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

; var(0):= -3, 5900, 4004, 7001, 9999
; var(1):= 131, 3010, 4004, 9999
; var(2):= 1010, 1050, 1100, -2, 1022, 4004, 9999, -1
; var(3):= -3, 9999
; var(4):= 200, 205, 206, 210, 211, 400, 405, 410, 600, 605, 610, 831, 1006, 1010, 1050, 1100, 3000, 3050, 3051, -3, 4, 5, 1012, 1022, 9999
; var(5):= 800, 830, 9999
; var(6):= -2, 45, 4004, 9999
; var(7):= 1004, 1006, 1010, 4004, 9999
; var(8):= 55, 59, 4004, 9999
; var(9):= -2, 4004, 9999
;var(10):= 1001, 1002, -2, 4004, 9999
;var(11):= 211, 1006, 1010, 1100, -2, 1012, 3010, 4004, 9999
;var(12):= -2, 4004, 9999
;var(13):= 3061, 3065, 9999
;var(14):= 600, 108, 9999
;var(15):= 1002, 1003, 1006, 1010, 9999
;var(16):= 211, 9999
;var(17):= 3061, 9999
;var(18):= 9999
;var(19):= 810, 831, 1010, 3000, -2, 9999
;var(20):= 800, 810, 830, 831, 9999
;var(21):= 200, 205, 206, 210, 211, 400, 405, 410, 600, 605, 610, 700, 831, 1001, 1002, 1003, 1004, 1006, 1007, 1006, 1010, 1050, 1100, 3000, 3050, 3051, -2, 1013, 1022, 3010, 3012, 3013, 3014, 9999
;var(22):= 1012, 1013, 1022
;var(23):= -2
;var(24):= -2
;var(25):= -2, 9999
;var(26):= -2, 40, 45
;var(27):= 1001, 1003, 1010, 1050, 1100, -2, 1012
;var(28):= 3061
;var(29):= 211, -2
;var(30):= -2
;var(31):= -2, -3, 1012, 1022, 3010, -1
;var(32):= -2, 4
;var(33):= -2
;var(34):= -1
;var(35):= -2
;var(40):= -2
;var(42):= 9999
;var(50):= 4001
;var(53):= 4001
;var(54):= -2, 4001
;var(55):= 5900
;var(56):= -3
;var(58):= 1002, 1006, 1010, 1012
;var(59):= 190

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

; fvar(0):= -3, 4, 5
; fvar(1):= 4004
; fvar(2):= 3051, -3, 1012, 1013, 1022, 3010, 3012, 3013, 3014, 4004
; fvar(3):= -2
; fvar(4):= -3
; fvar(9):= 190






















[Data]
life = 925
attack = 100
power=1000
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 53
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 12  ;Player width (back, ground)
ground.front = 19    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 120    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -65    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,1   ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 5.5, 0    ;Run forward (x, y)
run.back = -4.5,-3.2 ;Hop backward (x, y)
jump.neu = 0,-9.8   ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5
[Movement]
airjump.num = 0     ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .5        ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
air.gethit.groundlevel = 15          ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 10      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05

[Quotes]
victory0 = "You made two mistakes. One, you underestimated me. Two, you let yourself get distracted by the panty shots."
victory1 = "I just saved you a trip to the dentist. Now put 'em under your pillow for the Tooth Fairy."
victory2 = "Not too shabby. How about we have a rematch sometime?"
victory3 = "You put me to sleep back there! Come on, give me something I can work with!"
victory4 = "I'm not there yet. I ought to be able to knock out losers like you with one punch."
victory5 = "The difference between you and me? I'm not lazy."
victory6 = "Cafe de Ryuko presents one flaming hot fist and knuckle sandwich, extra crispy and no cheese! Enjoy!"
victory7 = "Whew! I've heard of beating the crap out of someone, but you went and took it literally, didn't you?"
victory8 = "Well, that got a few of the kinks out. Now when am I gonna get a real fight?"
victory9 = "Thank you for flying Air Ryuko. Based on how hard you just got punched, you should land in China by 12 am a week from now."
victory10 = "There's sad, and then there's SAD. Just...go home. Couldn't even breathe on me, sheesh!"
victory11 = "Just between you and me, I think I do what you can a little bit better. \nBut you tell me since you're on the ground!"
;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=3
value = 200,18
channel=0
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 171]
type = S
physics=S
ctrl = 0
anim = 5950

[State 0, VelSet]
type = Velset
trigger1 =time =0
x = -5


[State 0, StopSnd]
type = StopSnd
trigger1 = time=[0,5]
channel = -1
[State 200, 1]
type = PlaySnd
trigger1 = time = 6
value = 11, 2
channel=0

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


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

[State 0, ChangeState]
type = ChangeState
trigger1 =animtime = 0
value =5150
;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
;[Statedef 180]
;type = S
;
;;[State 180, 1]
;;type = ChangeState
;;triggerall=var(28)!=1
;;trigger1 = random<499
;;trigger1 = !matchover
;;value = 183
;[State 180, 1]
;type = ChangeState
;triggerall=var(28)!=1
;;trigger1 = random>=499
;trigger1 = !matchover
;value = 182
;
;[State 180, 1]
;type = ChangeState
;triggerall=var(28)!=1
;trigger1 = matchover
;value = 183
;;[State 180, 1]
;;type = ChangeState
;;triggerall=var(28)!=1
;;trigger1 = matchover
;;value = 185
;[State 180, 1]
;type = ChangeState
;trigger1=var(28)=1
;;trigger1 = matchover
;value = 181
;

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && !var(28)
value = 181+Random%2
[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && var(28)
value = 183
;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S181, Random%4
volumescale = 100

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

;---------------------------------------------------------------------------
; Win pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S182, Random%4
volumescale = 100

[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win pose 2
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S200,23
volumescale = 100

[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,var(59)=141
value =192
[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,var(59)=161
value =193
;anim =
;ignorehitpause = 
;persistent = 
[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,var(59)=171
value =194
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, Helper]
type = Helper
triggerall = var(53)=0
trigger1= command="start"
triggerall = numhelper(4001)<1
helpertype = normal ;player
name ="system Direction"
ID =4001
stateno =4001
pos = ceil(-ifelse(teamside=1,50,-60)*const(size.xscale)),ceil(-190*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
supermovetime=999
pausemovetime=999

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

[State 191, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 30
value = S191, Random%3
volumescale = 100

[State 191, 3] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Introduction
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0
[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192
[State 0, PosAdd]
type = Posset
trigger1 = time=0
x = 120*facing
[State 0, Turn]
type = Turn
trigger1 = time=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =12010
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(4)>=0 && animelemtime(5)<0
x = 5

[State 0, VelSet]
type = VelSet
trigger1 = animelem=12
x = 3.5
y = -8
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(12)>0 && animelemtime(16)<0 
y = .45
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(16)>0 && animelemtime(27)<0 
y = .35
[State 0, Turn]
type = Turn
trigger1 = animelem=16
[State 0, VelSet]
type = VelSet
trigger1 = animelem=16
x = -3
y = -3
[State 0, VelSet]
type = VelSet
trigger1 = animelem=21
x = -1
[State 0, VelSet]
type = VelSet
trigger1 = animelem=26
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = animelem=26
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=26
physics = S
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=29
x = 16
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=34
x = 11
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=35
x =7
[State 0, VelSet]
type = VelSet
trigger1 = animelem=35
x = 5
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 =animelem=46
x = -9
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=36
x =4
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=50
x =16
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=61
x =-4
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=63
physics = N
;ignorehitpause = 
;persistent = 
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, VelSet]
type = VelSet
trigger1 =animelem=63
x = 4
y=-5
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(63)>0  
y = .55


[State 200, 1]
type = PlaySnd
trigger1 = animelem=3
value = 200,7
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=11
value = 200,1
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=17
value = 200,5
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=28
value = 200,3
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=35
value = 200,0
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=46
value = 181,0
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=51
value = 195,2
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=63
value = 200,14
channel=0
;abspan = 
;ignorehitpause = 
;persistent = 
;---------------------------------------------------------------------------
; Introduction
[Statedef 193]
type = S
ctrl = 0
anim = 194
velset = 0,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =Time = 0
id =12010

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value =0
movecamera = 0,0
;ignorehitpause = 
;persistent = 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time<2
flag = invisible
[State 200, 1]
type = PlaySnd
trigger1 = time=5
value = 200,1
channel=0
[State 200, 1]
type = PlaySnd
trigger1 =animelem=6
value = 40,1
channel=0
[State 200, 1]
type = PlaySnd
trigger1 =animelem=11
value = 195,0
channel=0
[State 0, PosAdd]
type = PosAdd
trigger1 = time =1
x = -120
[State 0, PosAdd]
type = PosAdd
trigger1 = time =[15,24]
x = 12

[State 0, Helper]
type = Helper
trigger1=time=0
helpertype = normal ;player
name ="help me"
ID =198
stateno =198
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime=999
pausemovetime=999

[State 191, 3] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;===================================---------------------------------------
[statedef 194]
type = S
ctrl = 0
anim = 196
velset = 0,0
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =Time = 0
id =12010
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value =0
movecamera = 0,0
;ignorehitpause = 
;persistent = 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time<2
flag = invisible
[State 200, 1]
type = PlaySnd
trigger1 =animelem=2,90&& anim!=20
value = 200,9
channel=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =Time = 0
id =12010
[State 200, 1]
type = PlaySnd
trigger1 =animelem=8&& anim!=20
value = 200,7
channel=0

[State 200, 1]
type = PlaySnd
trigger1 =animelem=16&& anim!=20
value = 182,3
channel=0
[State 0, PosAdd]
type = PosAdd
trigger1 = time =1
x = -15



[State 0, PosAdd]
type = PosAdd
trigger1 =animelemtime(16)>0 && animelemtime(16)<8
x = -4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelemtime(16)>8 && animelemtime(17)<4 
x = -1
[State 0, Explod]
type = Explod
trigger1 = animelem=6&& anim!=20 && facing=1
anim = 4000
ID =4000
pos = 0,0
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = .5,ifelse(GameHeight=180,.75,1)
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem=6&& anim!=20 && facing=-1
anim = 4000
ID =4000
pos = 0,0
postype = right  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = .5,ifelse(GameHeight=180,.75,1)
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =animelem=6&& anim!=20
anim = 8002
ID =8002
pos = 0,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =animelem=15&& anim!=20
anim = 8301
ID =8002
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = .7,.8
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(15)>5 && animelemtime(15)%2=0&& animelemtime(16)<0
x = 1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(15)>5 && animelemtime(15)%4=0&& animelemtime(16)<0
x = -2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0&& anim!=20
value = 20
;elem = 1
[State 0, PosSet]
type = velset
trigger1 =anim=20
x = const(velocity.walk.fwd.x)
[State 0, PosSet]
type = PosSet
trigger1 = pos x >= fvar(9) && facing=1 && anim=20
trigger2 = pos x <= fvar(9) && facing=-1&& anim=20
x = fvar(9)
;ignorehitpause = 
;persistent = 

[State 191, 3] ;Change to stand state
type = ChangeState
trigger1 = pos x >= fvar(9) && facing=1 && anim=20
trigger2 = pos x <= fvar(9) && facing=-1&& anim=20
value = 0
;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S195, Random%3
volumescale = 100
channel = 0

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



;---------------------------------------------------------------------------
[Statedef 196]
type    = A
movetype=H
physics = N
poweradd= 0
ctrl = 0
juggle=0
velset=-3,-8
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time=0
value = 5040

[State 0, VelAdd]
type = VelAdd
trigger1 = anim=5040
y = .5

;ignorehitpause = 
;persistent = 
 

[State 0, PosSet]
type = PosSet
trigger1 = pos x > fvar(9) && facing=-1
trigger2 = pos x < fvar(9) && facing=1
x = fvar(9)
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 =pos y>=0&&anim!=193
value =193
[State 200, 1]
type = PlaySnd
trigger1 = animelem=7&&anim=193
value = 195,1
channel=0
[State 0, PosSet]
type = PosSet
trigger1 = anim=193
y = 0
x = fvar(9)
[State 0, VelSet]
type = VelSet
trigger1 = anim=193
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State -3, Landing Sound]
type = PlaySnd
triggerall = anim=193
trigger1 =animelem=1
value = 40, 0

[State 191, 3] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0 && anim=193
value = 0

;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 0                    ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)
facep2=1



[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 200, 1]
type = HitDef
triggerall= anim=200
trigger1 = AnimElem =2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 15, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime =8,8               ;Time attacker pauses, time opponent shakes
sparkno = S7000+(random%4)                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S2, 0
guard.sparkno= S7500       
getpower=ceil(5*fvar(0))        ;Sound to play on hit
givepower=5,5
guardsound = S6, 0                ;Sound to play on guard
ground.type = High     
p2facing=1          ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7             ;Time that the opponent slides back
ground.hittime  = ceil(ifelse(var(21)=1,14,ifelse(var(21)=2,15,10)))           ;Time opponent is in hit state
ground.velocity = -4
guard.velocity=-4.5            ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-2.5           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime =ceil(ifelse(var(21)=1,14,ifelse(var(21)=2,15,10)))             ;Time before opponent regains control in air
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,28,14))-var(25))
air.fall=1
forcenofall= p2statetype=C
id=200

;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = command="x" && anim=200 && movecontact
;value = 201
;elem = 1
;ignorehitpause = 
;persistent = 


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

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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I  
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0


[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1



[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 201]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=1



[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type
[State 0, Turn]
type = Turn
trigger1 =facing=enemy,facing
;ignorehitpause = 
;persistent = 


[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5030)
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim2
trigger1 = Time = 0 && !selfanimexist(5030)
value = 5030
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 202
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 202]
type    = A
movetype= H
physics = N
ctrl = 0
[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5061)
value = 5061
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = Time = 0 && !selfanimexist(5061)
value = 5050
[State 5030, 1]
type = VelAdd;Gravity
triggerall = prevstateno!=10003
trigger1 = time>0
y = GetHitVar(yaccel)
[State 5030, 1]
type = VelAdd;Gravity
triggerall = prevstateno=10003
trigger1 = time>0
y =.47
[State 5030, 2]
type = HitVelSet
triggerall = prevstateno!=10003
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 2]
type = VelSet
triggerall = prevstateno=10003
trigger1 = Time = 0
x = -.75
y = -6

[State 5035, 4]
type=selfState
triggerall = time>2
trigger1= Pos Y >= 15
value = 5050 ;HITA_FALL

[State 0, SelfState]
type = SelfState
triggerall = alive
triggerall =canrecover && HitOver  && (time>gethitvar(hittime)) 
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
value =5210
;ctrl =
;ignorehitpause = 0
;persistent = 1

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 203 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 203]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5061)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5061

