id=200
air.hittime = 12
forcenofall=1


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 200, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = time = 0
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

;---------------------------------------------------------------------------
; 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; 8
poweradd= 30
ctrl = 0

sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =205

[State 210, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = Time = 2
value = 0, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage  =  69;,12
guardflag = MA
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-80
hitsound   = S1,4
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 10
guard.ctrltime =13
ground.velocity = -6.7
air.velocity = -2.5,-4
id=205
nochainid=205
air.hittime = 20
forcenofall=1


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =205
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; 8
poweradd= 59
ctrl = 0
velset=0,0

sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =210

[State 210, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = Time = 2
value = 0, 2


[State 210, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 =animelem = 2
value = 2, 1
freqmul= 1.1
[State 210, 1]
triggerall = prevstateno != 9000
type = PlaySnd
trigger1 =animelem = 2
value = 2, 1
freqmul= 1.1

[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(2)=1
x = 6

[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(3)=1
trigger2 = animelemtime(3)=3
trigger3 = animelemtime(4)=1
trigger4 = animelemtime(4)=1
x = 6
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3 && !movecontact
attr = S, NA
animtype  = heavy
damage    =125;,12
guardflag = MA
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-90
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -7.7
air.velocity = -2.5,-4
id=210
nochainid=210
forcenofall=1
air.hittime = 19
forcenofall=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =210
ignorehitpause =1 
[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; 0
velset=-10,6
poweradd= 59
ctrl = 0
sprpriority = 2
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .69
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 1205
[State 0, NotHitBy]
type = NotHitBy
trigger1 =anim!=1205
value = SCA
;value2 = S,NA
time = 1

;ignorehitpause =
;persistent =

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = alive
trigger1 = animelemtime(1)>7 && anim!=5200 && anim=5160
value = 5200
[State 0, SelfState]
type = SelfState
trigger1 =pos y >=0 &&anim=5200  &&alive
value =52
ctrl=1
[State 0, SelfState]
type = SelfState
trigger1 =pos y >=0 &&!alive  && time>5
value =5100
ctrl=1
;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  =0;6;; 0
poweradd= 14
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =230

[State 230, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = Time = 2
value = 0, 0

[State 230, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = Medium
damage    = 42;,6
guardflag = MA
hitflag=MAFD
pausetime = 10,10
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-48
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.4
air.velocity = -2.5,-3.5
down.velocity= -2,-5
id=230
nochainid=230
air.hittime = 12
forcenofall=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =230
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;; 8
poweradd= 30
ctrl = 0

sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =235

[State 240, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = Time = 2
value = 0, 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = Medium
damage    = 69;,7
guardflag = MA
pausetime = 10,10
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -12,-78
hitsound   = S1,1
guardsound = S3,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 10
guard.ctrltime =14
ground.velocity = -7.8
air.velocity = -2.2,-3.2
id=235
nochainid=235
air.hittime = 17
forcenofall=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =235
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;; 8
poweradd= 59
ctrl = 0

sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =240

[State 230, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = animelem = 2
value = 0, 4

[State 230, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = animelem = 2
value = 2, 0
freqmul= 1.1

[State 210, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = animelem = 2
value = 2,0
freqmul= 1.1

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Medium
damage    = 63;,3
guardflag = MA
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -15,-78
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -3
air.velocity = -2.5,-3.5
id=240
nochainid=240
[State 230, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = up
damage    = 63;,3
guardflag = MA
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-108
hitsound   = S1,2
guardsound = S3,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 18
guard.ctrltime=17
ground.velocity = -2,-13
air.velocity = -2.5,-13
air.hittime=18
yaccel=.63
id=241
nochainid=241
forcenofall=1


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =241
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;; 5
poweradd= 12
ctrl = 0
sprpriority = 2

[State 400, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = Time = 1
value = 0, 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =400

[State 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage    = 42;,3
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-55
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 6
ground.hittime  = 8
ground.velocity = -2
air.velocity = -1.5,-3
id=400
nochainid=400
air.hittime = 12
forcenofall=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =400
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;; 5
poweradd= 28
ctrl = 0
sprpriority = 2

[State 400, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = Time = 1
value = 0, 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =405

[State 230, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = animelem = 2
value = 2, 2
freqmul= 1.1

[State 210, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = animelem = 2
value = 2,2
freqmul= 1.1

[State 0, Helper]
type = Helper
trigger1 = movehit && numtarget(410)
helpertype = normal ;player
name = "launch"
ID = 7011
stateno =7011
pos =70,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 40
pausemovetime = 40
ignorehitpause=1
persistent=0
[State 400, 2]
type = HitDef
trigger1 = animelem = 9 && !movecontact
attr = S, NA
damage    =69;,9
priority  = 3
animtype  = up
hitflag = MAF
guardflag =M
pausetime = 10,10
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-40
hitsound   = S1,4
guardsound = S3,1
ground.type = Low
guard.ctrltime = 10
ground.velocity = -1,-15
air.velocity = -2,-13
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -1,-19.45
air.velocity = -2,-16.95
yaccel=.55
id=410

[State 400, 2]
type = HitDef
trigger1 = animelem = 4 && !movecontact
attr = C, NA
damage    = 69;,9
priority  = 3
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 10,10
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-97
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
guard.ctrltime = 10
guard.ground.slidetime = 15
guard.ground.hittime  = 15
ground.velocity = -1,-15
air.velocity = -2,-13
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1,-18
air.velocity = -2,-17.5
yaccel=.55
id=410

[State 0, TargetState]
type = TargetState
trigger1 =movehit&&p2stateno!=411
value = 411
ID = 410
ignorehitpause =0
;persistent =

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 411]
type    = A
movetype= H
physics = N
juggle  =0;0;; 8
velset=-1,-16.35
poweradd= 59
ctrl = 0
sprpriority = 0
[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>=26
value =5040
ctrl=1


;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  =0;0;; ifelse(p2statetype= A,9,6)
poweradd= 55
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =410

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


[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3 && !movecontact
attr = S, NA
damage    =125;,15
animtype  = heavy
hitflag = MAF
guardflag = MA
pausetime = 12,12
priority = 6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-63
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 12
ground.hittime  =18
guard.ctrltime =16
ground.velocity = -7
air.velocity = -5,-4
id=410
nochainid=410
air.hittime = 21
forcenofall=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =410
ignorehitpause =1 
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  =0;6;; 8
poweradd= 12
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =430

[State 430, 1]
type = PlaySnd

trigger1 = animelem=1
value = 0, 0

[State 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 42;,6
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 9,9
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-6
hitsound   = S1,0
guardsound = S3,1
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -2
air.velocity = -2,-3
down.velocity = -3,-5
down.hittime = 12
id=430
nochainid=430
air.hittime = 12
forcenofall=1


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =430
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;; 8
poweradd= 28
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =435


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

[State 430, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 69;,8
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-70
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 12
ground.hittime  =14
guard.ctrltime =17
ground.velocity = -2
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
id=435
nochainid=435
air.hittime = 20
forcenofall=1


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =435
ignorehitpause =1 
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  =0;8;; 8
poweradd=55
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =440


[State 440, 2]
type = PlaySnd
trigger1 = animelem=1
value = 0, 4


[State 440, 3]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 125;,12
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-6
hitsound   = S1,2
guardsound = S3,1
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -2,-2.5
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
id=440
nochainid=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,-1
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=5101|| stateno=614||stateno=615
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5101)
trigger1 = pos y>=0 && (anim=5070) && time>3
value = 5101
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5101)
trigger1 = pos y>=0 &&(anim=5070) && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 615
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5101 && animtime=0
value = 615

[State 0, PosSet]
type = PosSet
trigger1 =anim=5101 || anim=615 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5101 || anim=615||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = selfState
triggerall = alive
triggerall = anim=615 && 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)=25 && anim=615
value =ifelse(alive,5120,5110)
ctrl=1
;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = N
juggle  =0;0;; 1
poweradd= 13
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =600
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .485
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !numexplod(56)
physics = A
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
[State 600, 1]
type = PlaySnd
trigger1 = animelem=1
value = 0, 0





[State 600, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 35;,10
guardflag = HA
priority = 3
animtype=medium
air.animtype=up
pausetime = 6,6
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-78
hitsound   = S1,0
guardsound = S3,1
ground.type = High
ground.slidetime =6
ground.hittime = 12
air.hittime = 12
ground.velocity = -4
air.velocity = -.2,-6.5
yaccel=.8
forcenofall=1
id=200


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 600, 3]
type = changestate
trigger1 =  animtime = 0
value = 57
ctrl=1
;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 605]
type    = A
movetype= A
physics =N
juggle  =0;0;; 1
poweradd= 29
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =605
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .485
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !numexplod(56)
physics = A
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

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

[State 600, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
animtype=medium
air.animtype=up
damage    = 63;,10
guardflag = HA
priority = 3
pausetime = 7,7
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-83
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,-3
yaccel=.8
forcenofall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1


[State 600, 3]
type = changestate
trigger1 =  animtime = 0
value = 57
ctrl=1
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = N
juggle  =0;0;; 2
poweradd= 58
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =610
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .485
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !numexplod(56)
physics = A
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
[State 610, 2]
type = PlaySnd
trigger1 =animelem=1
value = 0, 2

[State 0, ScreenBound]
type = ScreenBound
triggerall = movecontact && !moveguarded  &&  pos y < -340
trigger1 = 1
value = 0


[State 640, 3]
type = HitDef
triggerall =var(24)
trigger1 = animelem = 3  && !movecontact
attr = A, NA
damage    = 111;,3
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -17,14
yaccel = .7
fall  =1
fall.recover = 0
id=640


[State 640, 3]
type = HitDef
triggerall =!var(24)
trigger1 = animelem = 3  && !movecontact
attr = A, NA
damage    = 111;,8
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,14
id=641

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit &&p2statetype=A   && var(24)
value = 612

[State 0, ScreenBound]
type = ScreenBound
triggerall = anim=612
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 = 103

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(24)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -220 && enemy,pos y >-10 &&movehit
v = 29    ;fv = 10
value = 1

[State 0, VelSet]
type = VelSet
triggerall =  var(24)
 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
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 611]
type    = A
movetype= A
physics = A
juggle  =0;0;; 2
poweradd= 58
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =606
[State 610, 2]
type = PlaySnd
trigger1 = animelem=1
value = 0, 2

[State 640, 3]
type = HitDef
triggerall =var(24)
trigger1 = animelem = 3  && !movecontact
attr = A, NA
damage    = 111;,3
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -17,14
yaccel = .7
fall  =1
fall.recover = 0
id=640
[State 640, 3]
type = HitDef
triggerall =!var(24)
trigger1 = animelem = 3  && !movecontact
attr = A, NA
damage    = 111;,8
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,14
id=641

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit &&p2statetype=A   && var(24)
value = 607


[State 0, ScreenBound]
type = ScreenBound
triggerall = anim=607
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 = 103

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(24)
 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(24)
 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

;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 10613]
type    = A
movetype= H
physics = N
juggle  =0;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 = ChangeAnim2
triggerall = anim!=5160
trigger1 =pos y>=0 && anim=1205 && time>3
value = 5160
[State 0, PosSet]
type = PosSet
trigger1 = anim=5160&& animelem=1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=1 && anim=5160
y = -7
x=0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5101)
trigger1 = pos y>=0 && anim=5160 && animelemtime(1)>10
value = 5101
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5101)
trigger1 = pos y>=0 && anim=5160 && animelemtime(1)>10
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 615
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5101 && animtime=0
value = 615

[State 0, PosSet]
type = PosSet
trigger1 =anim=5101 || anim=615 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5101 || anim=615||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=ifelse(p2stateno!=103,5,31) && anim=615
value =ifelse(alive,5120,5110)
ctrl=1
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 612]
type    = A
movetype= A
physics = A
juggle  =0;0;; 2
poweradd= 58
ctrl = 0
anim = 611
sprpriority = 2

[State 210, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 =animelem = 2
value = 2, 2
freqmul= 1.1
[State 210, 1]
triggerall = prevstateno != 9000
type = PlaySnd
trigger1 =animelem = 2
value = 2, 2
freqmul= 1.1
[State 9000, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno = 9000
trigger1 = Time =0
value = Anim
elem  = var(33)
ignorehitpause=1
persistent=1
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 640, 3]
type = HitDef
triggerall =var(24)
trigger1 = animelem = 2 && !movecontact
attr = A, NA
damage    = 125;,3
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -17,14
yaccel = .7
fall  =1
fall.recover = 0
id=640

[State 640, 3]
type = HitDef
triggerall =!var(24)
trigger1 = animelem = 2  && !movecontact
attr = A, NA
damage    = 125;,8
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,14
id=641

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit &&p2statetype=A   && var(24)
value = 613


[State 0, ScreenBound]
type = ScreenBound
triggerall = anim=613
trigger1 = 1
value = 0
[State 600, 3]
type = changestate
 triggerall =prevstateno= [600,635]
trigger1 = p2statetype=L&&var(31)=19 && var(29)=1
value = 103

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(24)
 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(24)
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -230
x = 0
y = 0

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = N
juggle  =0;0;; 1
poweradd= 13
ctrl = 0
anim = 630
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =630
[State 630, 1]
type = PlaySnd
trigger1 = animelem=1
value = 0, 0

[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .485
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !numexplod(56)
physics = A
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52



[State 630, 2]
type = HitDef
trigger1 = animelem =3
attr = A, NA
animtype=medium
air.animtype=up
damage = 42;,7
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -5,-35
hitsound   = S1,0
guardsound = S3,1
ground.type = High
ground.slidetime =6
ground.hittime = 12
air.hittime = 12
ground.velocity = -4
air.velocity = -.2,-6.5
yaccel=.8
forcenofall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1
[State 600, 3]
type = changestate
trigger1 =  animtime = 0
value = 57
ctrl=1
;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 631]
type    = A
movetype= A
physics = N
juggle  =0;0;; 1
poweradd= 13
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =631
[State 630, 1]
type = PlaySnd
trigger1 = animelem=1
value = 0, 0
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .485
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !numexplod(56)
physics = A
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

[State 630, 2]
type = HitDef
trigger1 = animelem =3
attr = A, NA
animtype=medium
air.animtype=up
damage = 69;,7
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -5,-35
hitsound   = S1,0
guardsound = S3,1
ground.type = High
ground.slidetime =6
ground.hittime = 12
air.hittime = 12
ground.velocity = -4
air.velocity = -.2,-6.5
yaccel=.8
forcenofall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 635]
type    = A
movetype= A
physics = N
juggle  =0;0;; 1
poweradd= 29
ctrl = 0

sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =635
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .485
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !numexplod(56)
physics = A
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
[State 640, 2]
type = PlaySnd
trigger1 = animelem=1
value = 0, 1

[State 630, 2]
type = HitDef
trigger1 = animelem =2
attr = A, NA
animtype=medium
air.animtype=up
damage    = 63;,5
guardflag = HA
priority = 4
pausetime = 7,7
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-75
hitsound   = S1,1
guardsound = S3,1
ground.type = High
ground.slidetime = 9
ground.hittime = 15
air.hittime = 28
guard.ctrltime = 15
ground.velocity = -4
air.velocity =-.2,-5
yaccel=.8
forcenofall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1