[State 5035, 2]
type = VelAdd
trigger1 = time>0
y = GetHitVar(yaccel)



[State 5035, 4]
type=selfState
triggerall = time>2
trigger1 = Pos Y >= 10;.
value = 5050 ;HITA_FALL



[State 0, SelfState]
type = SelfState
triggerall = alive
triggerall =canrecover && HitOver && enemy,var(21)=0 && (time>gethitvar(hittime)) 
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
value =5210
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 301]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=1


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

 ;5051 - 4 + type
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 &&prevstateno=5020 && enemy,var(29)
y = -const(size.mid.pos.y)


[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5030)
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim2
trigger1 = Time = 0 && !selfanimexist(5030)
value = 5030
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 302
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 302]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim2
trigger1 = Time = 0 
value =1028
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && anim=1028
y = const(size.mid.pos.y)

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = time>0
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0&&prevstateno!=1051
x = 1
y =1

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0&&prevstateno=1051
x = 1
[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&prevstateno=1051
y = -vel y
;ignorehitpause = 
;persistent = 

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
triggerall= enemy,var(11)
triggerall = alive
triggerall =HitOver && enemy,var(21)=0 && (time>gethitvar(hittime)) &&canrecover
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
y = -const(size.mid.pos.y)-10
[State 0, SelfState]
type = SelfState
triggerall= enemy,var(11)
triggerall = alive
triggerall = p2stateno!=3061
triggerall =HitOver && enemy,var(21)=0 && (time>gethitvar(hittime)) &&canrecover
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
value =5210

[State 5035, 4]
type=changeState
triggerall = time>10
trigger1 = Pos Y >= const(size.mid.pos.y)+40&& vel y >0
value = 303 ;HITA_FALL

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 303]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = -7
;ignorehitpause =
;persistent =


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5100

[State 820, 1]
type = ChangeAnim2
Trigger1 = animtime=0 && anim=5100
value = 5110


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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .8
[State 0, VelSet]
type = VelSet
trigger1 =time=12
x = 0


[State 0, SelfState]
type = SelfState
trigger1 = time > 2
value =ifelse(alive,5201,5110)



;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 205;ifelse(p2bodydist x <25,205,206)
sprpriority =2

[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

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


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

[State 210, Width]
type = Width
trigger1 = anim=206
value = 20,0
edge=27,0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 12,12
sparkno = S7010+(random%4)
sparkxy = -10,ifelse(anim=205,-70,-57)
hitsound = S2, 1
guard.sparkno= S7500
getpower=ceil(15*fvar(0)),7 
guardsound = S6, 0
ground.type = High
givepower=20,5
ground.slidetime = 14
guard.ctrltime=10
ground.hittime  = 13+(var(21)=2*4)
ground.velocity = -5.5
guard.velocity=-6
air.velocity = -1.5,-2.5
p2facing=1
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,27,16)))
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,27,16))
air.fall=1
forcenofall= p2statetype=C
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I  
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 207
sprpriority =2
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200,2
channel=0
[State 0, VelSet]
type = VelSet
trigger1 =animelem=4
x = 1.5 
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = S7010+(random%4)
sparkxy = -10,-45
hitsound = S2, 1
guard.sparkno= S7500
getpower=20,7 
givepower=ceil(15*fvar(0)),5
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime=11
ground.hittime  = 16
ground.velocity = -6.5
guard.velocity=-6
air.velocity = -3.5,-4.5
p2facing=1
air.hittime=ifelse(var(21)=1,35,ifelse(var(21)=2,22,18))
fall.recovertime=ifelse(var(21)=1,35,ifelse(var(21)=2,22,18))
down.hittime=ifelse(var(21)=1,35,ifelse(var(21)=2,22,18))
air.fall=1
forcenofall= p2statetype=C
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I  
[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;    4
poweradd=0
ctrl = 0
velset = 0,0
anim = ifelse(p2bodydist x <15,210,211)
sprpriority = 2
facep2=1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
;[State 210, Width]
;type = Width
;trigger1 = anim=211
;value = 23,0


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5 && anim=210 
x = 6
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6 && anim=210
x = 7
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8 && anim=210
x = -13

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4 && anim=211
x = 4
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5 && anim=211
x = 20
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6 && anim=211
x = 6
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7&& anim=211
x = -10

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8 && anim=211
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=10 && anim=211
x = -23

[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200, 2
channel=0


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    =40
guardflag = MA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -10,-70
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=ceil(40*fvar(0)),20 
givepower=20,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 19
ground.velocity = -5.5
guard.velocity=-7
air.velocity = -1.5,-3
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,26,22)))
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,26,22)))
air.fall=1
forcenofall= p2statetype=C
id=200



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

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


[State 0, Width]
type = Width
trigger1 = p2statetype=A && anim=210
player = 35,0
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8&&anim=211
trigger2 = animelem=7 &&anim=210
movetype = I  
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd=0
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
;[State 210, Width]
;type = Width
;trigger1 = anim=211
;value = 23,0

;ignorehitpause = 
;persistent = 
[State 0, HitBy]
type = HitBy
trigger1 =animelemtime(6)<0 && prevstateno!=[200,405]
value = SA,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 


[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 16    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = command="z"&& animelemtime(5)>=0&& animelemtime(6)<0 && AIlevel=0 && movecontact
trigger2= animelemtime(5)>=0&& animelemtime(6)<0 && AIlevel>0 && movehit && var(31)=0 && (var(21)=0||p2statetype!=C)
v = 16    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(16)&& animelemtime(8)=5 && animelemtime(10)<0
value = 220
elem=10
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=1 
x = 6
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 
x = 17
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3
x = 5
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4 
x = 2
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 
x = -4
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6
x = 1
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7 
x = -5
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8 
x = -2
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=10
x = -5
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=11 
x = -10

[State 210, 1]
type = PlaySnd
trigger1 = animelem=1
trigger2 = animelem=10
value = 0, 2
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 200, 3
channel=0


;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=C && animelem=5
v = 29    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =211
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    =30
guardflag = HA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -10,-45
hitsound = S2, 1
guardsound = S6, 0
guard.sparkno= S7500
getpower=ceil(30*fvar(0)),5
givepower=20,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 14
ground.velocity =2,-4-((var(29))*3)
guard.velocity=-2
air.velocity =  1,-3
air.hittime=55
fall.recovertime=ifelse(numexplod(211)<2,20,55)
air.fall=1
id=999

[State 200, 1]
type = PlaySnd
trigger1 = animelem=10
value = 200, 4
channel=0
[State 210, 2]
type = HitDef
trigger1 = AnimElem =12
attr = S, NA
animtype  = Medium
damage    =40
guardflag = MA
pausetime = 6,6
sparkno = S7020+(random%4)
sparkxy = -10,-80
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=ceil(30*fvar(0)),5 
givepower=20,5
ground.type = High
p2facing=-1
guard.ctrltime=16
ground.slidetime =16
ground.hittime  =55
ground.velocity = 4,-5
guard.velocity=-4
air.velocity =  5-((var(21)=1)*3),-3-((var(21)=1)*6.5)
air.hittime=15
fall.recovertime=60
air.fall=1
id=999
yaccel = ifelse(var(21)=1,.45,.55)

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

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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9
trigger2 = animelem=14 
movetype = I

[State 210, 5]
type = ChangeState
trigger1 = Animelemtime(9)>=9 && !var(16) || animtime=0 && var(16)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0;    5
poweradd=0
ctrl = 0
anim = 400
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 200, 1]
type = PlaySnd
triggerall = random <499
triggerall = anim=200
trigger1 = Time = 1
value = 200, 1
channel=0
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =400
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 13
priority  = 2
animtype  = Light
hitflag = MAF
guardflag = LA
pausetime = 8,8
givepower=5,5
sparkno = S7000+(random%4)
sparkxy = -10,-8
hitsound = S2, 0
guardsound = S6, 0
ground.type = Low
getpower=ceil(2*fvar(0)) 
guard.sparkno= S7500
guard.ctrltime=10
ground.slidetime =12
ground.hittime  = 10
fall.recovertime=12
down.hittime=12
air.hittime=12
ground.velocity = -4
guard.velocity=-4.5
down.velocity=-.5,-5
air.velocity = -1.5,-3
air.fall=1
forcenofall= 1
id=208
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A||p2statetype=L) && movehit=1 && (p2stateno!=[201,203])
value =201
ID =208
ignorehitpause =1 

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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I  
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 0;    5
poweradd= 0
ctrl = 0
anim = 405
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200,1
channel=0
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    =35
animtype  = Medium
hitflag = MAF
guardflag = LA
pausetime = 8,8
sparkno = S7020+(random%4)
sparkxy = -10,-20
guard.sparkno= S7500
hitsound = S2, 2
getpower=ceil(20*fvar(0)),10  
givepower=10,5
p2facing=1
guardsound = S6, 0
ground.type = low
guard.ctrltime=16
ground.slidetime =16
ground.hittime  = 16
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,45,35))
ground.velocity = -1,-6
guard.velocity=-5.5
air.velocity = -1,-6
air.fall=1
yaccel=.49
id=440


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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I  
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0;    6
poweradd= 0
velset=0,0
ctrl = 0
anim = 410
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200, 5
channel=0
;This is the first hit, triggered on the 3rd element of animation.

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x =6

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

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

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 40
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S7020+(random%4)
sparkxy = -10,-60
guard.sparkno= S7500
hitsound = S2, 2
getpower=ceil(20*fvar(0)),10  
givepower=10,5
p2facing=1
guardsound = S6, 0
ground.type = low
guard.ctrltime=14
ground.slidetime =17
ground.hittime  = 17
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,55,35))
ground.velocity = -ifelse(var(21)=1,1,5),-ifelse(var(21)=1,12,0)
guard.velocity=-5.5
air.velocity = -1.5,-10
fall=ifelse(var(21)=1,1,0)
air.fall=1
yaccel=.49
id=200
ground.cornerpush.veloff=-ifelse(var(21)=1,0,6)

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

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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I 

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0;    1
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 0, VarSet]
type = Varadd
trigger1 = movehit && p2statetype=A
v = 14    ;fv = 10
value = 1
ignorehitpause =1
persistent =0
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    =10
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = S7000+(random%4)
sparkxy = -10,-58
hitsound = S2, 0
getpower=ceil(10*fvar(0)),5  
givepower=5,5
guardsound = S6, 0
guard.sparkno= S7500
ground.type = High
ground.slidetime = 5
ground.hittime  = ceil(ifelse(var(21)=1,20,ifelse(var(21)=2,12,10))-(var(25)))
ground.velocity = -4
air.velocity = -1.3,ifelse(p2bodydist y <=-30,-1,-3.5)
air.hittime=ceil(ifelse(var(21)=1,20,ifelse(var(21)=2,12,10))-(var(25)))
fall.recovertime=ceil(ifelse(var(21)=1,20,ifelse(var(21)=2,12,10))-(var(25)))
air.fall=1
forcenofall= p2statetype=C
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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



[State 600, 3]
type =ctrlset
trigger1 = Time = 14
value=1
;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 0;    1
poweradd= 0
ctrl = 0
anim = 605
sprpriority = 2
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 20
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S7010+(random%4)
sparkxy = -5,-50
hitsound = S2, 1
getpower=ceil(10*fvar(0)),10  
givepower=7,5
guardsound = S6, 0
ground.type = High
guard.sparkno= S7500
ground.slidetime = 9
ground.hittime  = 17
ground.velocity = -4
air.velocity = -2,-4.5
air.hittime=ceil(ifelse(var(21)=1,27,ifelse(var(21)=2,24,17)))
fall.recovertime=ceil(ifelse(var(21)=1,27,ifelse(var(21)=2,24,17)))
air.fall=1
forcenofall= p2statetype=C
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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



[State 600, 3]
type =ctrlset
trigger1 =animtime=0
value =1

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0;    1
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1 = movehit=1 
anim =10000
ID = 610
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200, 4
channel=0
[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -13,-53
hitsound = S2, 2
getpower=ceil(20*fvar(0)),15 
givepower=10,5
guardsound = S6, 0
guard.sparkno= S7500
animtype = Med
ground.type = High
ground.slidetime = 9
ground.hittime  = ceil(ifelse(var(21)=1,23,ifelse(var(21)=2,21,19))-(var(25)))
guard.ctrltime=19
ground.velocity = -5
air.velocity = -3,-3.75
air.hittime=ifelse(var(21)=1,34,ifelse(var(21)=2,25-((numexplod(610)>4)*7),25-((numexplod(610))*3)))
fall.recovertime=ifelse(var(21)=1,34,ifelse(var(21)=2,25-((numexplod(610)>4)*7),25-((numexplod(610))*3)))
air.fall=1
forcenofall= p2statetype=C
id=200
yaccel=.47
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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







[State 600, 3]
type = changestate
trigger1 =animtime=0
value = 57
ctrl=1


;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 700]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd= -350
ctrl = 0
velset = 0,0
anim = 700
sprpriority =2
[State pal, *]
type = PalFX
trigger1 = time = 0
time = 8
add = 128,128,128
sinadd = -128,-128,-128,16
invertall = 0
color = 256
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200,7
channel=0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=1
x = 4
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x = 18
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
x = 3


[State 210, 2]
type = HitDef
trigger1 =!movecontact
attr = S, NA
animtype  = Medium
damage    = 5
guardflag = MA
pausetime = 7,7
sparkno = S7020+(random%4)
sparkxy = -10,-85
hitsound = S2, 2
guard.sparkno= S7500
getpower=0,0 
givepower=5,5
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime=16
ground.hittime  = 20
ground.velocity = -8.5,-5.5
guard.velocity=-3
air.velocity = -7.5,-5.5
p2facing=1
air.hittime=23
fall.recovertime=23
air.fall=1
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I  
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0;    0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = 0

[State 800, 1]
type = HitDef
triggerall = p2bodydist x <=41
Trigger1 = Time = 1
attr = S, NT         ;Attributes: Standing, Normal Throw         ;Affect only ground people who are not being hit
priority = 2    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2                      ;p2's sprite priority is set to 0 by default
p1facing = ifelse(command = "holdfwd",-1,1)
p2facing = 1          ;Force p2 to face KFM
p1stateno = 810       ;On success, KFM changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
id=800
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 =var(21)>0
v = 5  ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 = (p2stateno=[140,155])||p2movetype=H
v = 5  ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 = (p2stateno!=[140,155])&&p2movetype=I
v = 5  ;fv = 10
value =0
[State 200, 1]
type = PlaySnd
trigger1 = time=8
value = S5000,1
channel=0
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 80


[State 0, VarSet]
type = VarSet
trigger1 = (random<60*(enemy,AIlevel))&&var(5)=0&&(enemy,AIlevel)>0&&time=0
trigger2 = (random<72*(enemy,AIlevel))&&var(5)=2&&(enemy,AIlevel)>0&&time<3
v = 20   ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = (time=[1,21])&&((enemy,command="z")||(enemy,command="x"&&enemy,command="a")||(enemy,command="x"&&enemy,command="y")||(enemy,command="y"&&enemy,command="z"))&&var(5)=2&&enemy,AIlevel=0
trigger2 = (time=[1,6])&&((enemy,command="z")||(enemy,command="x"&&enemy,command="a")||(enemy,command="x"&&enemy,command="y")||(enemy,command="y"&&enemy,command="z"))&&var(5)=0&&enemy,AIlevel=0
trigger3 = var(20)=1&&(var(5)=0||var(5)=2)&&(enemy,AIlevel>0)&& time >7
value =811
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time=9&&var(5)=1
trigger2= time=12&&var(5)=0
value = 810
elem = 2
[State 0, VarSet]
type = VarSet
trigger1 = var(5)>=1
v = 19    ;fv = 10
value = 1
[State 0, Explod]
type = Explod
triggerall =numexplod(840)<1
trigger1 =time=1 && var(5)=1
trigger2= (time=12) && var(5)=0
trigger3= (time=26) && var(5)=2
anim =840
ID =840
pos = 43,-73
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=9
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =time=1 && var(5)=0
anim =842
ID =841
pos = 43,-73
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=14
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =time=1 && var(5)=2
anim =841
ID =841
pos = 43,-73
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=28
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=[0,5]
ID =840
scale = 2-((time)*.12),2-((time)*.12)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =840
scale = 1,1
facing=facing

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

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 2
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S200,7
channel=0
[State 0, Width]
type = Width
trigger1 = 1
edge = 60,0
player = 0,0
;value = 0,0
[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1)>= 0&&animelemtime(2)<0
pos = 35, 0



[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(2)>= 0&&animelemtime(3)<0
pos = 11,-63



[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(3)>= 0&&animelemtime(4)<0
pos =-4,-60



[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemtime(4)>= 0&&animelemtime(5)<0
pos =-18,-81

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem =5
pos = -50,-57
[State 0, Turn]
type = Turn
trigger1 =animelem=7 
;ignorehitpause = 
;persistent = 


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -55

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem=5 && p2stateno!=[833,835]
value = 833

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

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 811]
type    = S
movetype= A
physics = S
anim = 830
poweradd = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 5000,0
channel=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =  840
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =  841
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -11
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=811
value =812
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =time=9&&enemy,var(5)=1
trigger2=time=12&&enemy,var(5)=0
value = 820
elem = 2

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

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = enemy,stateno!=810&& enemy,stateno!=812
value = 5050
;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = -1.5,-7.25
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .55

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 45
trigger2 = FrontEdgeBodyDist < 45
value = 1
movecamera = 0,1

;ignorehitpause =
;persistent =

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1047

;anim =
;ignorehitpause = 
;persistent = 


[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = alive
triggerall =time >25&&var(19)=0
trigger1 = command="recovery"
trigger2= AIlevel >0 && random <100*AILevel
trigger3 = var(16) = 1&& p1name="Training"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 20
value = 5100 ;Hit ground
;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1045]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = ifelse(p2stateno=3051,1029,1025)
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && (enemy,var(11)||p2stateno=3051)
y = const(size.mid.pos.y)-10
[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1046

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1046]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

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

;ignorehitpause =
;persistent =

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1047

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1047]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)
[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1026
[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = time =[1,30]
value=1
[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3




[State 1027, State]
type = ChangeState
trigger1 = time >30
value = 1048

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1048]
type    = A
movetype= H
physics = N
[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027
[State 0, SelfState]
type = SelfState
triggerall =enemy,var(19)=0  && alive
trigger1=(time=[1,20])&& command="recovery" 
trigger2 = (time=[1,5])&&var(16) = 1&& p1name="Training"
trigger3 =(time=[1,5])&& AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 
value =5210


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

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

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


[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .48

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 1028, Turn]
type = Turn
triggerall = anim!=5052
trigger1 = (Time = 0) && (BackEdgeDist < 30)
[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 15)
value = 5100
;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 812]
type    = S
movetype= A
physics = S
poweradd = 0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 831

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -11
[State 810, State End]
type = selfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt

[Statedef 830]
type    = A
movetype= A
physics =A
juggle  = 0;
ctrl = 0
anim = 850
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = 0

            ;Force p2 into falling down
[State 800, 1]
type = HitDef
triggerall= p2statetype=A
Trigger1 = Time = 0
attr = A, NT         ;Attributes: Standing, Normal Throw         ;Affect only ground people who are not being hit
priority = 2    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2                      ;p2's sprite priority is set to 0 by default
p1facing = ifelse(command = "holdfwd",1,-1)
p2facing = 1          ;Force p2 to face KFM
p1stateno = 831      ;On success, KFM changes to state 810
p2stateno = 832       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1   
id=800
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 =p2movetype=A
v = 5  ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 = (p2stateno=[140,155])||p2movetype=H
v = 5  ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall=time=0
trigger1 = (p2stateno!=[140,155])&&p2movetype=I
v = 5  ;fv = 10
value =0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(prevstateno=605,610,605)
ctrl = 0

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 831]
type    = A
movetype= A
physics = N
velset=0,0
anim = 851
poweradd =80


[State 0, VarSet]
type = VarSet
trigger1 = (random<50*(enemy,AIlevel))&&var(5)=0&&(enemy,AIlevel)>0&&time=0
trigger2 = (random<62*(enemy,AIlevel))&&var(5)=2&&(enemy,AIlevel)>0&&time<3
v = 20   ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 =  (time=[1,21])&&((enemy,command="z")||(enemy,command="x"&&enemy,command="a")||(enemy,command="x"&&enemy,command="y")||(enemy,command="y"&&enemy,command="z"))&&var(5)=2&&enemy,AIlevel=0
trigger2 =(time=[1,13])&&((enemy,command="z")||(enemy,command="x"&&enemy,command="a")||(enemy,command="x"&&enemy,command="y")||(enemy,command="y"&&enemy,command="z"))&&var(5)=0&&enemy,AIlevel=0
trigger3 = var(20)=1&&(var(5)=0||var(5)=2)&&(enemy,AIlevel>0)&& time >7
value =835

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time=9&&var(5)=1
trigger2= time=13&&var(5)=0
value = 851
elem = 2
[State 0, VarAdd]
type = VarAdd
trigger1 =time=0
v =4     ;fv =
value = -6

[State 0, VarSet]
type = VarSet
trigger1 =var(16)<0
v =4    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 = var(5)>=1
v = 19    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = time >30
v = 21   ;fv = 10
value = 0

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall =numexplod(840)<1
trigger1 =time=1 && var(5)=1
trigger2= (time=13) && var(5)=0
trigger3= (time=26) && var(5)=2
anim =840
ID =840
pos = 36,-73
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=9
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =time=1 && var(5)=0
anim =842
ID =841
pos = 36,-73
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=14
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =time=1 && var(5)=2
anim =841
ID =841
pos = 36,-73
postype = p1  ;p2,front,back,left,right
facing=facing
vfacing = 1
bindtime = -1
removetime=28
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=[0,5]
ID =840
scale = 2-((time)*.12),2-((time)*.12)
facing=facing
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=6
ID =840
scale = 1,1
facing=facing

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

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S200,5
channel=0

[State 0, SprPriority]
type = SprPriority
trigger1 =animelem=1
value = -2
;ignorehitpause =
;persistent =
[State 0, SprPriority]
type = SprPriority
trigger1 =animelem=2
value = 2
[State 0, SprPriority]
type = SprPriority
trigger1 =animelem=6
value = 2
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
edge = 60,0
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 41,-64
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 41,-64
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos =37,-55

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NT
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 6,6
sparkno = S7010+(random%4)
sparkxy = -10,-85
hitsound = S2,5
guard.sparkno= S7500
getpower=15,7 
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime=ifelse(anim=205,10,13)
ground.hittime  = ifelse(anim=205,12,16)+(var(21)=2*4)
ground.velocity = -5.5
guard.velocity=-6
air.velocity = -.25,10
p2facing=1
air.hittime=ifelse(var(5)=1,150,45)
fall.recovertime=ifelse(var(5)=1,150,45)
air.fall=1
id=200
envshake.time = 8
envshake.ampl = 7
envshake.freq=85
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1029,1033])
value =1033
ID =200
ignorehitpause =1 

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


;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 832]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 852
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=835
value =836
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 1
movecamera = 1,0

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = enemy,stateno!=831
value = 5050
;---------------------------------------------------------------------------
; hitshakestae for trip or fast fall
; CNS difficulty: easy
[Statedef 1036]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=1

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type


 ;5051 - 4 + type

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5030)
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim2
trigger1 = Time = 0 && !selfanimexist(5030)
value = 5030
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 833
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 833]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
triggerall = p2stateno!=3001
Trigger1 = Time = 0 && prevstateno!=[800,899]
value = 854
[State 820, 1]
type = ChangeAnim2
triggerall = p2stateno=3001
Trigger1 = Time = 0 
value = 1029
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = S,HP
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&p2statetype=A&&p2stateno=810
x = -3
y = 7
[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&p2statetype!=A&&p2stateno=810
x = 6.5
y = -5
[State 0, HitVelSet]
type = HitVelSet
trigger1 =time=0 &&p2stateno!=810
x = 1
y = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >=ifelse(anim=820,15,0)&& (time >5||p2statetype=A)
value = 834
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 834]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-5
x = -3
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0


[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0
triggerall = alive
trigger1 = time > 27 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 27 
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > 27
value =5201

[State 0, ChangeState]
type = selfState
trigger1 = time>67
value = ifelse(!alive, 5110,5120)

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 835]
type    = A
movetype= I
physics = A
anim = 853
poweradd = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 5000,3
channel=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =  840
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =  841
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -5
y=-4


;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 836]
type    = A
movetype= I
physics = N
poweradd = 0
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5040

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -6
y=-5
[State 0, Gravity]
type = Gravity
trigger1 =1

[State 810, State End]
type = selfState
trigger1 = pos y>0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; Kung Fu Palm
[Statedef 1000]
type    = S
movetype= I
physics = N
juggle  = 0;    4
poweradd= 0
;velset = 0,0
anim =300
ctrl = 0
sprpriority = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S200,9
volume = 255
channel = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S40,2
channel = 1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =animelem=2 
x = 4
y = -10.5
;ignorehitpause = 
;persistent = 
[State 0, ChangeState]
type = ChangeState
triggerall = AIlevel=0
trigger1 = (command="holdfwd"||command="holdback") && command="a" && animelemtime(3)>0 && (pos y <-40 || vel y >0)
value =1006
ctrl = 0
[State 0, ChangeState]
type = ChangeState
triggerall = AIlevel=0
trigger1 = (command="holddown") && command="a" && animelemtime(3)>0 
value =1007
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1
;=========================================================================================================
; Kung Fu Palm
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim = 311
ctrl = 0
sprpriority = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem =1
value = S200,0
channel = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S200,6
channel = 0
[State 0, Width]
type = Width
trigger1 =1
player = 5,0
;value = 0,0
;ignorehitpause = 
;persistent = 


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



[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)>0
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1= time = 0 && var(21)>0&& enemy,hitdefattr=SCA,AA
v = 10    ;fv = 10
value = 1
[State -3]
type= AfterImage
trigger1= time = 0 && var(10)
time= 2
length=5
palcolor= 256
palinvertall= 0
palbright=  25, 25, 25
palcontrast  = 150,150,150
palpostbright= 0, 0, 0
paladd = 45, 145,0
palmul= 1,1,1
timegap = 2
framegap  = 2
trans = add1 ;"none","add1","sub"
;ignorehitpause = 
;persistent =

;ignorehitpause = 
;persistent = 
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,2
channel = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S0,2
channel = 1
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 
x = -15
 
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5
x = 15
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7 
x = 16
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=18 
x = -5
 
 
 
[State 0, NotHitBy]
type = HitBy
trigger1 = animelem = 1 
value =SCA,AT
time = 20
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Medium
damage    =45
guardflag = MA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -10,-45
hitsound = S2, 1
guardsound = S6, 0
guard.sparkno= S7500
getpower=ceil(10*fvar(0)),5
givepower=5,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 16
ground.velocity =5
guard.velocity=-2
air.velocity =  0,-3
air.hittime=14
fall.recovertime=14
air.fall=1
id=200
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A && var(10)
v =21   ;v = 570
value = 2
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype=A &&var(10)
v = 27   ;v = 570
value = 1
ignorehitpause =1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
animtype  = Medium
damage    =55
guardflag = MA
pausetime = 6,6
sparkno = S7020+(random%4)
sparkxy = -10,-45
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=ceil(10*fvar(0)),5
givepower=5,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 16
ground.velocity = -1,-14
guard.velocity=-2
air.velocity =  -1,-14
air.hittime=ceil(ifelse(var(21)=1,999,ifelse(var(21)=2,85,45)))
fall.recovertime=ceil(ifelse(var(21)=1,999,ifelse(var(21)=2,85,45)))
fall=1
id=200
yaccel=.47

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


[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl =1

;=========================================================================================================
; Kung Fu Palm
[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim =310
ctrl = 0
sprpriority = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem =1
value = S200,0
volume = 255
channel = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S200,1
volume = 255
channel = 0

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



[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1= time = 0 && var(21)>0&& enemy,hitdefattr=SCA,AA
v = 10    ;fv = 10
value = 1
[State -3]
type= AfterImage
trigger1= time = 0 && var(10)
time= 2
length=5
palcolor= 256
palinvertall= 0
palbright=  25, 25, 25
palcontrast  = 150,150,150
palpostbright= 0, 0, 0
paladd = 45, 145,0
palmul= 1,1,1
timegap = 2
framegap  = 2
trans = add1 ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =1001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

;ignorehitpause = 
;persistent = 
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,2
channel = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S0,2
channel = 1
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 
x = -22
 
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4
x = 22

 [State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7
x = -12
 
 


[State 0, NotHitBy]
type = HitBy
trigger1 = animelem = 1
value =C,AA,AT,HP
value2= S,AT
time = 22
[State 0, VarSet]
type = VarSet
trigger1 =time=0
v = 58   ;fv = 10
value = 15
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 =time=0
v =15   ;fv = 10
value = (20+(var(10)*15))-(numexplod(1001)*5)
ignorehitpause=1
 