[State 9000, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno = 9000
trigger1 = Time =0
value = Anim
elem  = var(33)
[State 600, 3]
type = changestate
trigger1 =  animtime = 0
value = 57
ctrl=1
;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = N
juggle  =0;0;; 2
poweradd= 58
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =640
[State 640, 2]
type = PlaySnd
trigger1 = animelem=1
value = 0, 4
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .485
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !numexplod(56)
physics = A
[state 9000, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
[State 9000, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno = 9000
trigger1 = Time =0
value = Anim
elem  = var(33)
ignorehitpause=1
persistent=1
[State 640, 3]
type = HitDef
triggerall =var(24)
trigger1 = animelem = 2
attr = A, NA
damage    = 125;,9
guardflag = HA
priority = 4
pausetime = 13,13
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-68
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -17,14
yaccel = .7
fall  =1
fall.recover = 0
id=640

[State 640, 3]
type = HitDef
triggerall =!var(24)
trigger1 = animelem = 2
attr = A, NA
damage    = 125;,9
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-68
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,14
id=641


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit &&p2statetype=A  && var(24)
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 = 103

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(24)
 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(24)
 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
;---------------------------------------------------------------------------
[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, NotHitBy]  ;Can't get hit while rolling
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[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
velset = 0,0
ctrl = 0
anim = 800

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

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 210
ctrl = 0
;-------------------------------------------------------------
[Statedef 801]
type = A
movetype= A
physics = N
juggle = 0
ctrl = 0
velset=0,0
anim = 803

[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 = S
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority = 9
[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, TargetState]
type = TargetState
trigger1 = prevstateno = 101 && time = 0
value =820

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 87,-68
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2


[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(2)>=0&&animelemtime(3)<0
pos =ceil(17*(const(size.xscale))),-75

[State 810, Bind 3]
type = TargetBind
trigger1 =  AnimElemtime(3)>=0&&animelemtime(4)<0
pos =ceil(-19*(const(size.xscale))),-52

[State 810, Bind 1]
type = TargetBind
trigger1 =  AnimElemtime(4)>=0&&animelemtime(5)<0
pos = ceil(-17*(const(size.xscale))),-56

[State 810, Bind 2]
type = TargetBind
trigger1 =  AnimElemtime(5)>=0&&animelemtime(6)<0
pos = ceil(-4*(const(size.xscale))),-64

[State 810, Bind 3]
type = TargetBind
trigger1 =  AnimElemtime(6)>=0&&animelemtime(7)<0
pos = ceil(5*(const(size.xscale))),-95


[State 810, Bind 3]
type = TargetBind
trigger1 =  AnimElemtime(7)>=0&&animelemtime(8)<0
pos = ceil(105*(const(size.xscale))),-81
[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = ceil(122*(const(size.xscale))),-22


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -111

[State 810, Throw]
type = TargetState
trigger1 = AnimElemtime(8) = 8
value = 821

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

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=9
x = 60

[State 0, Width]
type = Width
trigger1 =animelemtime(5) > 0
edge = 125,0
player = 0,0

[State 831, Shake]
type  = envshake
trigger1 = animelem = 8
freq  = 60
time  = 16
ampl  = 4

[State 0, Explod]
type = Explod
trigger1 = AnimElemtime(8) = 8
anim =6006
ID =8002
pos = -20,30
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
trigger1 = animelem = 8
value = S2,2
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S2,2
channel=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S15,2

[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=0
[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=810
value = 5050

[State 0, Width]
type = Width
trigger1 =animelemtime(3) > 0
edge = 30,30
player = 0,0


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

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

;----------------------------------------------------------------------
[Statedef 821]
type =A
movetype = H
velset = -5,-12
poweradd = 40


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


;ignorehitpause =
;persistent =

[State 3545, 1]
type = ChangeAnim2
trigger1 = !selfanimexist(5061) && time = 0
value = 1104




;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .73
[State 0, NotHitBy]
type = NotHitBy
trigger1 = statetype!=L
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=5100|| anim=614||anim=615
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y>=0 && (anim=1104||anim=5061) && time>3
value = 5100
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y>=0 &&( anim=1104||anim=5061) && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 615
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5100 && animtime=0
value = 615

[State 0, PosSet]
type = PosSet
trigger1 =anim=5100 || anim=615 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=615||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

;ignorehitpause = 
;persistent = 
[State 0, ChangeState]
type = selfState
triggerall = alive
triggerall = anim=615 && 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)=18 && anim=615
value =ifelse(alive,5120,5110)
ctrl=0
;-------------------------------------------------------------
[Statedef 830]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 835

[State 800, 1]
type = HitDef
Trigger1 = animelem = 1
attr = A, SA
guardflag = HA
priority = 6
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 840
p2stateno = 850
hitsound = S800,0
fall = 1

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


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 611
ctrl = 0

;----------------------------------------------------------------------
[Statedef 840]
type = A
movetype= A
physics = N
anim = 840
poweradd = 60
[State 0, VarSet]
type = VarSet
triggerall = prevstateno!=[1050,1063]
trigger1 = random<33*AIlevel&&AIlevel>0&&time=0
v = 20   ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=802 
value =801

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


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

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

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2


[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 && prevstateno=[1050,1062]
y = -30
;ignorehitpause =
;persistent =


[State 4001, bind]
type=targetbind
trigger1=animelem=1
pos=ceil(92*(const(size.xscale))),-75

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


[State 4001, bind]
type=targetbind
trigger1=animelem=2
pos=72*(const(size.xscale)),-126

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(54*(const(size.xscale))),-129

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=-26*(const(size.xscale)),-132

[State 4001, bind]
type=targetbind
trigger1=animelem=5
pos=ceil(-114*(const(size.xscale))),-59

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 5
value = 851

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

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 12  ;fv = 10
value = 999
;ignorehitpause =
;persistent =

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

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 57
ctrl = 1

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

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 841

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=840
value = 5050


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


[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1
;----------------------------------------------------------------------
[Statedef 851]
type = A
movetype = H
physics = N
velset = 5,7
poweradd = 40

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

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

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5



[State 810, Hurt]
type =LifeAdd
trigger1 = time=0
value = -111

[State 821, 4] ;Hit ground
type = changeState
trigger1 = time=0
value = 1003 ;Hit ground
;-------------------------------------------------------------
[Statedef 860]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

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

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

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

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
edge = 0,25
player = 0,25
value = 0,25
[State 0, TargetState]
type = TargetState
trigger1 = prevstateno = 101 && time = 0
value =862
[State 0, VarSet]
type = VarSet
trigger1 = random<33*AIlevel&&AIlevel>0&&time=0
v = 20   ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=802 
value =801

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

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 11
value = 15, 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 11
anim =7007
ID =7007
pos = 62,-93
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 11
value = -42

[State 4001, bind]
type=targetbind
trigger1=animelem=1
pos=ceil(80*(const(size.xscale))),-69

[State 4001, bind]
type=targetbind
trigger1=animelem=2
pos=ceil(77*(const(size.xscale))),-69

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(96*(const(size.xscale))),-73

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=ceil(77*(const(size.xscale))),-69

[State 4001, bind]
type=targetbind
trigger1=animelem=5
pos=ceil(96*(const(size.xscale))),-73

[State 4001, bind]
type=targetbind
trigger1=animelem=6
pos=ceil(77*(const(size.xscale))),-69

[State 4001, bind]
type=targetbind
trigger1=animelem=7
pos=ceil(96*(const(size.xscale))),-73

[State 4001, bind]
type=targetbind
trigger1=animelem=8
pos=ceil(77*(const(size.xscale))),-69

[State 4001, bind]
type=targetbind
trigger1=animelem=9
pos=ceil(80*(const(size.xscale))),-69

[State 4001, bind]
type=targetbind
trigger1=animelem=10
pos=ceil(77*(const(size.xscale))),-69

[State 4001, bind]
type=targetbind
trigger1=animelem=11
pos=ceil(96*(const(size.xscale))),-73

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 12
value = 863
[State 0, Width]
type = Width
trigger1 = 1
edge = 90,20

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

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

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


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

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=861
value = 5050

;----------------------------------------------------------------------
[Statedef 863]
type = A
movetype = H
physics = N
velset = -11,-2
poweradd = 40

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = 30

;ignorehitpause =
;persistent =

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

[State 3545, 1]
type = ChangeAnim2
trigger1 = !selfanimexist(5061) && time = 0
value = 1104


;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .73
[State 0, NotHitBy]
type = NotHitBy
trigger1 = statetype!=L
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=5100|| anim=614||anim=615
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 &&(anim=1104||anim=5061) && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 615

[State 0, PosSet]
type = PosSet
trigger1 =anim=5100 || anim=615 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=615||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

;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)=18 && anim=615
value =ifelse(alive,5120,5110)
ctrl=0
;-------------------------------------------------------------
[Statedef 870]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing =1
p2facing = 1
p1stateno = 811
p2stateno = 812
hitsound = S800,0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 811]
type = S
movetype= A
physics = N
anim = 811
poweradd = 60
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2

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

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 4
value =-111

[State 4001, bind]
type=targetbind
trigger1=animelem=1
pos=ceil(96*(const(size.xscale))),-54

[State 4001, bind]
type=targetbind
trigger1=animelem=2
pos=ceil(94*(const(size.xscale))),-44

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(64*(const(size.xscale))),-114

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 813


[State 0, Helper]
type = Helper
trigger1 =animelem=4
helpertype = normal ;player
name = "launch"
ID = 7011
stateno =7011
pos = 40,-35
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 40
pausemovetime = 40
ignorehitpause=1
persistent=0

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

;----------------------------------------------------------------------
[Statedef 812]
type = A
movetype = H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 812


[State 0, ScreenBound]
type = ScreenBound
trigger1 =  1
value =1
movecamera=1,0
[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=811
value = 5050
;--------------------------------------------------------
[Statedef 813]
type = A
movetype = H
physics = N
velset = -.5,-17
poweradd = 40

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5051


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

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = time = 40
value = 5040 ;Hit ground
;-------------------------------------------------------------
[Statedef 871]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing =1
p2facing = 1
p1stateno = 814
p2stateno = 815
hitsound = S800,0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 410
ctrl = 0

;----------------------------------------------------------------------
[Statedef 814]
type = C
movetype= A
physics = N
anim = 813
poweradd = 60


[State 0, Width]
type = Width
trigger1 = time=[0,5]
edge = 90,90

[State 4001, bind]
type=targetbind
trigger1=animelem=1
pos=115,-64

[State 4001, bind]
type=targetbind
trigger1=animelem=2
pos=ceil(117*(const(size.xscale))),-61

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(115*(const(size.xscale))),-64

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=ceil(117*(const(size.xscale))),-61

[State 4001, bind]
type=targetbind
trigger1=animelem=5
pos=ceil(115*(const(size.xscale))),-64

[State 4001, bind]
type=targetbind
trigger1=animelem=6
pos=ceil(117*(const(size.xscale))),-61

[State 4001, bind]
type=targetbind
trigger1=animelem=7
pos=ceil(115*(const(size.xscale))),-64

[State 4001, bind]
type=targetbind
trigger1=animelem=8
pos=ceil(117*(const(size.xscale))),-61

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 9
value = 816

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
value = S15,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
value = S15,3


[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
value =-56

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

;----------------------------------------------------------------------
[Statedef 815]
type = A
movetype = H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 814

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

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=814
value = 5050

;----------------------------------------------------------------------
[Statedef 816]
type = A
movetype = H
physics = N
velset = -11,-5
poweradd = 40

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

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = 30

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

[State 3545, 1]
type = ChangeAnim2
trigger1 = !selfanimexist(5061) && time = 0
value = 1104


[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .73
[State 0, NotHitBy]
type = NotHitBy
trigger1 = statetype!=L
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=5100|| anim=614||anim=615
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y>=0 && (anim=1104||anim=5061) && time>3
value = 5100
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y>=0 &&( anim=1104||anim=5061) && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 615
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5100 && animtime=0
value = 615

[State 0, PosSet]
type = PosSet
trigger1 =anim=5100 || anim=615 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=615||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

;ignorehitpause = 
;persistent = 
[State 0, ChangeState]
type = selfState
triggerall = alive
triggerall = anim=615 && 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)=18 && anim=615
value =ifelse(alive,5120,5110)
ctrl=0
;---------------------------------------------------------------------------
[Statedef 1000]
type    =S
movetype= A
physics = S
juggle  =0;0;; 4
poweradd= 13
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1000


[State 400, 2]
type = HitDef
trigger1 = animelem = 3 && !movecontact
trigger2 = animelem = 4&& !movecontact
attr = S, SA
damage    = 70,9
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-57
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5,-3
air.velocity = -1.5,-3
fall =1
fall.recover=0
id=1003
[State 831, Shake]
type  = envshake
trigger1 = animelem = 5
freq  = 60
time  = 12
ampl  = 4



[State 1000, 1]
type = PlaySnd
trigger1 = animelem =5
value = S1,3




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

;---------------------------------------------------------------------------
[Statedef 1002]
type    =A
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 13
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1006



[State 400, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
damage    = 69;,9
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 8,8
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-57
hitsound   = S1,1
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -0,2
air.velocity = -1.5,8
fall =1
fall.recover=0
id=1003
[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = 3
y = 7

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(3)>=0&& animelemtime(4)<0
y = .6


[State 1000, 7]
type = Changeanim
trigger1 =pos y > -10
value = 1006
elem=4
persistent=0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=4
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = animelem=4
y = 0
;ignorehitpause = 
;persistent = 
[State 831, Shake]
type  = envshake
trigger1 = animelem = 4
freq  = 60
time  = 12
ampl  = 4



[State 1000, 1]
type = PlaySnd
trigger1 = animelem =4
value = S1,3

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value =0
ctrl = 1
;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 1003]
type    = A
movetype= H
physics = N
poweradd = 56
facep2=1
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 1205
;elem = 1
;ignorehitpause = 
;persistent = 

[State 0, HitVelSet]
type = HitVelSet
trigger1 = time=0 && (prevstateno!=1103 && prevstateno!=1155&& prevstateno!=851)
x = 1
y = 1
;ignorehitpause = 
;persistent =

;ignorehitpause =
;persistent =



[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 &&(prevstateno=1103 || prevstateno=1155)
y = -15
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 = (prevstateno!=1103 && prevstateno!=1155&& prevstateno!=851)
y = gethitvar(yaccel)
[State 0, VelAdd]
type = VelAdd
trigger1 =(prevstateno=1103)
y = .63
[State 0, VelAdd]
type = VelAdd
trigger1 =( prevstateno=1155)
y = .74

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = ( prevstateno=851)
y = .5
[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=615
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y>=-10 && (anim!=5100 && anim!=614&& anim!=615) && time>3
value = 5100
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y>=0 &&(anim!=5100 && anim!=614&& anim!=615) && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 615
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5100 && animtime=0
value = 615