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Medium
damage    =ifelse(var(21)=1 && var(10),85,45)
guardflag = MA
pausetime = 6,6
sparkno = S7020+(random%4)
sparkxy = -10,-70
hitsound = S2, 3
guardsound = S6, 0
guard.sparkno= S7500
getpower=ceil(10*fvar(0)),5
givepower=5,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 16
ground.velocity = ifelse(var(21)>0,-10,-4),ifelse(var(21)>0,-6,0)
guard.velocity=-6
air.velocity =  -10,-6
air.hittime=20
fall.recovertime=20
fall=ifelse(var(21)>0,1,0)
air.fall=1
id=ifelse(var(21)>0,20010,ifelse(p2statetype=A,201,998))
yaccel=.47

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

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


[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl =1
;=========================================================================================================
; Kung Fu Palm
[Statedef 1003]
type    = S
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim = 312
ctrl = 0
sprpriority = 1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 =time=0 && var(21)=1  
v = 21   ;v = 570
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S200,12
channel = 0
[State 113, VarSet]
type = VarSet
trigger1 = numexplod(1003)>2 && movehit && var(21)=2
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A  && enemy,hitdefattr = SCA,SA,HA,ST,HT
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A  
v =27   ;v = 570
value = 1
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)>0
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =1001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =1003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
;ignorehitpause = 
;persistent = 
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,2
channel = 1

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=9 
x = -17
 
 [State 0, VelSet]
type = VelSet
trigger1 =animelem=2 
x = 5
y = -4
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(2)>0&&animelemtime(9)<0 
y = .4
;ignorehitpause = 
;persistent = 


[State 0, NotHitBy]
type = HitBy
trigger1 = animelem = 2
value =SA,AA,AP,AT
time = 21

[State 0, PosSet]
type = PosSet
trigger1 = animelem=9
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=9
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time=0
v =15   ;fv = 10
value = (15+((var(21)=1)*15))-(numexplod(1001)*5)
ignorehitpause=1
 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9
statetype = S
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Medium
damage    =60
guardflag = MA
pausetime = 10,10
sparkno = S7020+(random%4)
sparkxy = -10,-45
hitsound = S2, 3
guardsound = S6, 0
guard.sparkno= S7500
getpower=ceil(10*fvar(0)),5
givepower=5,5
ground.type = High
p2facing=1
guard.ctrltime=12
ground.slidetime =15
ground.hittime  = 12
ground.velocity = -10,-6
guard.velocity=-6
air.velocity =  -10,-6
air.hittime=20
fall.recovertime=20
fall=1
air.fall=1
id=20010
yaccel=.47

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

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

[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl =1
;=========================================================================================================
; Kung Fu Palm
[Statedef 1004]
type    = A
movetype= A
physics = A
juggle  = 0;    4
poweradd= 0

anim =301
ctrl = 0
sprpriority = 1


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



[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1


[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 3
persistent=0
ignorehitpause=1

;elem = 1
;ignorehitpause = 
;persistent = 

[State 630, 1]
type = PlaySnd
trigger1 = animelem=2
value = S200, 5
channel=0

[State 630, 1]
type = PlaySnd
trigger1 = animelem=2
value = 0, 2
channel=1
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1 =movehit=1 
anim =10000
ID = 1004
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, VarSet]
type = VarSet
triggerall = var(21)=2
trigger1 = time=0 && var(21)=2 && numexplod(1004)>0
v = 21   ;v = 570
value =1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
trigger1 = var(21)=1 && movehit=1
v =7   ;fv = 10
value = 1
[State 610, 3]
type = HitDef
trigger1 = animelem=4
attr = A, SA
damage = 65
guardflag = HA
priority = 4
pausetime = 10,12
sparkno = S7020+(random%4)
sparkxy = -13,-53
hitsound = S2,4
getpower=ceil(25*fvar(0)),15 
guardsound = S6, 0
guard.sparkno= S7500
animtype = Med
ground.type = High
ground.slidetime = 9
ground.hittime  = cond(p2statetype=A,10,ceil(19-((numexplod(1004))*9)))
guard.ctrltime=19
ground.velocity = -5
air.velocity = -3,5.75
air.hittime=20
fall.recovertime=20
air.fall=1
id=999
yaccel=.47
 envshake.time = 6
envshake.ampl = 7
envshake.freq=85


;=========================================================================================================
; Kung Fu Palm
[Statedef 1006]
type    = A
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0

anim =303
ctrl = 0
sprpriority = 1


[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 =time=0 && var(21)=1  &&prevstateno=[600,699]
v = 21   ;v = 570
value = 0
[State 0, Width]
type = Width
trigger1 = 1
edge = 35,0
;value = 0,0
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 =!movecontact 
value = 0
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = time=0
trigger1 = (command="holdback"|| command="back")
trigger2 = p2bodydist x <100 && pos y <-50 && AIlevel>0 && var(31)=0 && p2bodydist y >10
value = 302
;elem = 1
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =1001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 0, VelSet]
type = VelSet
trigger1 = animelem=1
x = -.5
y = -.7
[State 0, VelSet]
type = VelSet
trigger1 = animelem=4
x = ifelse(anim=302,5.5,12)
y = 11
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S200,8
volume = 255
channel = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,2
volume = 255
channel = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelemtime(5)<0 && pos y >=0
value = anim
elem = 5
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  animelem=5
statetype = S
movetype = I        ;I,A,H
physics = S
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = animelem=5
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=5
x = 0
y = 0
;ignorehitpause = 
;persistent = 

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Medium
damage    =ifelse(var(21)=1,60,45)
guardflag = MA
pausetime = 6,6
sparkno = S7020+(random%4)
sparkxy = -10,-45
hitsound = S2, 3
guardsound = S6, 0
guard.sparkno= S7500
getpower=ceil(40*fvar(0)),5
givepower=30,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 16
ground.velocity = -4,0
guard.velocity=-6
air.velocity =  -10,-3
air.hittime=20
fall.recovertime=20
air.fall=1
id=ifelse(p2statetype=A,20010,998)
yaccel=.47

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 0, SelfState]
type = changeState
trigger1 =animtime=0
value =0
ctrl=1
;=========================================================================================================
; Kung Fu Palm
[Statedef 1007]
type    = A
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0

anim =304
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 6
value = S200,1
volume = 255
channel = 0



[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 0, VelSet]
type = VelSet
trigger1 = animelem=1
x = 0
y = -1.1
[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2)=6
x = 0
y = 15
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelemtime(3)<0 && pos y >=0
value = anim
elem = 3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,7
volume = 255
channel =1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S4,4
volumescale = 40
channel =2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  animelem=3
statetype = S
physics = S
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  animelem=5
movetype = I        ;I,A,H
[State 0, PosSet]
type = PosSet
trigger1 = animelem=3
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=3 
time = 8
freq = 60
ampl = 3
phase = 90
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 =animelem = 3
anim =6501
ID = 6500
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 = .8,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
pausemovetime=99
removeongethit = 1
ignorehitpause=1
persistent=0
 
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Medium
damage    =65
guardflag = MA
hitflag=MAFD
pausetime = 6,6
sparkno = S7020+(random%4)
sparkxy = -10,-45
hitsound = S2, 6
guardsound = S6, 0
guard.sparkno= S7500
getpower=ceil(40*fvar(0)),5
givepower=30,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 16
ground.velocity = -0,-14
guard.velocity=-6
air.velocity =  0,-14
air.hittime=ceil(ifelse((var(21)=1||var(19)&&var(21)!=2),95,ifelse(var(21)=2,65,45)))
fall.recovertime=ceil(ifelse((var(21)=1||var(19)&&var(21)!=2),95,ifelse(var(21)=2,65,45)))
fall=1
id=200
yaccel=.47
[State -2, Helper]
type = Helper
trigger1 = movehit&&numhelper(11009)<1
helpertype = normal ;player
name = "trail"
ID = 11009
stateno = 7000
pos = -30,-10
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A||p2statetype= L) && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, SelfState]
type = changeState
trigger1 =animtime=0
value =0
ctrl=1
;---------------------------------------------------------------------------
; Ground Bounce
[Statedef 1029]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority =-1
facep2=1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&& p2stateno!=810
value = 5030

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=2&& p2stateno!=810
value = 5160

[State 0, VelSet]
type = VelSet
trigger1 = time=0
y=12
x=-1

;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .55
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 && p2stateno!=810
y = -40
ignorehitpause =1
;persistent =

[State 0, SelfState]
type = changeState
trigger1 = pos y>=-5
value =1030

;---------------------------------------------------------------------------
; Ground bounce up
[Statedef 1030]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset=0,0
sprpriority =-1
[State 0, PosSet]
type = PosSet
trigger1 =time=[0,2]
y = 0
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = 5100

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=5
value = 50061

[State 0, VelSet]
type = VelSet
trigger1 = time=3
y=-9.25
x=-1

[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .5

[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0
triggerall = alive
trigger1 = time > 24 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 24 
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > 24 
value =5210


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


;---------------------------------------------------------------------------
; Strong Kung Fu Palm
; CNS difficulty: medium
[Statedef 1006]
type    = S
movetype= A
physics = S
juggle  = 0;    ifelse(command="HCF4",3,6)
poweradd= 0
velset = 0,0
anim = 1002
ctrl = 0
sprpriority =4

[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = var(10)=1 && time=0
value = SCA
;value2 = S,NA
time = 5
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 =animelemtime(7)<0&&prevstateno=[1000,1009]
time = 2
 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1020)>1 && time=0 && var(21)>0
v = 21   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1&& numexplod(1020)=0  &&prevstateno=[200,640]
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A 
trigger2=time=5 && var(6)=2 && numexplod(1020)=0
v =21   ;v = 570
value = 1
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1 = movehit=1
anim =10000
ID = 1020
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, SprPriority]
type = SprPriority
trigger1 = movehit
value = -2
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 = animelem=4
anim =1003
ID = 1003
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 = const(size.xscale),const(size.yscale)
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=0
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 =var(21)=0
v = 11    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =var(21)>0&& movehit=1 && p2stateno=[300,305]
v = 11    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 


[State 1010, 1]
type = PlaySnd
trigger1 = Time = 9
value = 0, 3



;[State 0, VarSet]
;type = VarSet
;triggerall = AILevel=0
;trigger1 = time=0
;v = 2  ;fv = 10
;value = ifelse(command = "QCB_y",1,ifelse(command="QCB_z",2,3))

;ignorehitpause =

;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)>0
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1



;ignorehitpause =
;persistent =
;[State 0, VarSet]
;type = VarSet
;triggerall = AILevel>0
;triggerall = var(31)!=20
;triggerall=time=0||var(2)=0
;triggerall = p2bodydist x<85 || prevstateno=211 && p2stateno=[120,155]
;trigger1 =  (p2movetype!=I || var(31)=7)
;trigger2 = p2movetype=A && p2statetype=A
;v = 2   ;fv = 10
;value = 1
;[State 0, VarSet]
;type = VarSet
;triggerall = AILevel>0
;triggerall=time=0||var(2)=0
;triggerall = p2bodydist x>130 && p2statetype=A 
;triggerall =var(31)=0
;trigger1 =  (p2movetype!=I)
;trigger2 = time>=2&& var(2)=0 && (var(21)!=0)
;v = 2   ;fv = 10
;value = 2
;
;[State 0, VarSet]
;type = VarSet
;triggerall = AILevel>0
;triggerall = power >=250
;triggerall = random<499 || var(31)>0
;triggerall=time=0
;trigger1 = var(4)=0 && (var(21)=0&&p2movetype=H&&(p2stateno!=[120,155])&&prevstateno=[200,440]) && var(31)=0
;trigger2= var(31)=20
;v = 2   ;fv = 10
;value = 3



[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && prevstateno!=1001
value = 200, 8
channel=0




[State 0, VelSet]
type = VelSet
trigger1=time=0
x = 4



[State 1010, 6] ;Opponent near
type = HitDef
trigger1 = animelem=4 && p2statetype!=C
attr = S, SA
air.animtype= up
animtype  = Hard
damage    =50, 5
priority  = 5
pausetime = 5,10
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -10,-57
hitsound = S2, 4
getpower=20,10
guardsound = S6, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
guard.ctrltime=14
ground.velocity = -0,-8.5
air.velocity = -0,-7.5
fall.recovertime=ifelse(var(21)>0,65,ceil(55-(var(27))))
air.hittime=ifelse(var(21)>0,65,ceil(55-(var(27))))
guard.velocity=-5
air.fall=1
yaccel=.48
nochainID = ifelse(var(21)>0,997,998)
id=ifelse(var(21)>0,997,998)
envshake.time = 8
envshake.ampl = 7
envshake.freq=85

;ignorehitpause = 
;persistent = 


[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=1034&&p2stateno!=[1031,1032]) && var(21)=0
value =1034
ID =998
ignorehitpause =1 


[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=[301,303]) && var(21)>0
value =301
ID =997
ignorehitpause =1

[State 0, VarSet]
type = VarSet
triggerall = prevstateno=[200,499]
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 0, VarSet]
type = Varadd
trigger1 = var(21)=1 && movehit=1
v =7   ;fv = 10
value = 2


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


[State 0, VarSet]
type = VarSet
triggerall = var(21)=2
trigger1 = time=0 && numexplod(1020)>1
v = 21   ;v = 570
value = 1
ignorehitpause =1



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

;---------------------------------------------------------------------------
; Strong Kung Fu Palm
; CNS difficulty: medium
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 0;    ifelse(command="HCF4",3,6)
poweradd= 0
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2
facep2=1





[State 0, VarSet]
type = VarSet
triggerall = var(2)!=3
triggerall = AILevel=0 
trigger1 = time=0
v = 2  ;fv = 10
value = ifelse(command = "QCF_y",1,ifelse(command="QCF_z",2,3))
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
triggerall =  var(31)=0
triggerall = p2stateno!=5201
trigger1 =  p2statetype=A ||prevstateno!=210  ||var(2)=0
v = 2   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
triggerall =  var(31)=0
trigger1 =  p2statetype=A &&(p2stateno!=5201 || p2stateno=5201 && enemy,time>13)
trigger2 = prevstateno=210 
v = 2   ;fv = 10
value = 2

[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall = power >=500
triggerall =  var(31)=0
triggerall = random<499
triggerall = p2stateno!=5201 || enemy,time >13
triggerall=time=0&&var(31)=0
triggerall = p2bodydist x >70
trigger1 = var(4)=0 && (var(21)=0&&p2movetype=H&&(p2stateno!=[120,155])&&prevstateno=210)
v = 2   ;fv = 10
value = 3
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = ifelse(var(2)<=1,1000,ifelse(var(2)=2,1001,1002))
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=1 &&var(2)<=1 && anim!=1000
value = 1000
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = ifelse(Var(21)=2,1,3)
persistent=0
ignorehitpause=1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = var(2)=3 && time =0
value = -250
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A||p2statetype=L)&& movehit 
anim =10000
ID =1001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 =time=0 && var(21)=1  &&prevstateno=[200,1100]
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2 && var(21)=0
trigger1 =time=0 && var(2)!=3  &&prevstateno=[200,1100]
v = 19  ;v = 570
value = 0
ignorehitpause =1
 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1010)=1 && time=0 && var(2)>1&& var(21)=2
trigger2 = numexplod(1010)>1 && time=0 && var(2)=1&& var(21)=2
trigger3 = p2movetype=A && var(2)!=2
v = 21   ;fv = 10
value = 1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A && var(2)=2
v =21   ;v = 570
value = 2