[State 0, PosSet]
type = PosSet
trigger1 =anim=5100 || anim=615 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=615||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = selfState
triggerall = p2stateno!=3050
triggerall = alive
triggerall = anim=615 && animelemtime(1)>1
trigger1 = command="x"||command="y"||command="z"||command="a"||command="b"||command="c"
trigger2= AIlevel >0 && random<249
value =5120
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=8 && anim=615
value =ifelse(alive,5120,5110)
ctrl=0
;---------------------------------------------------------------------------
[Statedef 1004]
type    = S
movetype= A
physics = S
juggle  =0;0;; 4
poweradd= 13
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1200
[State 1000, 1]
type = PlaySnd
trigger1 = animelem =2
value = S0,4

[State 400, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
damage    = 111,9
priority  = 3
animtype  = heavy
hitflag = MAF
guardflag =MA
pausetime = 1,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -7
air.velocity = -1.5,-3
forcenofall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2,2
channel=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2,2
channel=0
[State 0, Helper]
type = Helper
triggerall = numhelper(1005)<1
trigger1 =animelem = 2
helpertype = normal ;player
name ="Hadouken"
ID = 1005
stateno = 1005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.yscale= 1
size.xscale= const(size.xscale)

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Helper]
type = Helper
triggerall = prevstateno != 9000
triggerall = numhelper(1001)<1
trigger1 =animelem = 4
helpertype = normal ;player
name ="Hadouken"
ID = 1001
stateno = 1001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.yscale= 1
size.xscale= 1

[State 0, PosAdd]
type = PosAdd
triggerall = prevstateno!=9000
trigger1 = animelemtime(1)=2
trigger2= animelemtime(2)=2
trigger3 = animelemtime(3)=2
x = 12


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



;---------------------------------------------------------------------------
; CNS difficulty: medium
[Statedef 1006]
type    = S
movetype= A
physics = S
juggle  =0;0;; 4
poweradd= 13
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1200


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2,2
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem =2
value = S0,4

[State 400, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
damage    = 111,9
priority  = 3
animtype  = heavy
hitflag = MAF
guardflag = MA
pausetime = 1,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-67
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -7
air.velocity = -1.5,-3
forcenofall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1

[State 0, Helper]
type = Helper
triggerall = numhelper(1005)<1
trigger1 =animelem = 2
helpertype = normal ;player
name ="Hadouken"
ID = 1005
stateno = 1005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.yscale= 1
size.xscale= const(size.xscale)

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Helper]
type = Helper
triggerall = prevstateno != 9000
triggerall = numhelper(1001)<1
trigger1 =animelem = 4
helpertype = normal ;player
name ="Hadouken"
ID = 1001
stateno = 1001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.yscale= 1
size.xscale= 1

[State 0, PosAdd]
type = PosAdd
triggerall = prevstateno!=9000
trigger1 = animelemtime(1)=2
trigger2= animelemtime(2)=2
x = 20
[State 0, PosAdd]
type = PosAdd
triggerall = prevstateno!=9000
trigger1= animelemtime(3)=2
x = 30
[State 0, ChangeAnim]
type = Changestate
trigger1 = animtime = 0
value =0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1010]
type    =S
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 13
velset = 0,0
ctrl = 0
sprpriority = 1

[State 1000, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = animelem =2
value = S2,0
channel=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1001

[State 400, 2]
type = HitDef
triggerall = p2statetype!=C
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3= animelem = 9
attr = S, SA
damage    = 28,9
priority  = 3
animtype  = up
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-87
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
air.hittime=35
ground.velocity = -2,-4
air.velocity = (ifelse(command = "holdfwd",-2,0)),-3
yaccel=.55
fall=1
id=1003
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1


;ignorehitpause = 
;persistent = 

[State 400, 2]
type = HitDef
trigger1 = animelem = 12
attr = S, SA
damage    = 21,9
priority  = 3
animtype  = up
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-87
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -8,-4
air.velocity = -8,-4
air.hittime=25
fall=1
id=1003

[State 0, VelSet]
type = VelSet
triggerall = AILevel=0
triggerall = command != "holdback"
trigger1 = command = "holdfwd"
x = 1.5
[State 0, VelSet]
type = VelSet
triggerall = AILevel=0
triggerall = command != "holdfwd"
trigger1 = command = "holdback"
x = -1.5

[State 0, VelSet]
type = VelSet
triggerall = AILevel>0
trigger1 = movehit || p2bodydist x <=270
x = 1.5
[State 0, VelSet]
type = VelSet
trigger1 = command != "holdback" && command != "holdfwd"
x = 0

[State 0, VelSet]
type = Velmul
triggerall =  anim = 1003
trigger1 = animelemtime(12)<0
x = .9

[State 0, VelSet]
type = Velset
triggerall =  anim = 1003
trigger1 = animelemtime(16)>=0
x = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3= animelem = 10
trigger4 = animelem = 13
value = S0,2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3= animelem = 10
trigger4 = animelem = 13
value = S0,2


[State 0, NotHitBy]
type = hitby
trigger1 = animelemtime(1)>=0 && animelemtime(15)<0
value = SCA,AA,AT
time = 1
ignorehitpause =1
persistent =  1

[State 1000, 7]
type = Changestate
trigger1 =animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1011]
type    =S
movetype= A
physics = S
juggle  =0;0;; 4
poweradd= 13
velset = 0,0
ctrl = 0
sprpriority = 1




[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1004

[State 400, 2]
type = HitDef
trigger1 = !movecontact 
attr = S, SA
damage    = 97,9
priority  = 3
animtype  = up
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-87
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -8,-3
air.velocity = -8,-3
air.hittime=25
forcenofall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1
[State 0, VelSet]
type = VelSet
triggerall = AILevel=0
triggerall = command != "holdback"
trigger1 = command = "holdfwd"
x = 1.5
[State 0, VelSet]
type = VelSet
triggerall = AILevel=0
triggerall = command != "holdfwd"
trigger1 = command = "holdback"
x = -1.5

[State 0, VelSet]
type = VelSet
triggerall = AILevel>0
trigger1 = movehit || p2bodydist x <=270
x = 1.5
[State 0, VelSet]
type = VelSet
trigger1 = command != "holdback" && command != "holdfwd"
x = 0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem =2
value = S2,0
channel=0
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S0,2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S0,2


[State 0, VelSet]
type = Velmul
triggerall =  anim = 1003
trigger1 = animelemtime(6)<0
x = .9

[State 0, VelSet]
type = Velset
triggerall =  anim = 1003
trigger1 = animelemtime(6)>=0
x = 0

[State 0, NotHitBy]
type = HitBy
trigger1 = animelemtime(1)>=0 && animelemtime(11)<0
value = SCA,AA,AT
time = 1
ignorehitpause =1
persistent =  1

[State 1000, 7]
type = Changestate
trigger1 =  animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1012]
type    =A
movetype= A
physics = A
juggle  =0;0;; 4
poweradd= 13
ctrl = 0
sprpriority = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1005
 [State 1000, 1]
type = PlaySnd
trigger1 = animelem =2
value = S2,1
channel=0
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S0,2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S0,2

[State 400, 2]
type = HitDef
trigger1 = !movecontact
attr = S, SA
damage    = ifelse(var(18)=0,83,69),9
priority  = 3
animtype  = diagup
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-87
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,-9
air.velocity = -2,-9
air.hittime=16
yaccel=.75
forcenofall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1
[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x =1.5
y = -4

[State 0, NotHitBy]
type = HitBy
trigger1 = 1
value = SCA,AA,AT
time = 1
ignorehitpause =1
persistent =  1
[State 1000, 7]
type = Changestate
trigger1 =  pos y >=0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1013]
type    =A
movetype= A
physics = A
juggle  =0;0;; 4
poweradd= 13

ctrl = 0
sprpriority = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1005
[State 1000, 1]
type = PlaySnd
trigger1 = animelem =2
value = S2,1
channel=0
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S0,2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S0,2

[State 400, 2]
type = HitDef
trigger1 = !movecontact
attr = S, SA
damage    = ifelse(var(18)=0,83,69),9
priority  = 3
animtype  = up
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S7000+(random%4)
guard.sparkno = S7009
sparkxy = -10,-87
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8,-3
air.velocity = -8,-3
air.hittime=15
forcenofall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel x <0,-1.5,1.5)
[State 0, NotHitBy]
type = HitBy
trigger1 = 1
value = SCA,AA,AT
time = 1
ignorehitpause =1
persistent =  1
[State 1000, 7]
type = Changestate
trigger1 =  pos y >=0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; CNS difficulty: medium
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  =0;0;; 4
poweradd= 13
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1009

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,12
channel=0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,7
channel=0




[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Helper]
type = Helper
triggerall = numhelper(1021)<1
trigger1 =animelem=4
helpertype = normal ;player
name ="Hadouken"
ID = 1021
stateno = 1021
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.yscale= 1
size.xscale= const(size.xscale)


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

;---------------------------------------------------------------------------
; CNS difficulty: medium
[Statedef 1024]
type    = S
movetype= A
physics = S
juggle  =0;0;; 4
poweradd= 13
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1010

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,12
channel=0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,7
channel=0


[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Helper]
type = Helper
triggerall = numhelper(1021)<1
trigger1 =animelem=4
helpertype = normal ;player
name ="Hadouken"
ID = 1021
stateno = 1021
pos = 0,-20
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.yscale= 1
size.xscale= const(size.xscale)


[State 0, ChangeAnim]
type = Changestate
trigger1 = animtime=0
value =0
ctrl = 1
;---------------------------------------------------------------------------
;Gou Shoryuken - start
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 60
velset = 0,0
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1050
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(2) >=0
statetype = A

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

[State 0, NotHitBy]
type = NotHitBy
triggerall= prevstateno=9000
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 3



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

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1


[State 0, VelSet]
type = VelSet
triggerall=prevstateno!=9000
trigger1 = animelemtime(4)=0
x =ifelse(var(58)=1,.85,2.8)
y = -7.5
ignorehitpause = 0

[State 0, VelMul]
type = VelMul
triggerall = var(58) =1
trigger1 = animelemtime(4)>=0
x = .9

[State 800, 1]
type = HitDef
triggerall = p2movetype!=H
Trigger1 = animelem = 4
attr = A, ST          ;Attributes: Standing, Normal Throw
hitflag = A-
priority = 6
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 840
p2stateno = 850
hitsound = S800,0
fall = 1


[State 330, 5]
type = VelAdd
trigger1 = animelemtime(4)>=0
y = .27
ignorehitpause = 0
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=0&&prevstateno=9000
value = 1


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animelemtime(4) >= 12
value = 57


;---------------------------------------------------------------------------
;Gou Shoryuken - z
[Statedef 1062]
type    = S
movetype= A
physics = N
juggle  =0;0;; 8
poweradd= 75
velset = 0,0

ctrl = 0
sprpriority = 2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(2) >=0
statetype = A

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =1051
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable


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

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1


[State 0, VelSet]
type = VelSet
triggerall=prevstateno!=9000
trigger1 = animelemtime(4)=0
x =ifelse(var(58)=1,1,5.75)
y = -6.5
ignorehitpause = 0

[State 800, 1]
type = HitDef
Trigger1 = animelem = 4
attr = A, ST          ;Attributes: Standing, Normal Throw
hitflag = A-
priority = 6
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 840
p2stateno = 850
hitsound = S800,0
fall = 1

[State 330, 5]
type = VelAdd
trigger1 = animelemtime(4)>=0
y = .25;ifelse(var(58)=1,.65,.4)
ignorehitpause = 0
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=0&&prevstateno=9000
value = 1


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animelemtime(4) >=26
value = 57
;---------------------------------------------------------------------------
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 60
velset = 0,0
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =802
[State 0, Explod]
type = Explod
trigger1 =time = 0
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 800, 1]
type = HitDef
triggerall = p2movetype!=H
Trigger1 = animelem=1
attr = S, ST
hitflag = M
priority = 5, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1101
p2stateno = 1102
hitsound = S800,0
fall = 1


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

;----------------------------------------------------------------------
[Statedef 1101]
type = U
movetype= A
physics = N
anim = 1100
poweradd = 60
velset = 0,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S800,0


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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  prevstateno = 1100
statetype = A       ;S,A,C,L



[State 0, SprPriority]
type = SprPriority
trigger1 =animelemtime(6) < 0
value = 9




[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(7)>= 0 && animelemtime(8) <0
value = -5

[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(6)>= 0 && animelemtime(7) <0
trigger2 =AnimElemtime(8)>= 0
value = 9
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1)>= 0&&animelemtime(3)<0
pos = ceil(74*(const(size.xscale))) ,-73


[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(73*(const(size.xscale))),-66

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=ceil(76*(const(size.xscale))),-61


[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(74*(const(size.xscale))),-88

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(7)>= 0 && animelemtime(8) <0
pos = ceil(39*(const(size.xscale))) ,-65

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(8)>= 0 && animelemtime(9) <0
pos = ceil(5*(const(size.xscale))),-62

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(9)>= 0
pos = ceil(24*(const(size.xscale))),-61

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(6)>= 0 && animelemtime(7) <0
pos = ceil(76*(const(size.xscale))),-68
[State 0, VelSet]
type = VelSet
trigger1 = animelem=6
x = -2
y = -13.5
persistent=0

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(6) > 0
y = .9


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S0,1

[State 810, State End]
type = ChangeState
trigger1 = pos y >= 5 && animelemtime(6)>1
value = 1104

;----------------------------------------------------------------------
[Statedef 1102]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority=0

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=[1101,1111]
value = 5050


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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1102

[State 820, 1]
type = ChangeAnim2
Trigger1 = p2stateno = 1104
value = 1103
;----------------------------------------------------------------------
[Statedef 1103]
type = A
movetype = H
velset = -5,-13
poweradd = 40

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

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

[State 3545, 1]
type = ChangeAnim2
trigger1 = !selfanimexist(5061) && time = 0
value = 1104
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 821, 4] ;Hit ground
type = changeState
trigger1 = time=1
value = 1003 ;Hit ground
;----------------------------------------------------------------------
[Statedef 1104]
type = S
movetype= A
physics = N
anim = 1101
poweradd = 60
sprpriority = 9
velset=0,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 1
pos = 76*(const(size.xscale)), -33

[State 831, Shake]
type  = envshake
trigger1 = animelem =1
freq  = 60
time  = 16
ampl  = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
[State 0, Explod]
type = Explod
triggerall = prevstateno !=3058 && var(58) =0
trigger1 = animtime = 0
anim =6006
ID =8002
pos = 80,8
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 0, Explod]
type = Explod
triggerall = prevstateno =3058 || var(58) =1
trigger1 = time = 0
anim =6001
ID =8002
pos = 40,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = prevstateno =3058|| var(58) =1
trigger1 = time = 10
anim =6001
ID =8002
pos = 20,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = prevstateno =3058 || var(58) =1
trigger1 = time = 15
anim =6001
ID =8002
pos = 60,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Explod]
type = Explod
triggerall = prevstateno =3058 
trigger1 = time = 19
anim =6001
ID =8002
pos = -30,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = prevstateno =3058 
trigger1 = time = 22
anim =6001
ID =8002
pos = 35,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1