[State 0, VarSet]
type = VarSet
trigger1 = p2movetype=A && var(2)=2
v = 27   ;v = 570
value = 1
ignorehitpause =1

[State 113, VarSet]
type = VarSet
triggerall = var(21)!=2 || numexplod(1010)>3
trigger1 = p2movetype=A && var(2)!=2
v =21   ;v = 570
value = 1


;ignorehitpause =
;persistent =
[State 0, Explod]
type = Explod
trigger1 =(p2statetype=A)&& movehit
anim =10000
ID =1010
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)>0
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1



;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = HitBy
trigger1 = animelemtime(9)<0 && var(2)=3
value = SA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 
[State 1010, 1]
type = PlaySnd
trigger1 = animelem=3 && var(2)=1
trigger2 = animelem=8 && var(2)>=2
value = 0, 2
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=3 && var(2)=1
value = 200,7
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && var(2)=2
value = 200,12
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=8 && var(2)=2
value = 200,11
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && var(2)>=3
value = 200,9
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=8 && var(2)>=3
value = 200,14
channel=0
[State 0, Helper]
type = Helper
triggerall = var(2)=3
trigger1 = time=0
helpertype = normal ;player
name = "powerup"
ID =1056
stateno =1056
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0




[State 0, Width]
type = Width
trigger1 = 1
edge = 35,0
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time=0
v =15   ;fv = 10
value = 12-(numexplod(1001)*3)
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 =movehit=1
v = 58   ;fv = 10
value = ifelse(var(21)>0,16,12)
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1=animelem=4
trigger2=animelemtime(4)>=0 && animelemtime(5)<0  && var(2)=2 && time%3=0
trigger3=animelemtime(4)>=0 && animelemtime(4)<5  && var(2)=3 && time%2=0
anim = 8300
ID = 8300
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .6,.6
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
;[State 0, VelSet]
;type = posadd
;trigger1 =animelemtime(3)>=0 && animelemtime(6)<0  && var(2)=1
;x = 15

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(3)>=0 && animelemtime(5)<0  && var(2)=1
x = 7.5
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(3)>=0 && animelemtime(5)<0  && var(2)=2
x = 9.5

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(5)>=0 && animelemtime(6)<0  && var(2)=3
x = 11


;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = posadd
trigger1 =animelem=3 && var(2)=1
x = 10
[State 0, VelSet]
type = posadd
trigger1 =animelem=4&& var(2)=1
x = 17
[State 0, VelSet]
type = posadd
trigger1 =animelem=5&& var(2)=1
x = 6
[State 0, VelSet]
type = posadd
trigger1 =animelem=8&& var(2)=1
x = -18
[State 0, VelSet]
type = posadd
trigger1 =animelem=2 && var(2)=2
x =7
[State 0, VelSet]
type = posadd
trigger1 =animelem=3&& var(2)=2
x = 7
[State 0, VelSet]
type = posadd
trigger1 =animelem=4&& var(2)=2
x = -2
[State 0, VelSet]
type = posadd
trigger1 =animelem=5&& var(2)=2
x = 13
[State 0, VelSet]
type = posadd
trigger1 =animelem=7&& var(2)=2
x = -10
[State 0, VelSet]
type = posadd
trigger1 =animelem=8&& var(2)=2
x =-15
[State 0, VelSet]
type = posadd
trigger1 =animelem=9&& var(2)=2
x = 13
[State 0, VelSet]
type = posadd
trigger1 =animelem=10&& var(2)=2
x = 2
[State 0, VelSet]
type = posadd
trigger1 =animelem=11&& var(2)=2
x = 1
[State 0, VelSet]
type = posadd
trigger1 =animelem=12&& var(2)=2
x = -19


[State 0, VelSet]
type = posadd
trigger1 =animelem=1 && var(2)=3
x = -12
[State 0, VelSet]
type = posadd
trigger1 =animelem=2 && var(2)=3
x = 1
[State 0, VelSet]
type = posadd
trigger1 =animelem=3 && var(2)=3
x = -15
[State 0, VelSet]
type = posadd
trigger1 =animelem=4&& var(2)=3
x = 14
[State 0, VelSet]
type = posadd
trigger1 =animelem=5&& var(2)=3
x = -2
[State 0, VelSet]
type = posadd
trigger1 =animelem=6&& var(2)=3
x = -12
[State 0, VelSet]
type = posadd
trigger1 =animelem=8&& var(2)=3
x = 6
[State 0, VelSet]
type = posadd
trigger1 =animelem=9&& var(2)=3
x = 10
[State 0, VelSet]
type = posadd
trigger1 =animelem=13&& var(2)=3
x = -12
[State 1010, 6] ;Opponent near
type = HitDef
triggerall = var(2)=1
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 55, 15
priority  = 5
hitflag=MAF
guardflag = MA
pausetime = 5,5
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 5
getpower=ceil(25*fvar(0)),10
givepower=20,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = ifelse(var(21)=1,28,ifelse((p2stateno=[120,155]),26,23))
guard.ctrltime=26
down.hittime=20
ground.velocity = -5.5
air.velocity = -7.5,-5
down.velocity=-3,-12.8
guard.velocity=-5
air.fall=1
forcenofall=ifelse(p2statetype!=A,1,0)
fall.recovertime=50
air.hittime=50
down.hittime=50
yaccel=.65
id=ifelse(p2statetype=A,20010,200)
envshake.time = 5
envshake.ampl = 7
envshake.freq=85


[State 0, VarSet]
type = VarSet
trigger1 = movehit=1 && p2stateno=[300,305]
v = 11    ;fv = 10
value = 1
ignorehitpause=1


[State 1010, 6] ;Opponent near
type = HitDef
triggerall = var(2)=2
trigger1 = animelem=5
attr = S, SA
air.animtype=up
animtype  = Hard
damage    =45, 5
priority  = 5
guardflag = MA
pausetime = 5,5
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 5
getpower=ceil(35*fvar(0)),15
givepower=25,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 29
guard.ctrltime=22
ground.velocity = 4
air.velocity = -2,-7.5
fall.recovertime=35
guard.velocity=-4
air.fall=1
yaccel=.47
id=ifelse(p2statetype=A,200,0)
envshake.time =8
envshake.ampl = 7
envshake.freq=85
[State 1010, 6] ;Opponent near
type = HitDef
triggerall = var(2)=2
trigger1 = animelem=11
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 25, 5
priority  = 5
guardflag = HA
pausetime = 5,5
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 5
getpower=ceil(45*fvar(0)),15
givepower=25,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 11
guard.ctrltime=11
ground.velocity = -8,-4
air.velocity = -8,-4.5
fall.recovertime=35
guard.velocity=-8
fall=1
nochainID = 210
id=ifelse(var(21)>0,210,440)
envshake.time =8
envshake.ampl = 7
envshake.freq=85



[State 1010, 6] ;Opponent near
type = HitDef
triggerall = var(2)>=3
trigger1 =animelem=5
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 55, 10
priority  = 5
guardflag = MA
pausetime = 5,8
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
getpower=0,0
givepower=5,5
hitsound =S2, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 30
guard.ctrltime=27
ground.velocity = -2
air.velocity = -2,-7.5
guard.velocity=-5
air.fall=1
fall.recover=0
yaccel=.47
id=ifelse(p2statetype=A,200,0)
envshake.time =8
envshake.ampl = 7
envshake.freq=85
[State 1010, 6] ;Opponent near
type = HitDef
triggerall = var(2)>=3
trigger1 = animelem=9
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 35, 10
priority  = 5
guardflag = MA
pausetime = 5,8
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
getpower=0,0
givepower=5,5
hitsound =S2, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 12
guard.ctrltime=12
ground.velocity = -7,-5
air.velocity = -7,-5
guard.velocity=-5
air.fall=1
fall.recover=0
yaccel=.47
id=215
envshake.time =8
envshake.ampl = 7
envshake.freq=85

[State 0, VarSet]
type = Varadd
trigger1 = var(2)>=3&&var(10)>0 && movehit=1
v =7   ;fv = 10
value = 1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1025,1030])
value =1025
ID =215
ignorehitpause =1 
[State 0, VarSet]
type = VarSet
trigger1 =var(2)=3 && movehit 
v = 19    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])&& var(21)=0&&var(2)!=1
value =201
ID =998
ignorehitpause =1 

;
;[State 0, TargetState]
;type = TargetState
;trigger1 =movehit=1 && (p2stateno!=[1034,1036]) &&p2statetype!=L
;value =1034
;ID =202
;ignorehitpause =1 

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


;------------------
; Wall bounce
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

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

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

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

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

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

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

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

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

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

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

;------------------
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 0, SelfState]
type = SelfState
triggerall =enemy,var(19)=0  && alive
trigger1=(time=[1,20])&& command="recovery" 
trigger2 = (time=[1,20])&&var(16) = 1&& p1name="Training"
trigger3 = AILevel >0 && random<99 && enemy,stateno!= 3050 
value =5210

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

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



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

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 1028, Turn]
type = Turn
triggerall = anim!=5052
trigger1 = (Time = 0) && (BackEdgeDist < 30)
[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; Trip/fast fall back down
[Statedef 1031]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority =-1
[State 0, Turn]
type = Turn
trigger1 =facing= enemy,facing 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&& p2stateno=405 || enemy,prevstateno=405
value = 5070
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&& anim!=5070 && p2stateno!=831
value = 5030

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno!=405 && enemy,prevstateno!=405
trigger1 = time=2&& anim=5030
value = ifelse(selfanimexist(5161),5161,5160)

[State 0, VelSet]
type = VelSet
trigger1 = time=0 && anim=5030
y=15
x=0
[State 0, VelSet]
type = VelSet
trigger1 = time=0 && anim=852
y=10
x=-7
;ignorehitpause = 
;persistent = 
[State 0, HitVelSet]
type = HitVelSet
trigger1 =time=0 && anim=5070 
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = ifelse(anim=5070,.75,.55)

;persistent =

[State 0, SelfState]
type = changeState
triggerall = time >ifelse(anim=5070,5,0)
trigger1 = pos y>=-5
value =1032

;---------------------------------------------------------------------------
; Ground bounce up
[Statedef 1032]
type    =L
movetype= H
physics = N
poweradd= 0
velset=0,0
ctrl = 0
sprpriority =-1
[State 0, PosSet]
type = PosSet
trigger1 =time=[0,4]
y = 0
;ignorehitpause =
;persistent =
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0  && selfanimexist(5101)
value = 5101
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0  && !selfanimexist(5101)
value = 5100

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && (anim!=[5110,5111])&& !selfanimexist(5111)
value = 5110
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  animtime=0 && (anim!=[5110,5111])&& selfanimexist(5111)
value = 5111
[State 0, EnvShake]
type = EnvShake
trigger1 =time=0 
time = 5
freq = 60
ampl = -4
phase = 90
;ignorehitpause = 
;persistent = 


[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0
triggerall = enemy,var(25)=0
triggerall = alive
trigger1 = time > 27 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 27
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > 28 
value =5201

[State 0, SelfState]
type = SelfState
trigger1 = pos y>=0 && time>40
value =ifelse(!alive, 5110,5120)
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 1033]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=1


[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type

 ;5051 - 4 + type

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5030)
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim2
trigger1 = Time = 0 && !selfanimexist(5030)
value = 5030
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 1029
;---------------------------------------------------------------------------
; hitshakestae for trip or fast fall
; CNS difficulty: easy
[Statedef 1034]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=1

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type


 ;5051 - 4 + type

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5030)
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim2
trigger1 = Time = 0 && !selfanimexist(5030)
value = 5030
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 1031

;------------------
; Stagger
[Statedef 1035]
type    = S
movetype= H
physics = S

[State 0, HitVelSet]
type = HitVelSet
trigger1 =time=0
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 1025, Anim] ;Custom animation
type = ChangeAnim
triggerall = time=0
trigger1 = selfanimexist(5180)
value = 5180
[State 1025, Anim] ;STUPID PEOPLE WHO THOUGHT 5003 WAS A GOOD IDEA MUTEKI
type = ChangeAnim
triggerall = time=0
triggerall = anim!=5180
trigger1 = selfanimexist(5003)
value = 5003
[State 1025, Anim] ;Custom animation
type = ChangeAnim
trigger1 = time=0
triggerall = !selfanimexist(5003)
triggerall = !selfanimexist(5180)
value = 5300

[State 0, SelfState]
type = SelfState
trigger1 = !alive
value =5050
[State 1025, State]
type = selfstate
trigger1 =time > ceil(enemy,var(58)*1.45)
value = 0
ctrl=1
;---------------------------------------------------------------------------
; Kung Fu Knee
[Statedef 1050]
type    =S
movetype= A
physics = S
juggle  = 0;    5
poweradd=0
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2
;facep2=1

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 
x = 21
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 
x = -8
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4 
x = 1

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7 
x = -2
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8 
x = 20
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=9 
x = -5
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=10
x = -4
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=16
x = 8

[State 0, VelSet]
type = VelSet
trigger1 =animelem=2 
x = 4.6

[State 0, VelSet]
type = VelSet
trigger1 =animelem=9 
x = 4
;ignorehitpause = 
;persistent = 


[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A  && var(2)=2
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A  && var(2)=2
v =27   ;v = 570
value = 1

[State 113, VarSet]
type = VarSet
triggerall = var(21)!=2
trigger1 = p2movetype=A  && var(2)=3
v =21   ;v = 570
value = 1

 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1050)>=2 && time=0 && var(21)=2
v = 21   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1  &&prevstateno=[200,1100]
trigger2 = p2movetype!=A && animelemtime(5)<0
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, Explod]
type = Explod
trigger1 = movehit 
anim =10000
ID = 1050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0


[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)>=1
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 0, VarSet]
type = VarSet
triggerall = AILevel=0
trigger1 = time=0
v = 2  ;fv = 10
value = ifelse(command = "DP_y",1,ifelse(command="DP_z",2,3));