[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno =3058||prevstateno =3007&&var(58)=1 ||var(58)=1
trigger1 = time = 0
value = S3,0
channel=1
[State 0, VelSet]
type = VelSet
trigger1 = animtime = 0
x = -3
y = -13

[State 0, TargetState]
type = TargetState
trigger1 = animtime = 0
value =1103

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

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1101
triggerall = var(58) =0
trigger1 = animelem = 1
value = ifelse(var(9)=0,ceil(-166*(1+fvar(3))),ceil(-208*(1+fvar(3))))

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1101
triggerall = var(58) =1
trigger1 = animelem = 1
value = ifelse(var(9)=0,ceil(-166*(1+fvar(3))*fvar(2)),ceil(-208*(1+fvar(3))*fvar(2)))

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1106
triggerall = var(58) =0
trigger1 = animelem = 1
value = ifelse(var(9)=1,ceil(-181*(1+fvar(3))),ceil(-222*(1+fvar(3))))

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1106
triggerall = var(58) =1
trigger1 = animelem = 1
value = ifelse(var(9)=0,ceil(-181*(1+fvar(3))*fvar(2)),ceil(-222*(1+fvar(3))*fvar(2)))

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1108
triggerall = var(58) =0
trigger1 = animelem = 1
value = ifelse(var(9)=2,ceil(-194*(1+fvar(3))),ceil(-236*(1+fvar(3))))

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1108
triggerall = var(58) =1
trigger1 = animelem = 1
value = ifelse(var(9)=0,ceil(-194*(1+fvar(3))*fvar(2)),ceil(-236*(1+fvar(3))*fvar(2)))


[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 3007
trigger1 = animelem = 1
value = ifelse(var(58)=0,ceil(-139*(1+fvar(3))),ceil(-139*(1+fvar(3)))*fvar(2))

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno = 3007 || prevstateno = 3058
trigger1 =1
flag = noBG
ignorehitpause=1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 3058
trigger1 = animelem = 1
value = ceil(-153*(1+fvar(3)))

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 57
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 1105]
type    = S
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 60
velset = 0,0
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =802

[State 0, Explod]
type = Explod
trigger1 =time = 0&& prevstateno!=9000
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 800, 1]
type = HitDef
triggerall = p2movetype!=H
Trigger1 = animelem=1
attr = S, ST
hitflag = M
priority = 5, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1106
p2stateno = 1102
hitsound = S800,0
fall = 1


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

;----------------------------------------------------------------------
[Statedef 1106]
type = U
movetype= A
physics = N
anim = 1100
poweradd = 60
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2


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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(97*(const(size.xscale))), -71

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(91*(const(size.xscale))), -74

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(96*(const(size.xscale))),-54

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=ceil(94*(const(size.xscale))),-44
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S2,13
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S2,13
channel=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  prevstateno = 1105
statetype = A       ;S,A,C,L

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(79*(const(size.xscale))), -64

[State 0, SprPriority]
type = SprPriority
trigger1 =animelemtime(6) < 0
value = 9

[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(7)>= 0 && animelemtime(8) <0
value = -5

[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(6)>= 0 && animelemtime(7) <0
trigger2 =AnimElemtime(8)>= 0
value = 9

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(6)>= 0 && animelemtime(7) <0
pos = ceil(74*(const(size.xscale))), -71

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(7)>= 0 && animelemtime(8) <0
pos = ceil(35*(const(size.xscale))), -59

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(8)>= 0 && animelemtime(9) <0
pos = ceil(5*(const(size.xscale))), -76

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(9)>= 0
pos = ceil(35*(const(size.xscale))), -67

[State 0, VelSet]
type = VelSet
trigger1 = time = 25
x = -2
y = -18

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(6) > 0
y = .7


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S15,2

[State 810, State End]
type = ChangeState
trigger1 = pos y >= 5 && time >= 24
value = 1104
;---------------------------------------------------------------------------
[Statedef 1107]
type    = S
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 60
velset = 0,0

ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =802
[State 0, Explod]
type = Explod
trigger1 =time = 0&& prevstateno!=9000
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 800, 1]
type = HitDef
triggerall = p2movetype!=H
Trigger1 = animelem=1
attr = S, ST
hitflag = M
priority = 5, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1108
p2stateno = 1102
hitsound = S800,0
fall = 1


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

;----------------------------------------------------------------------
[Statedef 1108]
type = U
movetype= A
physics = N
anim = 1100
poweradd = 60
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S800,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S2,13
channel=0


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =prevstateno = 1107
statetype = A       ;S,A,C,L

[State 0, SprPriority]
type = SprPriority
trigger1 =animelemtime(6) < 0
value = 9

[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(7)>= 0 && animelemtime(8) <0
value = -5

[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(6)>= 0 && animelemtime(7) <0
trigger2 =AnimElemtime(8)>= 0
value = 9
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1)>= 0&&animelemtime(3)<0
pos = ceil(74*(const(size.xscale))) ,-73


[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(73*(const(size.xscale))),-66

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=ceil(76*(const(size.xscale))),-61


[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(74*(const(size.xscale))),-88

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(7)>= 0 && animelemtime(8) <0
pos = ceil(39*(const(size.xscale))) ,-65

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(8)>= 0 && animelemtime(9) <0
pos = ceil(5*(const(size.xscale))),-62

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(9)>= 0
pos = ceil(24*(const(size.xscale))),-61

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(6)>= 0 && animelemtime(7) <0
pos = ceil(76*(const(size.xscale))),-68
[State 0, VelSet]
type = VelSet
trigger1 = animelem=6
x = -2
y = -22.5
persistent=0

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(6) > 0
y = 1.1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S0,1

[State 810, State End]
type = ChangeState
trigger1 = pos y >= 5 && animelemtime(6)>1
value = 1104



;---------------------------------------------------------------------------
[Statedef 1109]
type    = A
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 60
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =836

[State 800, 1]
type = HitDef
triggerall = p2movetype!=H
Trigger1 = animelem=1
attr = A, ST
hitflag= A-
priority = 1,miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1101
p2stateno = 1102
hitsound = S800,0
fall = 1




[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(5) <0
x = .8
y = ifelse(vel y <0,-.5,.5)

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(5) >=0
x = 0
y = 0

[State 1050, 5]
type = ChangeState
trigger1 =animtime = 0
value = 57
ctrl =1
;---------------------------------------------------------------------------
[Statedef 1110]
type    = A
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 60
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =836
[State 800, 1]
type = HitDef
triggerall = p2movetype!=H
Trigger1 = animelem=1
attr = A, ST
hitflag= A-
priority = 1,miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1106
p2stateno = 1102
hitsound = S800,0
fall = 1


[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(5) <0
x = .8
y = ifelse(vel y <0,-.5,.5)

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(5) >=0
x = 0
y = 0

[State 1050, 5]
type = ChangeState
trigger1 =animtime = 0
value = 57
ctrl =1
;---------------------------------------------------------------------------
[Statedef 1111]
type    = A
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 60
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =836

[State 800, 1]
type = HitDef
triggerall = p2movetype!=H
Trigger1 = animelem=1
hitflag= A-
priority = 1,miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1108
p2stateno = 1102
hitsound = S800,0
fall = 1


[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(5) <0
x = .8
y = ifelse(vel y <0,-.5,.5)

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(5) >=0
x = 0
y = 0

[State 1050, 5]
type = ChangeState
trigger1 =animtime = 0
value = 57
ctrl =1
;---------------------------------------------------------------------------
[Statedef 1150]
type    = S
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 60
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = Varadd
trigger1 = time>0 || var(21)>0
v = 21   ;fv = 10
value =  1
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
triggerall = anim!=1154
trigger1 = time=0
value = 1150
[State 0, Explod]
type = Explod
triggerall = prevstateno != 9000
trigger1 =time = 0
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1


[State 0, VelSet]
type = VelSet
trigger1 =anim = 1150 && animelemtime(2) >= 0
x =ifelse(var(58),3,4.5)

[State -3, Landing Dust]
type = Explod
trigger1 = anim = 1150 && animelemtime(3) >= 0
anim = 49
ID = 48
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
scale = 1,1
ownpal = 1
sprpriority = 3
removeongethit = 0
persistent=2
[State 0, VelSet]
type = VelSet
trigger1 =anim = 1154
x = 0



[State 831, Shake]
type  = envshake
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 7
freq  = 60
time  = 10
ampl  = 3

[State 800, 1]
type = HitDef
triggerall = anim !=1154
triggerall = time >=5
triggerall = p2movetype!=H
Trigger1 = !movecontact
attr = S, ST
hitflag = -M
priority = 3, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1151
p2stateno = 1152
hitsound = S800,0
fall = 1

[State 800, 1]
type = HitDef
triggerall = anim !=1154
triggerall = time <5 &&var(21)=0
triggerall = p2movetype!=H
Trigger1 = !movecontact
attr = S, ST
hitflag = -M
priority = 5, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1153
p2stateno = 1154
hitsound = S800,0
fall = 1



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim !=1154
trigger1 = ( (var(21) >= 33 && prevstateno = 9000)) && var(58)=0
trigger2 = ( (var(21) >= 43 && prevstateno = 9000)) && var(58)=1
value = 1154


;ignorehitpause =
;persistent =



[State 1050, 5]
type = ChangeState
trigger1 = (animtime = 0 && anim = 1154)
value = 0
ctrl =1

;----------------------------------------------------------------------
[Statedef 1151]
type = U
movetype= A
physics = N
anim = 1151
poweradd = 60
velset = 0,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 1 && animelemtime(3) <0
pos = 40, 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S800,0


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(97*(const(size.xscale))), -71

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = ceil(91*(const(size.xscale))), -74

[State 4001, bind]
type=targetbind
trigger1=animelem=5
pos=ceil(96*(const(size.xscale))),-54

[State 4001, bind]
type=targetbind
trigger1=animelem=6
pos=ceil(94*(const(size.xscale))),-44

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0     ;S,A,C,L

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = ceil(85*(const(size.xscale))), -65

[State 810, Bind 3]
type = TargetBind
trigger1 =AnimElemtime(8)>= 0 && animelemtime(9) <0
pos = ceil(94*(const(size.xscale))), -97

[State 810, Bind 3]
type = TargetBind
trigger1 =  AnimElemtime(9)>= 0 && animelemtime(10) <0
pos =ceil(12*(const(size.xscale))),-128

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(10)>= 0 && animelemtime(11) <0
pos = ceil(12*(const(size.xscale))),-130

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(11)>= 0 && animelemtime(12) <0
pos = ceil(54*(const(size.xscale))),-115


[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(12)>= 0
pos =ceil(95*(const(size.xscale))),-65

[State 0, SprPriority]
type = SprPriority
trigger1 = animelemtime(9) >=0 && animelemtime(12) <0
value = -2

[State 0, SprPriority]
type = SprPriority
trigger1 = animelemtime(12) >=0
value = 5


[State 0, VelSet]
type = VelSet
trigger1 =animelem=8
x = 2
y = -ifelse(prevstateno=1162,15,12)

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(8) > 0
y = .92
[State 0, Width]
type = Width
trigger1 = 1
edge = 90,90

[State 810, State End]
type = ChangeState
trigger1 = pos y >= -10 && time >= 24
value = 1156

;----------------------------------------------------------------------
[Statedef 1152]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority=0

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=[1151,1164]
value = 5050

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1152

;----------------------------------------------------------------------
[Statedef 1153]
type = U
movetype= A
physics = N
anim = 1155
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2



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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S2,0
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S2,0
channel=0   ;S,A,C,L
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(89*(const(size.xscale))),-71
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(76*(const(size.xscale)))-73

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(29*(const(size.xscale))),-79

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4
pos =ceil(-19*(const(size.xscale))),-57

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(-17*(const(size.xscale))),-47

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 6
pos = ceil(-14*(const(size.xscale))),-59

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = ceil(-5*(const(size.xscale))),-91


[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = ceil( 96*(const(size.xscale))),-95

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = ifelse(var(58)=0,-56,ceil(-56*fvar(2)))
kill = 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 119,-22

[State 810, Bind 3]
type = TargetBind
trigger1 =AnimElemtime(10)>= 0 && animelemtime(12) <0
pos = ceil( 80*(const(size.xscale))),-25

[State 810, Bind 3]
type = TargetBind
trigger1 =  AnimElemtime(12)>= 0 && animelemtime(13) <0
pos =ceil(42*(const(size.xscale))),-27


[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(13)>= 0 && animelemtime(14) <0
pos = ceil(-25*(const(size.xscale))) ,-53

[State 810, Bind 3]
type = TargetBind
trigger1 =AnimElemtime(14)>= 0 && animelemtime(15) <0
pos =ceil(-19*(const(size.xscale))),-45

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(15)>= 0 && animelemtime(16) <0
pos = ceil(-18*(const(size.xscale))) ,-53

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(16)>= 0 && animelemtime(17) <0
pos =ceil(-18*(const(size.xscale))),-109

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(17)>= 0 && animelemtime(18) <0
pos = ceil(105*(const(size.xscale))),-111

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(18)>= 0 && animelemtime(19) <0
pos = ceil(108*(const(size.xscale))),-48

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(19)>= 0
pos =ceil(90*(const(size.xscale))),-33


[State 0, PosAdd]
type = posadd
trigger1 = animelem =11
x = 50


[State 0, VelSet]
type = VelSet
trigger1 = animelem=16
x = 2
y = -ifelse(prevstateno=1162,15.5,13.5)

[State 831, Shake]
type  = envshake
trigger1 = animelem =9
freq  = 60
time  = 16
ampl  = 5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S1,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S1,3

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(16) > 0
y = 1.1
[State 0, Width]
type = Width
trigger1 = 1
edge = 90,90

[State 810, State End]
type = ChangeState
trigger1 = pos y >= -10 && animelemtime(16)>1
value = 1157
;----------------------------------------------------------------------
[Statedef 1154]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority=0

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno!=57&&p2stateno !=[1151,1165]
value = 1155

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1156
[State 0, TargetState]
type = changeState
trigger1 = time=79
value =1155
;----------------------------------------------------------------------
[Statedef 1155]
type = A
movetype = H
velset = -2,-7
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .75


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


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

[State 3545, 1]
type = ChangeAnim2
trigger1 = !selfanimexist(5061) && time = 0
value = 1104


[State 821, 4] ;Hit ground
type = changeState
trigger1 = time=1
value = 1003 ;Hit ground
;----------------------------------------------------------------------
[Statedef 1156]
type = S
movetype= A
physics = N
anim = 1153
poweradd = 60
sprpriority = 9
velset=0,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 1
pos = 76, -32

[State 831, Shake]
type  = envshake
trigger1 = animelem =1
freq  = 60
time  = 16
ampl  = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,3


[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim =6006
ID =8002
pos = 73,10
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 0, VelSet]
type = VelSet
trigger1 = animtime = 0
x = -2
y = -9

[State 0, TargetState]
type = TargetState
trigger1 = animelemtime(3) = 3
value =1155