    ;S,A,C,L
;ignorehitpause = 
;persistent = 


;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0||var(2)=0
triggerall = p2bodydist x<60
triggerall =  var(31)=0
triggerall = p2stateno!=5201
trigger1 =  (power >=500&&random<249||var(21)=0) && ((prevstateno=210||prevstateno=410||prevstateno=430||prevstateno=205)||p2movetype=I)
trigger2 = time>=2&& var(2)=0 && (var(21)=0||power >=500&&random<249||var(31)>90)
trigger3 =  (p2movetype!=A) 
v = 2   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
triggerall =  var(31)=0
triggerall = (power<=500 ) || var(31)!=0
trigger1 =  p2statetype=A &&p2stateno!=5201 || p2stateno=5201 && enemy,time>13
trigger2 = time>=2&& var(2)=0 
trigger3= p2movetype=A
v = 2   ;fv = 10
value = 2

[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall = power >=250
triggerall =  var(31)=0
triggerall = random<499 && frontedgebodydist <60
triggerall = p2stateno!=5201 || enemy,time >13
triggerall=time=0&&var(31)=0
trigger1 = var(4)=0 && (var(21)=0&&p2movetype=H&&(p2stateno!=[120,155])&&prevstateno=[200,440])
trigger2 = p2movetype=A
v = 2   ;fv = 10
value = 3

[State 0, VarSet]
type = VarSet
trigger1 = var(2)=3 && power <250 && time=1
v = 2    ;fv = 10
value = 2

[State 1000, 1]
type = PlaySnd
trigger1 = time=0
trigger2 = animelem=10
trigger3 = animelem=17&& var(2)>1
trigger4 = animelem=23&& var(2)=3
value = 0, 2
channel=1

[State 1000, 1]
type = PlaySnd
trigger1 = time=0
value = 200, 13
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=17&& var(2)>1
value = 200, 10
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=23&& var(2)=3
value = 200, 1
channel=0

[State 0, Helper]
type = Helper
triggerall = var(2)=3
trigger1 = time=0
helpertype = normal ;player
name = "powerup"
ID =1056
stateno =1056
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(2)>1 && time=0
value = 1050+var(2)-1

[State 0, PowerAdd]
type = PowerAdd
triggerall=anim=1052 && animelemtime(1)=1
trigger1 = var(2)=3
value = -250



[State -1]
Type = VelSet
Trigger1 = AnimElem = 17 &&var(2)>1&& anim=[1050,1052]
X = ifelse(var(2)=1,2.5,ifelse((var(2)=2),2.5,2.75))
y=-ifelse(var(2)=1,6.5,ifelse((var(2)=2),8.5,9.55))

;[State -1]
;Type = VelSet
;Trigger1 = AnimElem = 6&& anim=[1050,1052]
;X = ifelse(var(2)=3,.75,2)


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time<=6 && var(2)=2
value = SCA
;value2 = S,NA
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time<=7 && var(2)=3
value = SCA
;value2 = S,NA
time = 1

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 17&& var(2)>1
StateType = A
physics=N
IgnoreHitPause = 1

[State 0, VelAdd]
type =gravity
trigger1 = animelemtime(17)>0 && animelemtime(24)<0 && var(2)!=3
trigger2 = animelemtime(17)>0 && animelemtime(28)<0 && var(2)=3

[State 1050, 4]
type = HitDef
trigger1 = animelem=5
attr = S, SA
animtype  = Medium
damage    =30, 5
priority  = 5
guardflag = MA
pausetime = 6,6
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=ifelse(var(2)=3,0,ceil(20*fvar(0))),ifelse(var(2)=3,0,5) 
givepower=5,5
sparkxy = -10,-55
hitsound = S2, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -3
air.velocity = -1,-5.5
airguard.velocity=-1.25,-6
air.fall = 1
fall.recovertime=ifelse((numexplod(1050)<2&&var(21)>0),60,39)
forcenofall=p2statetype!=A
guard.velocity=-4
yaccel=.47
id=201
p2facing = 1
forcestand=1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = animelem=7
;ignorehitpause = 
;persistent = 


[State 1050, 4]
type = HitDef
trigger1 = animelem=11
attr = S, SA
animtype  = Medium
damage    = ifelse(var(2)=1,25,20), 5
priority  = 5
guardflag = MA
pausetime = 10,10
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=ifelse(var(2)=3,0,ceil(10*fvar(0))),ifelse(var(2)=3,0,5) 
givepower=5,5
sparkxy = -10,-55
hitsound = S2, 6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
nochainid=202
ground.velocity = -ifelse(var(2)!=1,.5,2),-9.5
air.velocity = -ifelse(var(2)!=1,.5,2),-9.5
airguard.velocity=-1.5,-5.5
fall = 1
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,60,ifelse(var(2)=1,25,50)))
air.hittime=ifelse(var(21)=1,99,ifelse(var(21)=2,60,ifelse(var(2)=1,25,50)))
guard.velocity=-4
yaccel=ifelse(var(2)=3,.4,.47)
id=201
p2facing = 1
[State 0, TargetState]
type = TargetState
triggerall = movetype=A
trigger1 = movehit=1 && (p2stateno!=[1025,1030]) && (p2stateno!=[201,204]) && p2statetype=A
value =201
ID =201
ignorehitpause=1



[State 1050, 4]
type = HitDef
trigger1 = animelem=21
attr = A, SA
animtype  = Medium
damage    = 35, 5
priority  = 5
guardflag = MA
pausetime = 10,10
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=0
givepower=ifelse(var(2)=3,0,ceil(25*fvar(0))),ifelse(var(2)=3,0,5) 
sparkxy = -10,-55
hitsound = S2, 6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  =ifelse(var(21)=1,99,ifelse(var(21)=2,50,27))
ground.velocity = -3.5,-8.5
air.velocity = -ifelse(var(2)=3,3.5,1),-8.5
airguard.velocity=-3.5,-4
fall = 1
fall.recovertime=ifelse((numexplod(1050)<2&&var(21)>0),79,27)
air.hittime=ifelse((numexplod(1050)<2&&var(21)>0),79,27)
guard.velocity=-4
yaccel=.47
id=201
p2facing = 1
[State 1050, 4]
type = HitDef
trigger1 = animelem=23
attr = A, SA
animtype  = Medium
damage    = 15, 5
priority  = 5
guardflag = MA
pausetime = 10,10
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=0
givepower=0,0
sparkxy = -10,-55
hitsound = S2, 6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  =ifelse(var(21)=1,99,ifelse(var(21)=2,50,35))
ground.velocity = -9.5,-8.5
air.velocity = -9.5,-6.5
airguard.velocity=-3.5,-4
fall = 1
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,50,27))
air.hittime=ifelse(var(21)=1,99,ifelse(var(21)=2,50,27))
guard.velocity=-4
yaccel=.47
id=20010
p2facing = 1

[State 0, ChangeState]
type = ChangeState
triggerall = var(2)=3 && statetype=A
trigger1 = (command="holdfwd"||command="holdback") && command="a" && animelemtime(23)>0 
value =1006
ctrl = 0
[State 0, ChangeState]
type = ChangeState
triggerall = var(2)=3 && statetype=A
trigger1 = (command="holddown") && command="a" && animelemtime(23)>0 
value =1007
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y>=0 && animelemtime(17)>0 && var(2)>1
value =  1050+var(2)-1
elem =ifelse(var(2)=3,28,24)
;ignorehitpause = 
persistent =0 


[State 0, VelSet]
type = VelSet
trigger1 = animelem=24 &&var(2)=2
trigger2 = animelem=28 && var(2)=3
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = animelem=24 && var(2)=2
trigger2 = animelem=28 && var(2)=3
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=24 && var(2)=2
trigger2 = animelem=28 && var(2)=3
trigger3 = animelem=13 && var(2)=1
statetype = S
movetype = I        ;I,A,H
physics = S
;ignorehitpause = 
;persistent = 
[State 0, TargetState]
type = TargetState
triggerall = movetype=A
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
      ;I,A,H
;ignorehitpause = 
;persistent = 

[State 1010, 8]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1051]
type    = A
movetype= H
physics = N
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing&time=0
;ignorehitpause =
;persistent =
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,var(11)
y = -const(size.mid.pos.y)-10
 ;5051 - 4 + type
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 854

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

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >=20
value = 302
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1052]
type    = L
movetype= H
physics = N

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>27
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = time>48
value = ifelse(!alive, 5110,5120)
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1053]
type    = A
movetype= H
physics = N

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 1056
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = selfState
trigger1 = p2stateno!=1050
value = 5050
;---------------------------------------------------------------------------
; Kung Fu Palm
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 1
facep2=ifelse((prevstateno=[1000,1009]),1,0)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = var(10)=1 && time=0
value = SCA
;value2 = S,NA
time = 14
[State 0, NotHitBy]
type = HitBy
trigger1 = var(10)=0 && animelemtime(8)<0
value = SA,AA,AP
;value2 = S,NA
time = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =  p2movetype=A && (anim=1101)
v = 27   ;v = 570
value =1
ignorehitpause =1
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A && (anim=1101)
v =21   ;v = 570
value =2
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 =  numexplod(1100)<2&&time=5 && var(6)=2&& var(18)=0
trigger2 =p2movetype=A && (anim!=1101) && numexplod(1100)=0
v = 21   ;v = 570
value = 1
ignorehitpause =1
 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1100)=2 && time=0 && var(21)=2
v = 21   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1  &&prevstateno=[200,640]
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, Explod]
type = Explod
trigger1 =var(21)>=1 && movehit 
anim =10000
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1.5,1.5
sprpriority = 5
removetime=-1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

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




;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
triggerall=var(2)!=3
triggerall = AILevel>0
triggerall=time=0||var(2)=0 || anim=1101
trigger1= p2bodydist x > 70|| (p2stateno=5120  || p2stateno=5201 || var(31)>0)
v = 2   ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall=var(2)!=3
triggerall=time=0|| anim=1100
trigger1 = p2bodydist x<70 && p2stateno!=5120  && p2stateno!=5201
triggerall =  var(31)=0
v = 2   ;fv = 10
value = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 =animelemtime(7)<0&&prevstateno=[1000,1009]
time = 2
[State 0, VarSet]
type = VarSet
trigger1=time=0&&prevstateno!=[1000,1009]
v = 2   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
triggerall = AILevel=0
trigger1 = time=0
v = 2  ;fv = 10
value = ifelse(command="QCB_y",1,ifelse(command = "QCB_z",2,3))
[State 0, VarSet]
type = VarSet
trigger1=time=0&&prevstateno=[1000,1009]
v = 2   ;fv = 10
value = 3

[State 1000, 1]
type = PlaySnd
trigger1 = animelem=2 &&anim=[1050,1052]
value = 0, 2
channel=1
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=5
value = 0, 2
channel=1
[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && var(2)!=2
value = 200, 16
channel=0

[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && var(2)=2
value = 200, 17
channel=0

[State 0, Helper]
type = Helper
triggerall = var(2)=3
trigger1 = time=0
helpertype = normal ;player
name = "powerup"
ID =1056
stateno =1056
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(2)>1 && time=0
value = ifelse(var(2)=2,1101,1102)

[State 0, PowerAdd]
type = PowerAdd
triggerall=anim=1052 && animelemtime(1)=1
trigger1 = var(2)=3
value = -250




[State -1]
Type = VelSet
Trigger1 = AnimElem = 3 
X = ifelse(var(2)=1,1.5,ifelse((var(2)=2),3.5,2.25))
y=-ifelse(var(2)=1,3.5,ifelse((var(2)=2),6,4.5))
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
statetype = A 

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time<=4 && var(2)!=2
value = SCA
;value2 = S,NA
time = 1



[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 3
StateType = A
IgnoreHitPause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(3)>0&&animelemtime(8)<0 
y = .65
;ignorehitpause = 
;persistent = 


[State 1050, 4]
type = HitDef
trigger1 = animelem=7&& anim=1100
attr = A, SA
animtype  = Medium
damage    =40, 5
priority  = 5
guardflag = HA
pausetime = 6,6
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=ifelse(var(2)=3,0,8),ifelse(var(2)=3,0,5) 
givepower=5,5
sparkxy = -10,-55
hitsound = S2, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = ifelse(var(21)=1,40,ifelse(var(21)=2,31,25))
ground.velocity = -1
air.velocity = -1,9.5
airguard.velocity=-1.25,-6
air.fall = 1
nochainid=201
fall.recover=0
guard.velocity=-4
nochainID = 999
yaccel=.47
id=201
p2facing = 1
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[201,204])
value =201
ID =201
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(2)>1 && p2statetype=A
flag = unguardable


[State 1050, 4]
type = HitDef
trigger1 = animelem=7&& anim=1101
attr = A, SA
animtype  = Medium
damage    = 45, 5
priority  = 5
guardflag = HA
pausetime = 5,5
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=ifelse(var(2)=3,0,20),ifelse(var(2)=3,0,5) 
givepower=5,5
sparkxy = -10,-55
hitsound = S2, 6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
nochainid=202
ground.velocity = -3.5,-9.5
air.velocity = -5,-8
airguard.velocity=-1.5,-4
fall = 1
fall.recovertime=ifelse((numexplod(1050)=1&&var(21)=2||fvar(4)>0),60,35)
guard.velocity=-4
yaccel=.47
id=210
p2facing = 1
[State 0, VarSet]
type = VarSet
trigger1 = movehit=1 && p2stateno=[300,305]
v = 11    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = movehit=1 && p2stateno=[1020,1035]
v = 11    ;fv = 10
value = 0
[State 1050, 4]
type = HitDef
trigger1 = animelem=7&& anim=1102
attr = A, SA
animtype  = Medium
damage    = 55, 5
priority  = 5
guardflag = MA
pausetime = 5,5
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=0,0
sparkxy = -10,-55
givepower=5,5
hitsound = S2, 6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
nochainid=202
ground.velocity = -2.5,10
air.velocity = -3,10
airguard.velocity=-1.5,-4
fall = 1
fall.recovertime=ifelse((var(21)>0),130,50)
air.hittime=ifelse((var(21)>0),130,50)
guard.velocity=-4
yaccel=.47
id=1100
p2facing = 1
[State 0, VarSet]
type = VarSet
trigger1 =var(2)=3
v = 11   ;fv = 10
value = 1
[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=1051) && var(2)=3
value =1051
ID =1100
ignorehitpause=1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >20 && animelemtime(4)>0 && animelemtime(8)<0
value = anim
elem = 8
[State 0, Explod]
type = Explod
trigger1=animelem=8
anim = 8301
ID = 8300
pos = 15,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .4,.55
sprpriority =5
ontop =1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8
statetype = S 
movetype=I      ;S,A,C,L
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 =  animelem=8
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
trigger1 = movehit=1
triggerall = var(21)>0
triggerall = p2movetype=H
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1


[State -1]
Type = VelSet
Trigger1 = AnimElem = 8
X = 0
y=0

[State 0, PosSet]
type = PosSet
trigger1 = Animelemtime(8)>= 0
y = 0
;ignorehitpause = 
;persistent = 