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


[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1151
trigger1 = animelem = 1
value = ifelse(var(58)=1,-139,ceil(-139*fvar(2)))

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1160
trigger1 = animelem = 1
value = ifelse(var(58)=1,-153,ceil(-153*fvar(2)))

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1163
trigger1 = animelem = 1
value = ifelse(var(58)=1,-167,ceil(-167*fvar(2)))

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 57
ctrl = 0
;----------------------------------------------------------------------
[Statedef 1157]
type = S
movetype= A
physics = N
anim = 1157
poweradd = 60
sprpriority = 9
velset=0,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 1
pos = 82*(const(size.xscale)), -32
[State 831, Shake]
type  = envshake
trigger1 = animelem =1
freq  = 60
time  = 16
ampl  = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,3


[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim =6006
ID =8002
pos = -20,30
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, PosSet]
type = PosSet
trigger1 = time = 0
y = 0



[State 0, VelSet]
type = VelSet
trigger1 =animelem=2
x = -2
y = -8.6

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(2)>0
y = .75
;ignorehitpause =
;persistent =


[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1153
trigger1 = animelem = 1
value = ifelse(var(58)=0,-111,ceil(-111*fvar(2)))

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1161
trigger1 = animelem = 1
value = ifelse(var(58)=0,-125,ceil(-125*fvar(2)))

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1164
trigger1 = animelem = 1
value = ifelse(var(58)=0,-138,ceil(-138*fvar(2)))


[State 810, State End]
type = ChangeState
trigger1 = pos y >=0 && animelemtime(2)>=0
value = 57
ctrl = 0
;----------------------------------------------------------------------
[Statedef 1158]
type = S
movetype= A
physics = N
anim = 1153
poweradd = 60
sprpriority = 9
velset=0,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 1
pos = 76*(const(size.xscale)), -32

[State 831, Shake]
type  = envshake
trigger1 = animelem =1
freq  = 60
time  = 16
ampl  = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,3


[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim =6006
ID =8002
pos = -73,10
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 0, VelSet]
type = VelSet
trigger1 = animtime = 0
x = -2
y = -9

[State 0, TargetState]
type = TargetState
trigger1 = animtime = 0
value =1155

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

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1151
trigger1 = animelem = 1
value = -139

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1156
trigger1 = animelem = 1
value = -153

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 1108
trigger1 = animelem = 1
value = -167
;181,194
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 57
ctrl = 0


;----------------------------------------------------------------------
[Statedef 1160]
type = U
movetype= A
physics = N
anim = 1151
poweradd = 60
velset = 0,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 1 && animelemtime(3) <0
pos = 40, 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(97*(const(size.xscale))), -71

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = ceil(91*(const(size.xscale))), -74

[State 4001, bind]
type=targetbind
trigger1=animelem=5
pos=ceil(96*(const(size.xscale))),-54

[State 4001, bind]
type=targetbind
trigger1=animelem=6
pos=ceil(94*(const(size.xscale))),-44

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0     ;S,A,C,L

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = ceil(85*(const(size.xscale))), -65

[State 810, Bind 3]
type = TargetBind
trigger1 =AnimElemtime(8)>= 0 && animelemtime(9) <0
pos = ceil(94*(const(size.xscale))), -97

[State 810, Bind 3]
type = TargetBind
trigger1 =  AnimElemtime(9)>= 0 && animelemtime(10) <0
pos =ceil(12*(const(size.xscale))),-128

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(10)>= 0 && animelemtime(11) <0
pos = ceil(12*(const(size.xscale))),-130

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(11)>= 0 && animelemtime(12) <0
pos = ceil(54*(const(size.xscale))),-115


[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(12)>= 0
pos =ceil(95*(const(size.xscale))),-65

[State 0, SprPriority]
type = SprPriority
trigger1 = animelemtime(9) >=0 && animelemtime(12) <0
value = -2

[State 0, SprPriority]
type = SprPriority
trigger1 = animelemtime(12) >=0
value = 5


[State 0, VelSet]
type = VelSet
trigger1 = time =19
x = 2.25
y = -15

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(8) > 0
y = .85
[State 0, Width]
type = Width
trigger1 = 1
edge = 90,90

[State 810, State End]
type = ChangeState
trigger1 = pos y >= 5 && time >= 24
value = 1156
;----------------------------------------------------------------------
[Statedef 1161]
type = U
movetype= A
physics = N
anim = 1155
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S2,0
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S2,0
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S1,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0     ;S,A,C,L
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(92*(const(size.xscale))), -69
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(92*(const(size.xscale))), -71

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(17*(const(size.xscale))), -68

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4
pos =ceil(-20*(const(size.xscale))), -53

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(-20*(const(size.xscale))), -50

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 6
pos = ceil(-8*(const(size.xscale))), -94

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = ceil(123*(const(size.xscale))), -94


[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = ceil(139*(const(size.xscale))), -26

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = ifelse(var(58)=0,-56,ceil(-56*fvar(2)))
kill = 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = ceil(116*(const(size.xscale))), -26

[State 810, Bind 3]
type = TargetBind
trigger1 =AnimElemtime(10)>= 0 && animelemtime(11) <0
pos = ceil(99*(const(size.xscale))), -25

[State 810, Bind 3]
type = TargetBind
trigger1 =  AnimElemtime(11)>= 0 && animelemtime(12) <0
pos =ceil(12*(const(size.xscale))),-17


[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(12)>= 0 && animelemtime(13) <0
pos = ceil(17*(const(size.xscale))), -68

[State 810, Bind 3]
type = TargetBind
trigger1 =AnimElemtime(13)>= 0 && animelemtime(14) <0
pos =ceil(-20*(const(size.xscale))), -53

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(14)>= 0 && animelemtime(15) <0
pos = ceil(-20*(const(size.xscale))), -50

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(15)>= 0 && animelemtime(16) <0
pos =ceil(-7*(const(size.xscale))),-115

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(16)>= 0 && animelemtime(17) <0
pos = ceil(121*(const(size.xscale))),-107

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(17)>= 0 && animelemtime(18) <0
pos = ceil(122*(const(size.xscale))),-51

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(18)>= 0
pos =ceil(84*(const(size.xscale))),-31


[State 0, PosAdd]
type = posadd
trigger1 = animelem =12
x = 90


[State 0, VelSet]
type = VelSet
trigger1 = time =47
x = 2
y = -12

[State 831, Shake]
type  = envshake
trigger1 = animelem =8
freq  = 60
time  = 16
ampl  = 5

[State 0, Explod]
type = Explod
trigger1 = animelem =8
anim =6006
ID =8002
pos = 145,10
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 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(15) > 0
y = .75
[State 0, Width]
type = Width
trigger1 = 1
edge = 90,90

[State 810, State End]
type = ChangeState
trigger1 = pos y >= 5 && time >= 47
value = 1157
;---------------------------------------------------------------------------
[Statedef 1162]
type    = S
movetype= A
physics = N
juggle  =0;0;; 4
poweradd= 60
velset = 0,0
ctrl = 0
sprpriority = 2
[State 0, VarSet]
type = Varadd
trigger1 = time>0 || var(21)>0
v = 21   ;fv = 10
value =  1
[State 0, Explod]
type = Explod
triggerall = prevstateno != 9000
trigger1 =time = 0
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, VelSet]
type = VelSet
trigger1 =anim = 1154
x = 0



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = time=0
value = 1158

[State 831, Shake]
type  = envshake
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 7
freq  = 60
time  = 10
ampl  = 3

[State 800, 1]
type = HitDef
triggerall = anim !=1154
triggerall = time >=5
triggerall = p2movetype!=H
Trigger1 = !movecontact
attr = S, ST
hitflag = -M
priority = 3, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1151
p2stateno = 1152
hitsound = S800,0
fall = 1

[State 800, 1]
type = HitDef
triggerall = anim !=1154
triggerall = time <5 &&var(21)=0
triggerall = p2movetype!=H
Trigger1 = !movecontact
attr = S, ST
hitflag = -M
priority = 5, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1153
p2stateno = 1154
hitsound = S800,0
fall = 1
[State 0, VelSet]
type = VelSet
trigger1 =anim = 1158 && animelemtime(2) >= 2
 x =ifelse(var(58),5,3.5)

[State -3, Landing Dust]
type = Explod
trigger1 =anim = 1158 && animelemtime(3) >= 0
anim = 49
ID = 48
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
scale = 1,1
ownpal = 1
sprpriority = 3
removeongethit = 0
persistent=2

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim !=1154
trigger1 = ( (var(21) >= 44 && prevstateno = 9000)) && var(58)=0
trigger2 = ((var(21) >= 96 && prevstateno = 9000)) && var(58)=1
value = 1154




[State 1050, 5]
type = ChangeState
trigger1 = (animtime = 0 && anim = 1154)
value = 0
ctrl =1

;----------------------------------------------------------------------
[Statedef 1163]
type = U
movetype= A
physics = N
anim = 1151
poweradd = 60
velset = 0,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 1 && animelemtime(3) <0
pos = 40, 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(97*(const(size.xscale))), -71

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = ceil(91*(const(size.xscale))), -74

[State 4001, bind]
type=targetbind
trigger1=animelem=5
pos=ceil(96*(const(size.xscale))),-54

[State 4001, bind]
type=targetbind
trigger1=animelem=6
pos=ceil(94*(const(size.xscale))),-44

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0     ;S,A,C,L

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = ceil(85*(const(size.xscale))), -65

[State 810, Bind 3]
type = TargetBind
trigger1 =AnimElemtime(8)>= 0 && animelemtime(9) <0
pos = ceil(94*(const(size.xscale))), -97

[State 810, Bind 3]
type = TargetBind
trigger1 =  AnimElemtime(9)>= 0 && animelemtime(10) <0
pos =ceil(12*(const(size.xscale))),-128

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(10)>= 0 && animelemtime(11) <0
pos = ceil(12*(const(size.xscale))),-130

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(11)>= 0 && animelemtime(12) <0
pos = ceil(54*(const(size.xscale))),-115


[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(12)>= 0
pos =ceil(95*(const(size.xscale))),-65

[State 0, SprPriority]
type = SprPriority
trigger1 = animelemtime(9) >=0 && animelemtime(12) <0
value = -2

[State 0, SprPriority]
type = SprPriority
trigger1 = animelemtime(12) >=0
value = 5


[State 0, VelSet]
type = VelSet
trigger1 = time =19
x = 2.5
y = -16

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(8) > 0
y = .7
[State 0, Width]
type = Width
trigger1 = 1
edge = 90,90

[State 810, State End]
type = ChangeState
trigger1 = pos y >= 5 && time >= 24
value = 1156
;----------------------------------------------------------------------
[Statedef 1164]
type = U
movetype= A
physics = N
anim = 1155
velset = 0,0
 [State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S1,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S2,0
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S2,0
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,2
channel=0     ;S,A,C,L
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(92*(const(size.xscale))), -69
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(92*(const(size.xscale))), -71

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(17*(const(size.xscale))), -68

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4
pos =ceil(-20*(const(size.xscale))), -53

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(-20*(const(size.xscale))), -50

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 6
pos = ceil(-8*(const(size.xscale))), -94

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = ceil(123*(const(size.xscale))), -94


[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = ceil(139*(const(size.xscale))), -26

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = ifelse(var(58)=0,-56,ceil(-56*fvar(2)))
kill = 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = ceil(116*(const(size.xscale))), -26

[State 810, Bind 3]
type = TargetBind
trigger1 =AnimElemtime(10)>= 0 && animelemtime(11) <0
pos = ceil(99*(const(size.xscale))), -25

[State 810, Bind 3]
type = TargetBind
trigger1 =  AnimElemtime(11)>= 0 && animelemtime(12) <0
pos =ceil(12*(const(size.xscale))),-17


[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(12)>= 0 && animelemtime(13) <0
pos = ceil(17*(const(size.xscale))), -68

[State 810, Bind 3]
type = TargetBind
trigger1 =AnimElemtime(13)>= 0 && animelemtime(14) <0
pos =ceil(-20*(const(size.xscale))), -53

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(14)>= 0 && animelemtime(15) <0
pos = ceil(-20*(const(size.xscale))), -50

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(15)>= 0 && animelemtime(16) <0
pos =ceil(-7*(const(size.xscale))),-115

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(16)>= 0 && animelemtime(17) <0
pos = ceil(121*(const(size.xscale))),-107

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(17)>= 0 && animelemtime(18) <0
pos = ceil(122*(const(size.xscale))),-51

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(18)>= 0
pos =ceil(84*(const(size.xscale))),-31


[State 0, PosAdd]
type = posadd
trigger1 = animelem =12
x = 90

[State 0, VelSet]
type = VelSet
trigger1 = time =47
x = 2
y = -14

[State 831, Shake]
type  = envshake
trigger1 = animelem =8
freq  = 60
time  = 16
ampl  = 5

[State 0, Explod]
type = Explod
trigger1 = animelem =8
anim =6006
ID =8002
pos = 145,10
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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S15,2

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(15) > 0
y = .75
[State 0, Width]
type = Width
trigger1 = 1
edge = 90,90

[State 810, State End]
type = ChangeState
trigger1 = pos y >= 5 && time >= 47
value = 1157
;------------------------------------------------------------------------
[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
juggle  =0;0;; 4
ctrl = 0
sprpriority = 0

[State 0, VarSet]
type = Varadd
trigger1 = time>0 || var(21)>0
v = 21   ;fv = 10
value =  1
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = time=0
value = 3005
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =1201
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = prevstateno =9000
flag = noBG
flag2=nofg
ignorehitpause =1
persistent = 1
[State 831, Shake]
type  = envshake
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 7
freq  = 60
time  = 10
ampl  = 5

[State 200, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 =time = 0
value = 2, 15
volume=255
freqmul=1.1
[State 200, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = time = 0
value = 2, 15
volume=255
freqmul=1.1
[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = time = 4
value = S3001,0

[State 3000, Super A]
type = SuperPause
triggerall = prevstateno != 9000
trigger1 = time = 4
poweradd = -1000
anim = -1
time = 45


[State 0, Explod]
type = Explod
triggerall = prevstateno != 9000
trigger1 =time =  5
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4


[State 3000, Hyperbg]
type = Explod
triggerall = prevstateno != 9000
trigger1 = time = 4
anim = 6004
ID = 6001
pos = 14,-89
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
supermovetime = 90
pausemovetime  = 90




[State 3000, Hyperbg]
type = Explod
triggerall = prevstateno != 9000
trigger1 = time =5
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 = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 3000, helper]
type = Helper
triggerall = prevstateno != 9000
trigger1 = time = 3
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4000
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90


[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =(time=[5,145])
flag = noBG
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =(time=4)
flag = noBG
ignorehitpause=1
[State 182, 2]
type = NotHitBy
triggerall = prevstateno != 9000
trigger1 = Time = 1
value = SCA
time =4






[State 0, VelSet]
type = VelSet
trigger1 =anim = 3005 && animelemtime(3) >= 0
x = 4.5
[State 0, VelSet]
type = VelSet
trigger1 =anim = 1154
x = 0