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

;---------------------------------------------------------------------------
; Triple Kung Fu Palm (hyper)
; CNS difficulty: medium
; Notes: Notice that the HitDefs in supers have "getpower = 0". This makes
;        sure KFM doesn't recharge his super guage as he hits.
;        Also, the attributes for the HitDefs is "HA" for "hyper attack",
;        ie. "attr = S, HA".
;        Notice how the first HitDef is reused twice by allowing it to
;        trigger on two animation elements.
[Statedef 3000]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
juggle=2
anim = 3000
sprpriority = 2

;ignorehitpause = 
;persistent = 

[State 0, HitBy]
type =notHitBy
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 5
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1 && p2movetype=H
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=0 && var(21)=1 && p2movetype=H
v = 19   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1

[State 0, HitBy]
type =HitBy
trigger1 =animelem=6
value = SCA,AA,AT
;value2 = S,NA
time = 3


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

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


;ignorehitpause = 
;persistent = 


;-------------------------------------------------
 
;persistent =
[State 0, SuperPause]
type = SuperPause
trigger1 = time=3
time = 45
anim = -1
sound = S999,0
pos = 0,0
movetime =45
p2defmul = 1
darken=0
poweradd = -500
unhittable = 1
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 = time=3
anim = 4000
ID =4000
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,ifelse(GameHeight=180,.75,1)
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = time=3
anim = 8002
ID =8002
pos = 9,-68
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3000, Super B]
type = AfterImage
trigger1 = time = 0
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 120,120,120
palpostbright = 0,0,0

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1
time = 2
[State 800, 1]
type = HitDef
triggerall = p2bodydist x <=38
triggerall = p2stateno!=[150,155]
Trigger1 = animelem=7
attr = S, HT         ;Attributes: Standing, Normal Throw         ;Affect only ground people who are not being hit
priority = 3,miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
hitflag=MF
p1sprpriority = 1     ;Draw p1's sprite in front of p2                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM      
p2stateno =3002      
guard.dist = 0      
fall = 1             
id=800

[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=3002
value =3001
ctrl = 0
ignorehitpause = 1
;persistent = 

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6
x = 12

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7
x = 18

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8
x = -5

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=9
x = -13

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=10
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=11
x = -14
[State 1010, 8]
type = ChangeState
trigger1 =animtime=0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3001]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim =  3001
sprpriority =1




[State 200, 1]
type = PlaySnd
trigger1 = animelem=9
value = 200, 19
channel=0

[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(21)=1
triggerall = p2movetype=H
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2


[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=2
value =-ceil(45*fvar(2))
kill=0
[State 0, TargetBind]
type = TargetBind
trigger1 = time=0
pos = 63,-37
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1 =animelem=9
anim = 3076
ID = 8300
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -.45,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State -2, Helper]
type = Helper
trigger1 = animelem=9
helpertype = normal ;player
name = "KABOOM"
ID = 3010
stateno = 3010
pos = -30,-10
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1
persistent=0
size.yscale=.7
size.xscale=.7
[State 1010, 8]
type = ChangeState
trigger1 =time>110
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 3002]
type    = A
movetype= H
physics = N
velset = .5,-6.35


[State 0, VelAdd]
type = VelAdd
trigger1 =1 
y = .2
;ignorehitpause = 
;persistent = 

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1029
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
;ignorehitpause =
;persistent =

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

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 =pos y >=0
value = 5050

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 3003]
type    = A
movetype= H
physics = N
poweradd = 40

[State 0, HitVelSet]
type = HitVelSet
trigger1 = time=0
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y =gethitvar(yaccel)






[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0 && (name="Ryuko 4rd"||name="ZeroRyuko" ||name="RYUKO2nd" )
value =3005
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0 && name!="Ryuko 4rd"&&name!="ZeroRyuko" 
value =3006
[State 821, 4] ;Hit ground
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 3004 ;Hit ground
;---------------------------------------------------------------------------
[Statedef 3004]
type    = A
movetype= H
physics = N
poweradd = 0
velset=0,0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0&&!selfanimexist(5121) && !selfanimexist(5122)
value = 3004
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0&&(selfanimexist(5121) || selfanimexist(5122))
value = 3003

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

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

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(2)>0 
y = .5
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 821, 4] ;Hit ground
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 3005 ;Hit ground
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 3005]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = -4
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5121)
value = 5101
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && !selfanimexist(5121)
value = 5100
[State 0, VelSet]
type = VelSet
trigger1 =1
y = 0
[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .8
[State 0, VelSet]
type = VelSet
trigger1 =time>12
x = 0
[State 820, 1]
type = ChangeAnim
Trigger1 =  vel x =0&& selfanimexist(5121)
value = 5111
[State 820, 1]
type = ChangeAnim
Trigger1 = vel x =0&& !selfanimexist(5121)
value = 5110

[State 0, SelfState]
type = SelfState
triggerall=enemy,var(19)=0
triggerall = alive
trigger1 = time > 15 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 15
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > 15
value =5201

[State 0, ChangeState]
type = selfState
trigger1 = time>47
value = ifelse(!alive, 5110,5120)

;---------------------------------------------------------------------------
[Statedef 3050]
type    = U
movetype= A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
juggle=2
anim = 3010
sprpriority = 1
;for juggles only
[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = statetype=A && animelemtime(4)<0 || prevstateno=1000&& animelemtime(4)<0 
trigger2 = animelemtime(4)>=0 && animelemtime(5)<0 && time <47
value = 3010
elem = 4
;ignorehitpause = 
;persistent = 


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
statetype = A       ;S,A,C,L

;ignorehitpause = 
;persistent = 



[State 0, SuperPause]
type = SuperPause
trigger1 = animelem=2 && statetype!=A
trigger2 = animelem=4 && statetype=A && time =0
time = 45
anim = -1
sound = S999,0
pos = 0,0
movetime =45
p2defmul = 1
darken=0
poweradd = -500
unhittable = 1

[State 0, Explod]
type = Explod
trigger1 = animelem=2 && statetype!=A
trigger2 = animelem=4 && statetype=A && time =0
anim = 4000
ID =4000
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,ifelse(GameHeight=180,.75,1)
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = animelem=2 && statetype!=A
trigger2 = animelem=4 && statetype=A && time =0
anim = 8002
ID =8002
pos = 9,-68
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = animelem=4&& pos y >5
anim = 8301
ID = 8300
pos = 10,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1.25,0
accel = 0,0
random = 0,0
scale = .45,.55
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1=animelem=4&& pos y >5
anim = 8301
ID = 8300
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .45,.55
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 182, 2]
type = notHitBy
trigger1 = animelem=3
value = SCA
time = 4


[State 3000, Super B]
type = AfterImage
trigger1 = animelem=2 && statetype!=A
trigger2 = animelem=4 && statetype=A && time =0
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 120,120,120
palpostbright = 0,0,0


[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = animelemtime(2)>=0 
time = 2
;-------------------------------------------------


;abspan =
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype=A
v =21   ;fv = 10
value = 1
[State 0, Helper]
type = Helper
trigger1 = movehit
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 1050, 4]
type = HitDef
trigger1 = animelem=5
attr = S, SA
animtype  = Medium
damage    =20, 5
priority  = 5
guardflag = MA
pausetime = 6,6
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=0,0
givepower=20,20
sparkxy = -10,-55
hitsound = S2, 6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -3,-11
air.velocity = -2,ifelse(((prevstateno=[600,650])||(prevstateno=[45,57])),-5.5,-11.5)
airguard.velocity=-1.25,-6
fall = 1
fall.recovertime=ifelse(var(21)=2,65,ifelse(var(21)=1,105,55))
guard.velocity=-4
nochainID = 999
yaccel=.42
id=201
p2facing = 1
forcestand=1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4 && time >45
x = -4
y=ifelse(((prevstateno=[600,650])||(prevstateno=[45,57])),-5.5,-10.5)
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(4)>0 
y = .5
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = ChangeState
trigger1 =  command="a" && animelemtime(8)>0 
trigger2 = AIlevel >0 && animelemtime(8)>0  && p2bodydist y =[-65,45]
value =3051
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=2 && statetype!=A
trigger2 = animelem=4 && statetype=A && time =0
value = 200, 18
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=4 && time >0
value = 4, 2
channel=1

[State 2200, end]
type = ChangeState
trigger1 = pos y >=0 && animelemtime(5)>0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3051]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
juggle=0
anim = 3011
sprpriority = 2
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype=A
v =21   ;fv = 10
value = 1
[State 0, Helper]
type = Helper
trigger1 = movehit
triggerall= numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 3000, Super C]
type = AfterImageTime
trigger1 = Anim!=3012
time = 2


;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 =1
v =4    ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 0, VarSet]
type = Varset
trigger1 =fvar(2)<.45  
fv = 2   ;fv = 10
value = .45
ignorehitpause = 1
persistent = 1

[State 3000, Super C]
type = AfterImageTime
trigger1 = anim!=3012
time = 2


[State 200, 1]
type = PlaySnd
triggerall = anim!=3012
trigger1 = animelem = 1
value = 200, 24
channel=0

[State 200, 1]
type = PlaySnd
triggerall = anim!=3012
trigger1 = animelem = 1
value = 300, 1
channel=1
volumescale=75


[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = vel x*.35
y = vel y*.25
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
triggerall = anim!=3012
trigger1 = animelem=3
x = 14
y = -3
;ignorehitpaus
[State 0, VelAdd]
type = VelAdd
triggerall = anim!=3012
trigger1 = animelemtime(3)>0 && animelemtime(4)<0
y = .2
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
triggerall = anim!=3012
trigger1 = animelemtime(4)>0 
y = .45
[State 200, 1] ;201
type = HitDef
trigger1 = !movecontact
attr = S, HA
damage = 170
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 12
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -15, -75
hitsound = S2, 6
getpower = 0
givepower=25,5
guardsound = S6, 0
ground.type = High
ground.slidetime = 99
ground.hittime  = 99
guard.ctrltime =8
air.hittime=99
air.type = High
air.animtype=up
ground.velocity=-9,-8
air.velocity=-9,-8
yaccel=.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcestand =1
fall=1
p2facing=1
fall.recover=0
id=1100
envshake.time = 10
envshake.ampl = 5
envshake.freq=100
[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem=3&& anim!=3012
time = 20
add = 100,200,255
mul = 200,200,175
sinadd = 85,55,110,1
invertall = 0
color = 0

[State -2, Helper]
type = Helper
trigger1 = animelem=3&& anim!=3012
helpertype = normal ;player
name = "kickfx"
ID = 3011
stateno = 3011
pos = -30,-10
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 0
persistent=0
size.yscale=const(size.xscale)
size.xscale=const(size.yscale)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[3003,3005])
value =3003
ID =1100
ignorehitpause =0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && anim!=3012 && vel y >0 && animelemtime(3)>0
value = 3012
;elem = 1
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=3012
statetype =S
movetype = I        ;I,A,H
physics =S
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = anim=3012
y = 0
;ignorehitpause = 
;persistent = 



[State 1050, 5]
type = ChangeState
trigger1 =animtime = 0  && anim=3012
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3052]
type    = A
movetype=H
physics = N
poweradd= 0
ctrl = 0
juggle=0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 3012

[State 0, SelfState]
type = SelfState
trigger1 = p2stateno!=3051
value =5050
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1
;elem = 1
;ignorehitpause = 
;persistent = 

;---------------------------------------------------------------------------
[Statedef 3060]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
ctrl = 0
juggle=0
anim = 3060
sprpriority = 2
facep2=1
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 =time=0
time = 1

;-------------------------------------------------
[State 3000, Super A]
type = SuperPause
trigger1 = time = 1
pos = 0, -87
anim = -1
sound = S999, 0
poweradd = -1000
time = 45
movetime =45
unhittable =1
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 8002
ID =8002
pos = 9,-68
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A
flag = unguardable



[State -2, Helper]
type = Helper
trigger1 = time=0
triggerall = numhelper(3010)<1
helpertype = normal ;player
name = "CUT THAT SHIT OUT"
ID = 3010
stateno = 3100
pos = 160,ifelse(GameHeight=180,-70,-100)
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =9999
pausemovetime = 9999
size.yscale=ifelse(GameHeight=180,.7,1)
ignorehitpause = 1



[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200, 15
channel=0


;
;[State 0, Explod]
;type = Explod
;trigger1 = animelem=4
;anim = 3074
;ID =10013
;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
;supermovetime=99
;pausemovetime=99
;scale = 1,1.07
;sprpriority = 2
;ontop = 1
;shadow = 0,0,0
;ownpal = 1
;removeongethit = 1
[State 1000, 1]
type = PlaySnd
trigger1 =animelem=6
value = 4, 5
channel=1
[State 0, Explod]
type = Explod
trigger1 =animelem=6 
anim =3077
ID = 3077
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority =4
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent=0
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = !movecontact
attr = S, HA
animtype  = Hard
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAFD
pausetime = 1,1
guard.pausetime=5,5
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -18,-70
hitsound = S2,6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = 0,-24.5
air.velocity = 0,-24.5
p2stateno=3062
p1stateno=3061
envshake.time = 25
envshake.ampl = 7
envshake.freq=126
id=3062
yaccel=.47

;ignorehitpause = 
;persistent = 


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = p2stateno=3062
flag = nomusic
flag2= nobg
flag3=nofg

[State 1050, 5]
type = changeState
trigger1 = animtime=0
value = 0
ctrl =1
;---------------------------------------------------------------------------
[Statedef 3061]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
juggle=0
sprpriority = 3
[State 1000, 1]
type = PlaySnd
trigger1 =time=0
value = 300, 5
channel=5
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && anim=3060
value = 3061
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 1000, 1]
type = PlaySnd
trigger1 =animelem=3 && anim=3061
value = 200, 21
channel=0
[State 1000, 1]
type = PlaySnd
triggerall = var(13)<5
triggerall = enemy,frontedgedist >0 && enemy,backedgebodydist >0
trigger1 =enemy,animelemtime(1)=1&& enemy,anim=1028
trigger2 =enemy,animelem=7 && enemy,anim=1028
value = 0, 0
channel=1
volumescale=80
[State 1000, 1]
type = PlaySnd
triggerall = !numhelper(3065)
triggerall = enemy,frontedgedist >0 && enemy,backedgebodydist >0
trigger1 =enemy,animelemtime(1)=1&& enemy,anim=3081
trigger2 =enemy,animelem=7 && enemy,anim=3081
value = 0, 1
channel=1
volumescale=40
;ignorehitpause = 
;persistent = 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = anim!=3064
flag= nobg
flag2=nofg
flag3=nobardisplay
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 28    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
ignorehitpause=1
[State 11009, dust]
type = Explod
trigger1 = animelem=6 && anim=3062
anim = 4001
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = 1
scale = .5,ifelse(GameHeight=180,.35,.5)
ownpal = 1
ignorehitpause =1
removetime=-1
ontop =0
sprpriority=-3