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim !=1154
trigger1 = ( (var(21) >= 43 && prevstateno = 9000)) && var(58)=0
trigger2 = ( (var(21) >= 74 && prevstateno = 9000)) && var(58)=1
value = 1154


[State 800, 1]
type = HitDef
triggerall = anim=3005
triggerall = p2movetype!=H || p2stateno=120 || p2stateno=130
Trigger1 = !movecontact
attr = S, HT
hitflag = M
priority =6, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3001
p2stateno = 3002
hitsound = S800,0
fall = 1



[State 1050, 5]
type = ChangeState
trigger1 =(animtime = 0 && anim = 1154)
value = 0
ctrl =1


;----------------------------------------------------------------------
[Statedef 3001]
type = U
movetype= A
physics = N
anim = 3000
velset = 0,0
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =1
flag = noBG
ignorehitpause=1
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,8
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,8
channel=0     ;S,A,C,L

[State 810, Bind 1]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElem = 1
pos = ceil(60*(const(size.xscale))), 0
[State 810, Bind 1]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElem = 2
pos = ceil(80*(const(size.xscale))),-83

[State 810, Bind 2]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElem = 3
pos = ceil(72*(const(size.xscale))),-83

[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElem = 4
pos =ceil(63*(const(size.xscale))),-87

[State 810, Bind 1]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElem = 5
pos = ceil( 34*(const(size.xscale))),-80

[State 810, Bind 2]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElem = 6
trigger2 =AnimElemtime(15)>= 0 && animelemtime(16) <0
trigger3 =AnimElemtime(24)>= 0 && animelemtime(25) <0
pos = ceil(-17*(const(size.xscale))),-53

[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElem = 7
trigger2 =AnimElemtime(16)>= 0 && animelemtime(17) <0
trigger3 =AnimElemtime(25)>= 0 && animelemtime(26) <0
pos = ceil(-23*(const(size.xscale))),-46


[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElem = 8
trigger2 =AnimElemtime(17)>= 0 && animelemtime(18) <0
trigger3 =AnimElemtime(26)>= 0 && animelemtime(27) <0
pos = ceil(-15*(const(size.xscale))) ,-51



[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElem = 9
trigger2 =AnimElemtime(18)>= 0 && animelemtime(19) <0
pos = ceil(-10*(const(size.xscale))) ,-92

[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 =AnimElemtime(10)>= 0 && animelemtime(11) <0
trigger2 =AnimElemtime(19)>= 0 && animelemtime(20) <0
pos = ceil(103*(const(size.xscale))) ,-95

[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 =  AnimElemtime(11)>= 0 && animelemtime(12) <0
trigger2 =AnimElemtime(20)>= 0 && animelemtime(21) <0
pos =ceil(82*(const(size.xscale))),-23


[State 810, Bind 2]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElemtime(12)>= 0 && animelemtime(14) <0
trigger2 =AnimElemtime(21)>= 0 && animelemtime(23) <0
pos = ceil(83*(const(size.xscale))),-27

[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 =AnimElemtime(14)>= 0 && animelemtime(15) <0
trigger2 =AnimElemtime(23)>= 0 && animelemtime(24) <0
pos =ceil(47*(const(size.xscale))),-30




[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElemtime(30)>= 0 
pos = ceil(39*(const(size.xscale))) ,-65


[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElemtime(27)>= 0 && animelemtime(28) <0
pos = ceil(5*(const(size.xscale))),-62

[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElemtime(28)>= 0&& animelemtime(29) <0
pos = ceil(24*(const(size.xscale))),-61
[State 810, Bind 3]
type = TargetBind
triggerall = anim=3000
trigger1 = AnimElemtime(29)>= 0 && animelemtime(30) <0
pos = ceil(76*(const(size.xscale))),-68


[State 810, Hurt]
type = TargetLifeAdd
triggerall = anim=3000
trigger1 = AnimElem = 8
trigger2 = AnimElem = 18
value = ifelse(var(58)=1,-56,ceil(-56*fvar(2)))
kill = 0





[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(28)>= 0 && animelemtime(29) <0
value = -5

[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(27)>= 0 && animelemtime(28) <0
trigger2 =AnimElemtime(29)>= 0
value = 9

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=27
value = S2,9
channel=0
persistent=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=27
value = S2,9
channel=0
persistent=0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=27
x = -2
y = -16.3
persistent=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemtime(27)>= 0
statetype = A       ;S,A,C,L


[State 831, Shake]
type  = envshake
trigger1 = animelem =11
trigger2 = animelem= 20
freq  = 60
time  = 16
ampl  = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem =11
value = S1,3
[State 0, Explod]
type = Explod
trigger1 = animelem=11
trigger2 = animelem=20
anim =ifelse(var(58)=1,6001,7005)
ID =8002
pos = ifelse(var(58)=1,64,82),10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = ifelse(var(58)=1,2,.5),ifelse(var(58)=1,2,.5)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=11
trigger2 = animelem=20
x = 50
;ignorehitpause = 
;persistent = 



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S15,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem =20
value = S15,2

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(27) > 0
y = .85
[State 0, Width]
type = Width
trigger1 = 1
edge = 90,90

[State 810, State End]
type = ChangeState
trigger1 = pos y >= -5 && animelemtime(27)>1
value = 3003
;----------------------------------------------------------------------
[Statedef 3002]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority=0

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=[3001,3005]
value = 5050


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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3001

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = p2stateno = 3003 && anim !=3003
value =  3003

;----------------------------------------------------------------------
[Statedef 3003]
type = S
movetype= A
physics = N
anim = 3002
poweradd = 0
sprpriority = 9
velset=0,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 1
pos = 76*(const(size.xscale)), -33

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem=2
pos = 76*(const(size.xscale)), -30
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =1
flag = noBG
ignorehitpause=1

[State 831, Shake]
type  = envshake
trigger1 = animelem =1
freq  = 60
time  = 16
ampl  = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value =  S1,3


[State 0, Explod]
type = Explod
triggerall=var(58)=0
trigger1 = animelem =1
anim =6006
ID =8002
pos = -20,30
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, Explod]
type = Explod
triggerall=var(58)=1
trigger1 = animelem =1
anim =6001
ID =8002
pos = 33,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.8,1.8
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1


[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(76*(const(size.xscale))),-55

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=ceil(79*(const(size.xscale))),-55


[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil( 75*(const(size.xscale))),-74
[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(68*(const(size.xscale))),-120

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

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 1
value = ifelse(var(58)=1,-63,ceil(-63*fvar(2)))
kill = 0

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 6
value = 3004


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3005
ctrl = 0
;--------------------------------------------------------
[Statedef 3004]
type = A
movetype = H
physics = N
velset = 0,-18
poweradd = 40


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .57

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5110  ;Hit
;--------------------------------------------------------
[Statedef 3005]
type = A
movetype = A
physics = N
velset = 0,-17
poweradd = 0
anim = 41

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =1
flag = noBG
ignorehitpause=1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
[State 810, State End]
type = ChangeState
trigger1 = time=27
value = 3007
ctrl = 0

;----------------------------------------------------------------------
[Statedef 3007]
type = U
movetype= A
physics = N
anim = 1105
poweradd = 0
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S800,0
channel = 2

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value =3008
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =1
flag = noBG
ignorehitpause=1


;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 =var(4) >0
time = 25
add = 0,-var(4),-var(4)
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 0
persistent = 1


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(97*(const(size.xscale))), -71

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(91*(const(size.xscale))), -74

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(96*(const(size.xscale))),-54

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=ceil(94*(const(size.xscale))),-44

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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  prevstateno = 1100
statetype = A       ;S,A,C,L



[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(79*(const(size.xscale))), -64

[State 0, SprPriority]
type = SprPriority
trigger1 =animelemtime(6) < 0
value = 9


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=6
value = S2,10
persistent=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=6
value = S2,10
persistent=0

[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(7)>= 0 && animelemtime(8) <0
value = -5

[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(6)>= 0 && animelemtime(7) <0
trigger2 =AnimElemtime(8)>= 0
value = 9

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(6)>= 0 && animelemtime(7) <0
pos = ceil(74*(const(size.xscale))), -71

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(9)>= 0
pos = ceil(35*(const(size.xscale))), -67
[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(7)>= 0 && animelemtime(8) <0
pos = ceil(35*(const(size.xscale))), -59

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(8)>= 0 && animelemtime(9) <0
pos = ceil(5*(const(size.xscale))), -76


[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(6) > 0
y = .85



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S0,1

[State 810, State End]
type = ChangeState
trigger1 = pos y >= 5 && time >= 24
value = 1104
ctrl = 0
;----------------------------------------------------------------------
[Statedef 3008]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority=0

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=3007
trigger1 = p2stateno !=[1101,1111]
trigger1 = p2stateno !=3058
value = 5050


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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1106

[State 820, 1]
type = ChangeAnim2
Trigger1 = p2stateno = 1104
value = 1103
;------------------------------------------------------------------------
[Statedef 3050]
type    = S
movetype= A
physics = S
velset = 0,0
juggle  =0;0;; 4

ctrl = 0
sprpriority = 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && prevstateno!=9000
value =3010

[State 0, VarSet]
type = Varadd
trigger1 = time>0
v = 21    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =1201


[State 200, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 =var(21) = 6
value = 2, 15
volume=255
freqmul=1.1
[State 200, 1]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = var(21) = 6
value = 2, 15
volume=255
freqmul=1.1
[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = var(21) =6
value = S3001,0

[State 3000, Super A]
type = SuperPause
triggerall = prevstateno != 9000
trigger1 = var(21) = 6
poweradd = -3000
anim = -1
time = 45


[State 0, Explod]
type = Explod
triggerall = prevstateno != 9000
trigger1 =var(21) =  2
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4

[State 182, 2]
type = NotHitBy
triggerall = prevstateno != 9000
trigger1 = var(21) = 2
value = SCA
time =4

[State 3000, Hyperbg]
type = Explod
triggerall = prevstateno != 9000
trigger1 = var(21) = 6
anim = 6004
ID = 6001
pos = 14,-89
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
triggerall = prevstateno != 9000
trigger1 = var(21) =7
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 = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =(var(21)=[6,145])
flag = noBG
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =(var(21)=6)
flag = noBG
ignorehitpause=1




[State 3000, helper]
type = Helper
triggerall = prevstateno != 9000
trigger1 = var(21) = 6
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4000
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90

[State 800, 1]
type = HitDef
triggerall = p2movetype!=H || p2stateno=120 || p2stateno=130
Trigger1 = animelem=2
attr = S, HT
hitflag = M
priority = 7, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3051
p2stateno = 3052
hitsound = S800,0
fall = 1

[State 1050, 5]
type = ChangeState
trigger1 =animtime = 0
value = 0
ctrl =1
;----------------------------------------------------------------------
[Statedef 3051]
type = U
movetype= A
physics = N
anim = 3004
poweradd =0
velset = 0,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,2
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 1 && animelemtime(3) <0
pos = 60,0
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(3) >= 0 && animelemtime(4) <0
pos =85,-73
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) <0
pos =71,-75
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(5) >= 0 && animelemtime(6) <0
trigger2= AnimElemtime(15) >= 0 && animelemtime(16) <0
trigger3= AnimElemtime(24) >= 0 && animelemtime(25) <0
trigger4 = AnimElemtime(33) >= 0 && animelemtime(34) <0
pos =79,-70
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) <0
trigger2= AnimElemtime(16) >= 0 && animelemtime(17) <0
trigger3= AnimElemtime(25) >= 0 && animelemtime(26) <0
trigger4 = AnimElemtime(34) >= 0 && animelemtime(35) <0
pos =84,-71
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(7) >= 0 && animelemtime(8) <0
trigger2= AnimElemtime(17) >= 0 && animelemtime(18) <0
trigger3= AnimElemtime(26) >= 0 && animelemtime(27) <0
trigger4 = AnimElemtime(35) >= 0 && animelemtime(36) <0
pos =79,-73
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(8) >= 0 && animelemtime(9) <0
pos =81,-87
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(9) >= 0 && animelemtime(10) <0
pos =-19,-113

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(10) >= 0 && animelemtime(11) <0
pos =-20,-114

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(11) >= 0 && animelemtime(12) <0
pos =47,-117

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(12) >= 0 && animelemtime(13) <0
pos =84,-55

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(13) >= 0 && animelemtime(15) <0
pos =64,-39

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(18) >= 0 && animelemtime(19) <0
pos =57,-95

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(19) >= 0 && animelemtime(20) <0
pos =-51,-93
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(20) >= 0 && animelemtime(21) <0
pos =-79,-31
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(21) >= 0 && animelemtime(23) <0
pos =-43,-33
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(23) >= 0 && animelemtime(24) <0
trigger2 = AnimElemtime(32) >= 0 && animelemtime(33) <0
pos =13,-36

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(27) >= 0 && animelemtime(28) <0
pos =57,-116
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(28) >= 0 && animelemtime(29) <0
pos =-51,-115
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(29) >= 0 && animelemtime(30) <0
pos =-61,-59
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(30) >= 0 && animelemtime(31) <0
pos =-61,-42
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(31) >= 0 && animelemtime(32) <0
pos =-37,-33
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem=36
pos =64,-94
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,8
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2,8
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem=13
value = -71
kill = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem=21
trigger2 = animelem=31
value = -114
kill = 0
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S2,9
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S2,9
[State 0, PosSet]
type = PosSet
trigger1 = animelem=13
trigger2 = animelem=31
y = 0
[State 0, PosSet]
type = velSet
trigger1 = animelem=13
trigger2 = animelem=31
y = 0
x=0
[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(8) > 0 && animelemtime(13)<0
trigger2 =  animelemtime(27) > 0 && animelemtime(31)<0
y = .9


[State 0, SprPriority]
type = SprPriority
trigger1 = animelemtime(12) >=0
value = 5


[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =1
flag = noBG
ignorehitpause=1

[State 0, Width]
type = Width
trigger1 = 1
edge = 70,70
[State 0, VelSet]
type = VelSet
trigger1 = animelem=8
x = 2
y = -16

[State 0, VelSet]
type = VelSet
trigger1 = animelem=27
x =-2
y = -16
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1 = animelem=13
anim =6001
ID =8002
pos = 80,-8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=15 
x = -56
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=20
x = 2
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=21
x = -35
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=24
trigger2 =animelem=32
x = -45
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=13
trigger2 = animelem=21
trigger3 = animelem=31
value = S1,3
channel = 1
;abspan = 
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 = animelem=21
trigger2 = animelem=31
anim =6001
ID =8002
pos = -37,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, TargetState]
type = TargetState
trigger1 =animelem=36
value =3004
;ignorehitpause = 
;persistent = 

[State 810, State End]
type = ChangeState
trigger1 = animtime=0
value = 3053
;----------------------------------------------------------------------
[Statedef 3052]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority=0

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=[3050,3059]
value = 5050

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3006
;--------------------------------------------------------
[Statedef 3053]
type = A
movetype = A
physics = N
velset = 0,-17
poweradd = 0
anim = 41

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =1
flag = noBG
ignorehitpause=1

[State 810, State End]
type = ChangeState
trigger1 =time=27
value = 3058
ctrl = 0


;----------------------------------------------------------------------
[Statedef 3058]
type = U
movetype= A
physics = N
anim =  1105
poweradd = 0
velset = 0,0

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value =3008
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S800,0
channel = 2
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno != 9000
trigger1 =1
flag = noBG
ignorehitpause=1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 =var(4) >0
time = 25
add = 0,-var(4),-var(4)
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 0
persistent = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 97, -71

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(91*(const(size.xscale))), -74

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=ceil(96*(const(size.xscale))),-54

[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=ceil(94*(const(size.xscale))),-44

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S2,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S2,2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  prevstateno = 1100
statetype = A       ;S,A,C,L



[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(79*(const(size.xscale))), -64

[State 0, SprPriority]
type = SprPriority
trigger1 =animelemtime(6) < 0
value = 9


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S2,10
persistent=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S2,10
persistent=0
[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(7)>= 0 && animelemtime(8) <0
value = -5

[State 0, SprPriority]
type = SprPriority
trigger1 =AnimElemtime(6)>= 0 && animelemtime(7) <0
trigger2 =AnimElemtime(8)>= 0
value = 9

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(6)>= 0 && animelemtime(7) <0
pos = ceil(74*(const(size.xscale))), -71

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(7)>= 0 && animelemtime(8) <0
pos = ceil(35*(const(size.xscale))), -59

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(8)>= 0 && animelemtime(9) <0
pos = ceil(5*(const(size.xscale))), -76

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(9)>= 0
pos = ceil(35*(const(size.xscale))), -67

[State 0, VelAdd]
type = VelAdd
trigger1 =  animelemtime(6) > 0
y = .85

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S0,1

[State 810, State End]
type = ChangeState
trigger1 = pos y >= 5 && time >= 24
value = 1104
ctrl = 0
;----------------------------------------------------------------------
[Statedef 3059]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority=0

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=3058
trigger1 = p2stateno !=[1101,1111]
value = 5050

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1102

[State 820, 1]
type = ChangeAnim2
Trigger1 = p2stateno = 1104
value = 1103
;---------------------------------------------------------------------------
[Statedef 3100]  ;45
type    = S
movetype= A
physics = N
juggle  =0;0;; ifelse((prevstateno = 440),2,8)
velset = 0,0

ctrl = 0
sprpriority = 2
[State 0, VarSet]
type = Varadd
trigger1 = time>0
v = 21   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(21)= 0 &&prevstateno !=9000
value = 3009


[State 182, 2]
type = NotHitBy

trigger1 = var(21) = 1
value = SCA
time = 3
[State 200, 1]
type = PlaySnd
trigger1 = var(21)= 6
value = 2, 11
volume=255
freqmul=1.1
[State 200, 1]
type = PlaySnd
trigger1 = var(21)= 6
value = 2, 11
volume=255
freqmul=1.1

[State 200, 1]
type = PlaySnd
trigger1 = var(21) =8
value = 2, 12
volume=255
freqmul=1.1
[State 200, 1]
type = PlaySnd
trigger1 = var(21)= 8
value = 2, 12
volume=255
freqmul=1.1

[State 3000, Super A]
type = SuperPause
trigger1 = var(21) = 6
poweradd = -1000
anim = -1
time = 45
p2defmul=1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(21) = 6
value = S3001,0

[State 0, Explod]
type = Explod
trigger1 = var(21) = 2
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4


[State 3000, Hyperbg]
type = Explod
trigger1 = var(21) = 6
anim = 6004
ID = 6001
pos = -9,-65
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
supermovetime = 90
pausemovetime  = 90


[State 3000, Hyperbg]
type = Explod
trigger1 = var(21) = 7
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 = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =time=6
flag = noBG






[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  var(21) > 6
trigger2 = prevstateno!=9000 && animelemtime(3)>0
flag = noBG
ignorehitpause = 1

[State 3000, helper]
type = Helper
triggerall = prevstateno !=9000
trigger1 = var(21) = 6
pos = 0,0
postype = p1
id = 4000
name = "Hyperportrait"
sprpriority = 2
stateno = 4000
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 999
pausemovetime  =999

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
statetype = A       ;S,A,C,L

;ignorehitpause = 
;persistent = 

[State 1061, 1]
type = Velset
trigger1 =animelemtime(3) >=0 && animelemtime(12) <0
y = -12.5

[State 1060, 4]
type = HitDef
trigger1 = animelem = 4
attr = A, SA
animtype  = Medium
damage    = 69;, 4
priority  = 7
getpower = 0
guardflag = MA
pausetime = 8,8
sparkxy = -10,-87
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-18
guard.velocity = 12
air.velocity = 0,-18
yaccel=.75
fall=1
fall.recover=0
forcestand=1
id=200
[State 1060, 4]
type = HitDef
trigger1 = animelem = 5 || animelem = 7
attr = A, SA
animtype  = Medium
damage    = 28, 4
priority  = 7
getpower = 0
guardflag = MA
pausetime = 8,8
sparkxy = -10,-87
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-15
guard.velocity = 12
air.velocity = 0,-8
forcenofall =1
air.hittime=40
yaccel=.75
id=200
[State 1060, 4]
type = HitDef
trigger1 = animelem = 8 || animelem = 10
attr = A, SA
animtype  = Medium
damage    = 21, 4
priority  = 7
getpower = 0
guardflag = MA
pausetime = 8,8
sparkxy = -10,-87
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-15
guard.velocity = 12
air.velocity = 0,-15
forcenofall =1
yaccel=.75
air.hittime=40
id=200
[State 1060, 4]
type = HitDef
trigger1 = animelem = 11|| animelem =13 || animelem = 14|| animelem =16 || animelem = 17|| animelem =19 || animelem = 20|| animelem =22 || animelem = 23|| animelem =25|| animelem = 26|| animelem =28 || animelem = 29
attr = A, SA
animtype  = Medium
damage    = 21, 4
priority  = 7
getpower = 0
guardflag = MA
pausetime =8,8
sparkxy = -10,-87
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-15
guard.velocity = 12
air.velocity = 0,-12
forcenofall =1
yaccel=.75
air.hittime=40
id=200

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

[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(3) >0
y = .45


[State 1050, 5]
type = ChangeState
trigger1 =animtime=0
value = 57



;---------------------------------------------------------------------------
[Statedef 3800]
type    = S
movetype= A
physics = N
juggle  =0;0;; ifelse((prevstateno = 440|| (prevstateno = [1050,1062])),2,6)
poweradd= 0
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 2

[State 0, TargetBind]
type = TargetBind
triggerall = movecontact
triggerall = !winko
triggerall = p2bodydist x >=0
trigger1 = animelemtime(1) > 0 && animelemtime(3) < 0
pos = 50,0
ignorehitpause = 1
persistent = 1


[State 810, Width 2-11]
type = Width
triggerall = !winko
triggerall = movecontact
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
edge = 0,50
player = 0,50
value = 0,50


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

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 4 && !movecontact
channel = 1
[State 0, StopSnd]
type = StopSnd
trigger1 = time = 4 && !movecontact
channel = 2
;ignorehitpause =
;persistent =


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 2, 5
volume=255
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 2, 5
volume=255
[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
poweradd = -3000
anim = -1
time = 45


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4
[State 182, 2]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time =8

[State 3000, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6004
ID = 6001
pos = -5,-62
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 1
anim = 6005
ID = 6001
pos = 160,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermovetime = 90
pausemovetime  = 90
scale = .642,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1



[State 3000, Hyperbg]
type = Explod
trigger1 = time = 1
anim = 6005
ID = 6001
pos = 160,0
postype = back
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermovetime = 90
pausemovetime  = 90
scale =  .642,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

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

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

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



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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Medium
damage    = 118,12
guardflag = MA
pausetime = 35,35
getpower = 0
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-78
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 3
air.velocity = 2,-2
palfx.add = 20,40,128 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 200,200,200
palfx.sinadd = 64,32,5,1
palfx.time = 35
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1


[State 400, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 1

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, HA
animtype  = Medium
damage    =139,6
guardflag = MA
pausetime = 35,35
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = -10,-48
getpower = 0
hitsound   = S1,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2
air.velocity = -1,-2
palfx.add = 20,40,128 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 200,200,200
palfx.sinadd = 64,32,5,1
palfx.time = 35
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1


[State 0, VarSet]
type = VarSet
trigger1 = movehit
v = 8    ;fv = 10
value = 1

[State 1050, 5]
type = ChangeState
trigger1 = (AnimTime = 0 && var(8) = 1) || (var(8) = 0 && time = 6)
value = 3801
;------------------
;Gou Shoryuken - jump
[Statedef 3801]
type    = A
movetype= A
physics = N
velset = 4,-20
anim = ifelse(var(8) = 0,1053,3102)

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


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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1 && var(8) = 0
value = 2, 9

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

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

[State 1055, 5]
type = HitDef
triggerall = var(8) = 1
trigger1 = animelem = 1
attr = A, SA
animtype  = up
damage    = 299,10
priority  = 4
guardflag = MA
pausetime = 8,8
sparkxy = 30,-97
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = high
getpower = 0
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -5,-16
guard.velocity = -8
guard.ctrltime = 12
air.velocity = -5,-14
airguard.velocity = -4,-4.5
fall =1
fall.recover= 0
palfx.add = 20,40,128 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 200,200,200
palfx.sinadd = 64,32,5,1
palfx.time = 35
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1

[State 1055, 5]
type = HitDef
triggerall = var(8) = 0
triggerall = hitcount < 8
trigger1 = time%3 = 0
attr = A, SA
animtype  = up
damage    = 28,10
priority  = 4
guardflag = MA
pausetime = 5,5
sparkxy = 30,-97
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
getpower = 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -5,-13
guard.velocity = -8
guard.ctrltime = 12
air.velocity = -5,-12
airguard.velocity = -4,-4.5
air.hittime=50
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1


[State 330, 5]
type = VelAdd
trigger1 = time = [0,20]
y = .6

[State 330, 5]
type = VelAdd
trigger1 = time > 20
y = .55
[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052
;--------------------------------------------------------------------------------
[Statedef 3900]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3500
velset = 0,0


[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
poweradd = -1000
anim = -1
time = 45
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4
[State 182, 2]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time =8

[State 3000, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6004
ID = 6001
pos = -5,-62
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90


[State 3000, Hyperbg]
type = Explod
trigger1 = time = 1
anim = 6005
ID = 6001
pos = 160,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermovetime = 90
pausemovetime  = 90
scale = .642,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1



[State 3000, Hyperbg]
type = Explod
trigger1 = time = 1
anim = 6005
ID = 6001
pos = 160,0
postype = back
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermovetime = 90
pausemovetime  = 90
scale =  .642,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

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

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


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

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 13
anim =1054
ID =1054
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .833333333333333333333333333333,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 10
anim =1055
ID =1055
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .833333333333333333333333333333,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =animelem =4
trigger2 = animelem = 10
id = 1054
ignorehitpause =1
persistent =1


[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2) >= 0 && animelemtime(7) < 0
trigger2 = animelemtime(8) >=0 && animelemtime(13) <0
trigger3 = animelemtime(14) >= 0
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
trigger2 = animelem = 13
x = 0

[State 1050, 1]
type = PlaySnd
trigger1 =time = 1
trigger2 = animelem = 7
trigger3 = animelem = 13
value = 0, 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animtime = 0
value = S2,6


[State 1050, 1]
type = PlaySnd
trigger1 =time = 1
trigger2 = animelem = 7
value = 2, 11



[State 1055, 5]
type = HitDef
trigger1 = time = 1
trigger2 = animelem = 7
attr = S, SA
animtype  = low
damage    = 24,10
priority  = 4
guardflag = MA
getpower = 0
pausetime = 6,6
sparkxy = -10,-61
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -2
guard.velocity = -3
guard.ctrltime = 12
air.velocity = -2,-2
airguard.velocity = -2,-2
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 30

[State 1055, 5]
type = HitDef
trigger1 = animelem = 2
trigger2 = time = 4
trigger3 = animelem = 8
attr = S, SA
animtype  = med
damage    = 24,10
priority  = 4
guardflag = MA
pausetime = 6,6
getpower = 0
sparkxy = -10,-61
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -2
guard.velocity = -3
guard.ctrltime = 12
air.velocity = -2,-2
airguard.velocity = -2,-2
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 30

[State 1055, 5]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 9
trigger4 = animelem = 10
attr = S, SA
animtype  = med
damage    = 24,10
priority  = 4
guardflag = MA
pausetime = 6,6
sparkxy = -10,-70
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
getpower = 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = 1
guard.velocity = -3
guard.ctrltime = 12
air.velocity = -1,-2
airguard.velocity = -2,-2
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 30

[State 1055, 5]
type = HitDef
trigger1 = animelem = 14
attr = S, SA
animtype  = up
damage    = 24,10
priority  = 4
guardflag = MA
pausetime = 15,15
sparkxy = -10,-61
getpower = 0
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = 1,-2
guard.velocity = -3
guard.ctrltime = 12
air.velocity = -1
airguard.velocity = -2,-2
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 30




[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime = 0
value = 3901
;------------------
;Gou Shoryuken - jump
[Statedef 3901]
type    = A
movetype= A
physics = N
velset = 6,-17
anim = 1053
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  time = [0,5]
flag = noBG
ignorehitpause = 1

[State 1055, 5]
type = HitDef
trigger1 = animelem = 1
trigger2 = time = 10
attr = A, SA
animtype  = Med
damage    = 25,4
priority  = 4
guardflag = MA
pausetime = 15,15
sparkxy = 30,-97
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S1,2
guardsound = S3,1
getpower = 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -5.5,-15
guard.velocity = -3
guard.ctrltime = 12
air.velocity = -5.5,-15
airguard.velocity = -4,-4.5
fall.recover = 0
yaccel=.75
fall = 1
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 30


[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 13
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 13

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time =5
id = 6001
[State 0, Explod]
type = Explod
trigger1 = time = 25
anim =1055
ID =1055
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .833333333333333333333333333333,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =time = 25
id = 1054
[State 330, 5]
type = VelAdd
trigger1 = time = [0,20]
y = .6

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

[State 330, 5]
type = VelAdd
trigger1 = time > 20
y = .55

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 52
;---------------------------------------------------------------------------
[Statedef 4001]
type    = S
movetype= A
physics = S
juggle  =0;0;; 4
velset = 0,0
anim = 195
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno != 9000
trigger1 = time = 32
value = S3001,0

[State 3000, Super A]
type = SuperPause
triggerall = prevstateno != 9000
trigger1 = time = 32
poweradd = -1000
anim = -1
time = 45



[State 0, Explod]
type = Explod
triggerall = prevstateno != 9000
trigger1 =time =  19
anim =8000
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4


[State 3000, Hyperbg]
type = Explod
triggerall = prevstateno != 9000
trigger1 = time = 32
anim = 6004
ID = 6001
pos = 14,-89
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 3000, Hyperbg]
type = Explod
triggerall = prevstateno != 9000
trigger1 = time =33
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 = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 3000, helper]
type = Helper
triggerall = prevstateno != 9000
trigger1 = time = 32
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4000
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90

[State 0, VarSet]
type = VarSet
triggerall = prevstateno != 9000
trigger1 = time =32
v = 58   ;fv = 10
value = ifelse(var(58) =0,1,0)

[State 0, 0] ;Change palette
type = RemapPal
triggerall =  var(58)=1
trigger1 =time = 32
source = 1,1
dest = 1,ifelse(random<499,11,12)

[State 0, 0] ;Change palette
type = RemapPal
triggerall =  var(58)=0
trigger1 =time = 32
source = 1,1
dest = 1,var(56)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time=34 
value =196


[State 4000, 7]
type = ChangeState
trigger1 = animtime=0&&anim=196
value = 0
ctrl = ifelse(prevstateno=191,0,1)


;---------------------------------------------------------------------------
[Statedef 9000]
type = U
movetype = H
physics = U
[State 0, VarSet]
type = VarSet
trigger1 =time=0
v = 9   ;fv = 10
value = 1
;ignorehitpause =
;persistent =
[State 0, PlaySnd]
type = PlaySnd
triggerall = var(58) = 1
trigger1 = time = 0
value = S3000,0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = prevstateno =3000
trigger2 = prevstateno =3100
trigger3 = prevstateno =3800
trigger4 = prevstateno =3801
trigger5 = prevstateno =3050
flag = noBG
flag2=nofg
ignorehitpause =1
persistent = 1
[State 9000, PalFX]
type = PalFX
trigger1 = Alive
trigger1 = !Time
trigger2 = Time = 1
trigger3 = Time = 5
trigger4 = Time = 9
trigger5 = Time = 13
time = 2
add = 240,50,0
mul = 250,224,120
color = 128
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = prevstateno = 3000
trigger1 =1
flag = noBG
flag2=noFG
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =time=0
fv = 10   ;fv = 10
value = vel x

[State 0, VarSet]
type = VarSet
trigger1 =time=0
fv = 11   ;fv = 10
value = vel y
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 4
;ignorehitpause =
;persistent =



[State 9000, ChangeAnim]
type = ChangeAnim
trigger1 =1
value = Anim
elem  = var(33)

[State 0, VelAdd]
type = VelAdd
triggerall = vel x=0
trigger1 =(floor(gethitvar(hittime) * 0.5)<time ) || !alive
x = ifelse(statetype=A,0,fvar(5))
persistent=0

[State 0, VelSet]
type = posadd
triggerall = alive
triggerall =floor(gethitvar(hittime) * 0.5)<time
trigger1=time%3=0
x = 9
[State 0, VelSet]
type = posadd
triggerall = alive
triggerall =floor(gethitvar(hittime) * 0.5)<time
trigger1=time%2=0
x =-9
[State 0, VelSet]
type = VelSet
triggerall = alive
trigger1 = time=0
x = 0
y=0
[State 0, VelSet]
type = VelSet
triggerall = alive
trigger1 = statetype=A
trigger2= prevstateno=100
x = 0
y=0
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 = time=0
fv = 5    ;fv = 10
value = hitvel x*.75
;ignorehitpause =
;persistent =

;ignorehitpause =
;persistent =


;ignorehitpause =
;persistent =
[State 9000, End]
type = ChangeState
trigger1 = !Alive
value = ifelse(statetype=A,5020,5000)
ctrl=0
[State 9000, CtrlSet]
type = CtrlSet
triggerall = prevstateno!=[0,195]
triggerall = Time < floor(gethitvar(hittime) * 0.75)
trigger1 = var(46) <= 106
value = 1

[State 9000, CtrlSet]
type = CtrlSet
triggerall = prevstateno=[0,195]
trigger1 = (floor(gethitvar(hittime) * 0.5)<time ) || !alive
value = 1
[State 0, VelSet]
type = VelSet
triggerall = Alive
triggerall = fvar(10)!=0
trigger1 = Time >= floor(gethitvar(hittime) * 0.8)
x = fvar(10)
[State 0, NotHitBy]
type = NotHitBy
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 4
[State 0, VelSet]
type = VelSet
triggerall = Alive
triggerall = fvar(11)!=0
trigger1 = Time >= floor(gethitvar(hittime) * 0.8)
y = fvar(11)
[State 9000, End]
type = ChangeState
triggerall = Alive
trigger1 = Time >= floor(gethitvar(hittime) * 0.8)
value = var(46)



;ignorehitpause =
;persistent =

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

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State 0, VarSet]
type = VarSet
trigger1 =p2statetype!=A
v = 20   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H 
v = 25    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = numhelper(6000)
flag = nokoslow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =statetype!=A 
id = 56

[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=211 
value =211
ID = 641
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A  && (p2stateno!= 1003)  
value =1003
ID = 1003
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=10613 
value =10613
ID = 640
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1 =movehit &&p2statetype=A && p2stateno!=211
value =211
ID =211
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =movehit&&p2stateno!=441 &&animelemtime(5)<0
value = 441
ID = 440
ignorehitpause =0
[State 0, VarSet]
type = VarSet
trigger1 =  p2stateno=411
v = 24   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v =24  ;fv = 10
value = 0


[State 0, Explod]
type = Explod
triggerall = p2movetype=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,anim=615 && enemynear,animelemtime(1)=1
anim =6006
ID =8002
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, PlaySnd]
type = PlaySnd
triggerall = enemynear,anim!=5160
triggerall = enemynear,movetype=H
trigger1 =enemynear,pos y>=0 && enemynear,anim=1205 && enemynear,time>3
;trigger6 =enemynear,pos y>=0 && enemynear,anim=821 && enemynear,time>3 && p2stateno=821
trigger2= enemynear,anim=612 && enemynear,animelemtime(1)=1
value = S15,2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =statetype!=A 
id = 56


[State 0, VarSet]
type = Varset
trigger1 = stateno !=3000
v = 16   ;fv = 10
value = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =stateno !=215
id =221


[State 0, VarSet]
type = VarSet
trigger1 = stateno != [1050,3801]
v = 8   ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = stateno =[1109,1111]
v = 9 ;fv = 10
value = ifelse(stateno = 1109,0,ifelse(stateno = 1110,1,2))

[State 0, VarSet]
type = VarSet
trigger1 = stateno !=[1100,1111]
v = 9 ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
triggerall  = statetype = A
triggerall = stateno !=1012
trigger1 = 1
v = 18   ;fv = 10
value = ifelse(command = "3k",0,1)

[State 0, VarSet]
type = Varrandom
triggerall  = statetype =A
triggerall = stateno !=1012
trigger1 = AILevel>0 && random < 333
v = 18   ;fv = 10
range = 0,1

[State 0, VarSet]
type = VarSet
trigger1 = statetype != A
v = 18   ;fv = 10
value = 0


[State 0, VarSet]
type = VarSet
trigger1 = numhelper(1002) >= 1
v = 2    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno !=405
id =  7011
;ignorehitpause =
;persistent =

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



[State -2, Helper]
type = Helper
trigger1 = winko && (stateno = [3500,3501])
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
persistent=0


[State -2, Helper]
type = Helper
trigger1 = winko && stateno = 3100
triggerall = NumHelper(6000) < 1 &&movecontact
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
persistent=0
[State -2, Helper]
type = Helper
trigger1 = winko && stateno = 1104  && prevstateno = 3007
trigger2 = winko && stateno = 1104  && prevstateno = 3058
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 = authorname= "Kamekaze" && p1name = "MvC2 Zangief By Kamekaze"
v = 50    ;fv = 10
value = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "var2 = %d 33= %d  pos x = %f "
params = var(21), var(25), pos y
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
time = 1
value = fvar(2)
ignorehitpause = 1
persistent = 1

[State 0, DefenceMulSet]
type = DefenceMulSet
trigger1 =1
value = ifelse(var(58) =1,1.3,1)
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H
triggerall = stateno != [1100,1109]
triggerall = var(58) = 0
trigger1 =stateno !=[3000,4007]
fv =2 ;fv = 10
value = 1-((enemy,gethitvar(hitcount)) * .03)
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H
triggerall = stateno != [1100,1109]
triggerall = var(58) = 1
trigger1 =stateno !=[3000,4007]
fv =2 ;fv = 10
value = 1.25-((enemy,gethitvar(hitcount)) * .03)
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = VarSet
triggerall = var(58) = 0
triggerall = enemy,movetype != H || (stateno = [1100,1109]) ||stateno !=3007
trigger1 =1
fv =2 ;fv = 10
value = 1
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = VarSet
triggerall = var(58) = 1
triggerall = enemy,movetype != H || (stateno = [1100,1109]) ||stateno !=3007
trigger1 =1
fv =2 ;fv = 10
value = 1.25
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = Varadd
triggerall = AILevel=0
triggerall = stateno =1101||stateno =1106||stateno =1108
trigger1 =command = "sk4"
fv =3 ;fv = 10
value = .03


[State 0, VarSet]
type = Varadd
triggerall = AILevel=0
triggerall = stateno = 3007||stateno = 3058
trigger1 =command = "sk4"
fv =3 ;fv = 10
value = .05


[State 0, VarSet]
type = Varadd
triggerall = AILevel>0
triggerall = (life =[1,300]) || (p2life =[1,300])
triggerall = stateno = 3007||stateno = 3058
trigger1 =timemod = 8,6
fv =3 ;fv = 10
value = .05
[State 0, VarSet]
type = Varadd
triggerall = AILevel>0
triggerall = (life =[301,500]) || (p2life =[301,500])
triggerall = stateno = 3007||stateno = 3058
trigger1 =timemod = 10,8
fv =3 ;fv = 10
value = .05

[State 0, VarSet]
type = Varadd
triggerall = AILevel>0
triggerall = life <400 || p2life <400
triggerall = stateno =1101||stateno =1106||stateno =1108
trigger1 =timemod = 10,8
fv =3 ;fv = 10
value = .03

[State 0, VarSet]
type = Varadd
triggerall = AILevel=0
triggerall = stateno = 3007 ||stateno = 3058
trigger1 = command = "sk4"
v = 4   ;fv = 10
value = 18

[State 0, VarSet]
type = Varadd
triggerall = AILevel>0
triggerall = (life =[1,300]) || (p2life =[1,300])
triggerall =stateno = 3007 ||stateno = 3058
trigger1 =timemod = 8,6
v = 4   ;fv = 10
value = 18

[State 0, VarSet]
type = Varadd
triggerall = AILevel>0
triggerall = (life =[301,500]) || (p2life =[301,500])
triggerall =stateno = 3007 ||stateno = 3058
trigger1 =timemod = 10,8
v = 4   ;fv = 10
value = 18

[State 0, VarSet]
type = Varset
trigger1 = stateno != [1100,1109]
trigger1 = stateno !=3007
trigger1 = stateno != 3058
v =4 ;fv = 10
value = 0


[State 0, VarSet]
type = Varset
trigger1 = stateno != [1100,1109]
trigger1 = stateno !=3007
trigger1 = stateno != 3058
fv =3 ;fv = 10
value = 0


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

[State 0, VarSet]
type = VarSet
triggerall = stateno !=1050
triggerall = movehit
trigger1 = (var(24))
v = 12  ;fv = 10
value = 999

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



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

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



 [State 0, VarSet]
type = VarSet
trigger7 = p2statetype=L  || p2stateno=5120
trigger6 = (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(1021) < 1
v = 32  ;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
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


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

[Statedef -3]
[State 0, VarSet]
type = VarSet
trigger1 =(var(58)!=1||(palno!=11&&palno!=12))||(palno!=11&&palno!=12)
v = 56   ;fv = 10
value = palno

[State 0, VarSet]
type = VarSet
trigger1 =var(58)=1 &&palno=[11,12]
v = 56   ;fv = 10
value = random%10
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype !=H
v = 15  ;fv = 10
value = 0

[State -2: Helper]
type = Helper
triggerall = numhelper(10000) < 1
trigger1 = roundstate!=2
helpertype = Normal
name = "choice"
id = 10000
pos = 0,0
postype = p1
facing = 0
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 99999
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 =stateno != 3000
trigger1 = stateno !=1010
trigger1 = stateno !=1150
trigger1 = stateno !=1159
trigger1 = stateno !=1162
trigger1=stateno!=9000
v = 21 ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =stateno != 3000
trigger1 = stateno !=1010
trigger1 = stateno !=1150
trigger1 = stateno !=1159
trigger1 = stateno !=1162
trigger1=stateno!=9000
v = 22 ;fv = 10
value = 0



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(58)=1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause=1
persistent=1


[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1


[State 0, VarSet]
type = VarSet
trigger1 =movetype !=H ||stateno=9000
v = 33    ;fv = 10
value = animelemno(0)
ignorehitpause = 1
[State -3]
type = HitOverride
trigger1 =var(58)=1 || (stateno = [1150,1164]) ||stateno =3000
triggerall =var(58)=1 || MoveType != H
triggerall = Anim != 5300
triggerall = StateNo != [120,159]
triggerall = gethitvar(animtype)<3
;trigger1 = PrevStateNo != 9000
time = 1
slot = 7
attr = SCA, NA, NP, SP
stateno = 9000


[State -3, Wall Hit Sound]
type = PlaySnd
triggerall = !NumExplod(9049)
triggerall =  Enemy, BackEdgeDist < 5
trigger1 = ((enemy, stateno = 5030) && (time = 1))
trigger2 = ((enemy, stateno = 5050) && (time = 1))
trigger3 = (enemy, stateno = 5020)
value = S1,3
volume = 255
ignorehitpause = 1
persistent = 0

[State -3, Wall Hit Spark]
type = Explod
triggerall = !NumExplod(9049)
triggerall =  Enemy, BackEdgeDist < 5
trigger1 = ((enemy, stateno = 5030) && (time = 1))
trigger2 = ((enemy, stateno = 5050) && (time = 1))
trigger3 = (enemy, stateno = 5020)
anim = 6000
ID = 9049
pos = -20, -60
postype = p2
bindtime = 1
facing = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
ignorehitpause = 1
persistent = 0







[State -2, RemoveExplod]    ;remove hyper bg
type = RemoveExplod
trigger1 = ((stateno != [3000,4005]) && time >= 0)&&(stateno !=9000 && time >= 0) &&(stateno !=1104 && time >= 0)
trigger2 = Winko
trigger3= movetype=H&&stateno!=9000
id = 6001
;[State 0, StopSnd]
;type = StopSnd
;trigger1 = movetype = H && time = 0
;channel = -1



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

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



[State -3, VarRandom]
type = VarRandom
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5030
trigger5 = stateno = 5050
trigger6 = stateno = 5070
trigger7 = stateno = 5080
v = 0
range = 0,60
;--------------------
[State -3, Hit0]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [0,20]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 0
channel=0
[State -3, Hit0]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
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, 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) = [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) = [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 -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 831, Shake]
type  = envshake
triggerall = Time = 1
triggerall = var(58) = 1
trigger1 = stateno = 52 ;Jump land
freq  = 60
time  = 10
ampl  = 5

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