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(17)=114&& var(13)=5 
id = 11009
;ignorehitpause = 
;persistent = 


[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = -60*facing
y = 0


[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=3061
trigger1 = animelem = 6
value = S4,5
channel=3
volumescale = 50

[State -1]
Type = VelSet
triggerall = anim=3061
Trigger1 = AnimElem =6
X =0
y=-3

[State -1]
Type = Velset
triggerall = anim=3061
Trigger1 = AnimElem = 16
y=0

[State 0, Gravity]
type = Gravity
trigger1 = anim=3062 && (animelemtime(4)<0&&animelemtime(1)>=0)
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=3061 &&movehit
value = 3062


[State 0, VarSet]
type = VarSet
trigger1 = anim=3062 && animelem=9 
v = 13    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 1000, 1]
type = PlaySnd
trigger1 = var(13)=2
value = 200, 25
channel=0
persistent=0
[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=3062
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4= animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
trigger7 = animelem = 24
value = S40,0
channel=3
volumescale = 45
[State 0, Explod]
type = Explod
triggerall = anim=3062
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4= animelem = 16

anim = 8300
ID = 8300
pos = -7,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -6,0
accel = 0,0
random = 5,0
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = anim=3062
trigger1 = animelem = 19
trigger2 = animelem = 21
trigger3 = animelem = 24
anim = 8300
ID = 8300
pos = -7,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -12,0
accel = 0,0
random = 5,0
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=3062 && pos y >=0 && animelemtime(4)<0
value = 3062
elem = 4
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = animelemtime(4)>=0 && anim=3062
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(4)>=0 && anim=3062
y = 0
;ignorehitpause = 
;persistent = 


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=3062 && var(13)=3&& var(17) >=120
value = 3063
[State 1000, 1]
type = PlaySnd
triggerall = anim=3063
trigger1=animelem=1
value = 4, 4
channel=1
persistent=0
volumescale=55
[State 0, EnvShake]
type = EnvShake
trigger1 = anim=3063 && animelem=1
time = 30
freq = 140
ampl = 2
phase = 100
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = anim=3063
trigger1=animelemtime(1)>=0 && animelemtime(3)<25
trigger1 = time%3=0
anim = 8301
ID = 8300
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -14,0
accel = 0,0
random = 0,0
scale = .7,.8
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=3063 && var(13)=6
value = 3064

[State 0, Explod]
type = Explod
triggerall = anim=3064
trigger1=animelemtime(1)>=0 && animelemtime(3)<8
trigger1 = time%6=0
anim = 8301
ID = 8300
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -14,0
accel = 0,0
random = 0,0
scale = .45,.6
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = anim=3062 && var(17) >=180&& var(13)=1
v = 13    ;fv = 10
value = 2


[State 0, PosAdd]
type = PosAdd
trigger1 =var(13)=1 && var(17) <20
x = 1
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 =var(13)=1 && var(17) =[20,50]
x = 2
[State 0, VarSet]
type = Varadd
trigger1 = var(13)=1 && animelemtime(9)>0 && anim=3062
trigger2 = var(13)=2 
trigger3 = var(13)=3
trigger4 = var(13)=5
v = 17    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 = anim=3062 && var(13) =2
v = 17    ;fv = 10
value = 0
persistent =0
[State 0, VarSet]
type = VarSet
trigger1 = anim=3062 && var(17) >=120 && var(13)=2
v = 13    ;fv = 10
value = 3
[State 0, VarSet]
type = VarSet
trigger1 = anim=3063 && var(13) =3
v = 17    ;fv = 10
value = 0
persistent =0
[State 0, VarSet]
type = VarSet
trigger1 = anim=3063 && var(17) >=120 && var(13)=3
v = 13    ;fv = 10
value = 4
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 =var(13)=3 
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = anim=3063 && var(13)=4 && movehit
v = 13    ;fv = 10
value = 5
[State 0, VarSet]
type = VarSet
trigger1 = anim=3063 && var(13) =5
v = 17    ;fv = 10
value = 0
persistent =0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = var(13)>=5 
value = 0
movecamera = 0,0
;ignorehitpause = 
;persistent = 

[State 0, PosAdd]
type = PosAdd
trigger1 = var(13)=5 && var(17)< 35
x = -8
y = 8

[State 0, PosAdd]
type = Posset
trigger1 = var(13)=6 
x = -170*facing
y = 0
persistent=0
[State 0, VelSet]
type = VelSet
trigger1 = var(13)=6 
x = 13
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  var(13)=6 
physics = S       ;A,C,S,N
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State -2, Helper]
type = Helper
trigger1 = var(17)=114&& var(13)=5
triggerall = numhelper(3063)<1
helpertype = normal ;player
name = "SPACE, THE FINAL FRONTIER"
ID = 3065
stateno = 3065
pos = 160,ifelse(GameHeight=180,-70,-100)
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =9999
pausemovetime = 9999
size.yscale=ifelse(GameHeight=180,.35,.5)
size.xscale=.5
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 14&& anim=3062
anim = 3072
ID = 7004
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,ifelse(GameHeight=180,.7,1)
sprpriority =-2
removetime=-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(13)=3
id = 7004
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1 =var(13)=3
anim = 3074
ID = 7005
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,ifelse(GameHeight=180,.7,1)
sprpriority =-2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent=0
;persistent = 
[State 0, Turn]
type = Turn
trigger1 = animelem=5&& anim=3063
;ignorehitpause = 
;persistent = 
[State 1000, 1]
type = PlaySnd
trigger1 = animelemtime(4)=7 && anim=3063
value = 200, 20
channel=0
;[State 1000, 1]
;type = PlaySnd
;trigger1 = animelemtime(4)=35 && anim=3063
;value = 300, 0
;channel=4
[State 1000, 1]
type = PlaySnd
trigger1 = animelemtime(4)=35 && anim=3063
value = 4, 3
channel=4
volumescale=70
[State 0, Explod]
type = Explod
trigger1 =animelemtime(4)=7 && anim=3063
anim = 4050
ID = 23020
pos = 0,0
postype = right ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,ifelse(GameHeight=180,.7,1)
sprpriority =1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent=0
[State 0, SprPriority]
type = SprPriority
trigger1 = animelemtime(16)>0 && anim=3061
value = -4
ignorehitpause =1 
;persistent = 
[State 0, SprPriority]
type = SprPriority
trigger1 = anim!=3061
value = 3
ignorehitpause =1

[State 1050, 4]
type = HitDef
trigger1 = animelem=16&& anim=3061
attr = A, HA
animtype  = Medium
damage    =0, 5
priority  = 5
guardflag = MA
pausetime = 25,25
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=0,0
sparkxy = -10,-55
hitsound = S2, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-2.5
air.velocity = -.75,-2
airguard.velocity=-.75,7
nochainid=206
fall = 1
fall.recover=0
guard.velocity=-4
nochainID = 999
yaccel=.64
id=1100
p2facing = 1
envshake.time = 10
envshake.ampl = 8
envshake.freq=120

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


[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=3064)  && anim=[3061,3062]
value =3064
ID =1100
ignorehitpause=0



[State 0, EnvShake]
type = EnvShake
trigger1 = anim=3063 && animelem=5
time = 180
freq = 140
ampl = 1
phase = 100
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 =animelem=5 && anim=3063
anim = 3075
ID = 23020
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 = const(size.yscale),const(size.xscale)
sprpriority =2
removetime=-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(13)=6
id = 23020
;ignorehitpause = 
;persistent = 
[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem=5 && anim=3063
time = 175
add = 210,55,85
mul = 250,224,120
sinadd = 0,0,0,200
invertall = 0
color = 0

[State 0, Explod]
type = Explod
trigger1 =animelem=5 && anim=3063

anim = 3076
ID = 23020
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -3,0
accel = 0,0
random = 0,0
scale = const(size.yscale),const(size.xscale)
sprpriority =4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent=0
[State 0, Explod]
type = Explod
trigger1 =  animelemtime(5)>0&&(time%4=0)&& anim=3063
anim = 8300
ID = 8300
pos = -20,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -9,0
accel = 0,0
random = 5,0
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 200, 1] ;201
type = HitDef
trigger1 = animelem=5&& anim=3063
attr = S, HA
damage = 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 80,80
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -15, -70
hitsound = S2, 7
getpower = 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 99
ground.hittime  = 99
guard.ctrltime =8
air.hittime=99
air.type = High
air.animtype=up
ground.velocity=-9,-3
air.velocity=-9,-12
yaccel=.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcestand =1
fall=1
p2facing=1
snap=90,0
fall.recover=0
kill = 1
id=3060
envshake.time = 60
envshake.ampl = 5
envshake.freq=120


;ignorehitpause = 
;persistent = 

;persistent = 

[State 0, TargetState]
type = TargetState
trigger1 =movehit=1 && anim=3063 && p2stateno!=3063
value =3063
ID = 3060
ignorehitpause =1 

[State 0, SelfState]
type = changeState
trigger1 =animtime=0 && anim=3064
value =0
ctrl=1



;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
[Statedef 3062]
type    = A
movetype= H
physics = N
juggle  = 0;    0
ctrl = 0
sprpriority = 0

[State 0, PosSet]
type = PosSet
trigger1 = pos x !=enemy, pos x  +(-20*facing)
y = 0
x=enemy, pos x  +(-20*facing)
;ignorehitpause = 
;persistent = 

[State 0, HitVelSet]
type = HitVelSet
trigger1 = time=0
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0 && selfanimexist(5061)
value = 5061
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = Time = 0 && !selfanimexist(5061)
value = 5050
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = gethitvar(yaccel)
;ignorehitpause = 
;persistent = 


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

[State 0, SelfState]
type = SelfState
trigger1 = pos y >=0 && vel y >0
value =5050
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1
;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 3063]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = time=0
value =3080
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 
y = const(size.mid.pos.y)-10
[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 =hitshakeover && anim!=3081
value =3081
[State 0, HitVelSet]
type = HitVelSet
trigger1 =anim=3081
x = 1
y = 1
persistent =0
[State 0, VelSet]
type = VelSet
trigger1 =anim=3081&& animelemtime(1)>7
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 0
movecamera = 0,0
;ignorehitpause = 
;persistent = 
[State 0, LifeAdd]
type = LifeAdd
trigger1 =time =250
value = -99999
kill = 1
absolute = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 =  time =145
time = 100
add = 0,0,0
mul = 250,224,120
sinadd = 210,55,85,200
invertall = 0
color = 0

;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = time =195
y = 2400
[State 0, SelfState]
type = SelfState
trigger1 =  enemy,var(13)=6
value =5150
;---------------------------------------------------------------------------
[Statedef 3064]
type    = A
movetype= H
physics = N
juggle  = 0;    0
ctrl = 0
sprpriority = 0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = hitshakeover && anim!=1028
value =1028

[State 0, VelSet]
type = VelSet
trigger1 = anim=1028
x = -9
y = -3
persistent = 0
[State 0, VelSet]
type = VelSet
trigger1 = enemy,var(13)=2
x = 5
y = -.15
persistent = 0
[State 0, VelSet]
type = VelSet
trigger1 = enemy,var(13)=4
x = -3
persistent = 0
[State 0, VelAdd]
type = VelAdd
trigger1 =  enemy,var(13)=4
y = 0.021
;ignorehitpause = 
;persistent = 
[State 0, AngleDraw]
type = AngleDraw
trigger1 = enemy,var(13)=2
value = 1
scale = .65,.65
;ignorehitpause = 
;persistent = 

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause=1
[State 0, VelSet]
type = VelSet
trigger1 = backedgebodydist <-100 && enemy,var(13)!=2
trigger2 = enemy,var(13)=3
x = 0
y = 0
;ignorehitpause = 
;persistent = 

;------------------
; Wall bounce
[Statedef 20010]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = ifelse(enemy,var(11)=1,1029,1025)

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value =20011

;------------------
; (a custom gethit state)
[Statedef 20011]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -10
trigger1 = BackEdgeBodyDist < 75 || time >5
trigger2 = FrontEdgeBodyDist < 75|| time >5
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -10
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value =20012
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(10) = %d  vel x = %f"
params =(numtarget(2000)),vel x
;ignorehitpause = 
;persistent = 

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 15)
value = 5100

;------------------
; wall splat
[Statedef 20012]
type    = A
movetype= H
physics = N
velset=0,0

[State 0, PosAdd]
type = PosAdd
triggerall = pos y <-5
trigger1 = time=0 && anim=1028
y = -const(size.mid.pos.y)

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 90)

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

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

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

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3
;[State 0, LifeAdd]
;type = LifeAdd
;trigger1 = animelem=2
;value = -15
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
y = 20
;ignorehitpause = 
;persistent = 

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 10250
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=2
time = 8
freq = 80
ampl = -4
phase = 90

[State 1027, State]
type = ChangeState
trigger1 = time >=(enemy,var(15))+4
value = 20013

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

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
y = 5




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


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

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim2
trigger1 = Time = 0
value = 10251


[State 1028, Hit ground]
type =changestate
trigger1 = (Vel y > 0) && (Pos y >= 30)
value = 20014
;------------------
; (a custom gethit state)
[Statedef 20014]
type    = C
movetype= H
physics =C
velset=0,0





[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim2
trigger1 = Time = 0
value = 10252
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = L       ;S,A,C,L
physics = C
;ignorehitpause = 
;persistent = 

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


[State 1028, Hit ground]
type = SelfState
trigger1 = animtime=0
value = 5110
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[statedef -2]

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype!=C && stateno!=211 
v = 29    ;fv = 10
value = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =movetype=A 
flag = nostandguard
flag2= nocrouchguard
flag3 = noairguard
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(28)=1
flag = nomusic

[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A
trigger2= stateno=[5200,5210]
v = 6   ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = var(10)=1 && (stateno!=[3050,3051])&&stateno!=[1000,1100]
v = 10    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = movetype!=A
v = 27   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = stateno!=[1010,1100]
v = 2   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 


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

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1031,1034])
value =1031
ID =440
ignorehitpause =0
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[20010,20015]) 
value =20010
ID =20010
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype!= A && movehit=1 && (p2stateno!=1035)
value =1035
ID =998
ignorehitpause =0
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[1025,1055]) && (p2stateno!=1036&&p2stateno!=[833,839])
value =ifelse(var(21)>0,1029,1036)
ID =210
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1= p2statetype=A && movehit&& (p2stateno!=[301,303]) && p2stateno!=5201
value =301
ID =999
ignorehitpause =1
[State 0, TargetState]
type = TargetState
trigger1 = movehit && (p2stateno!=[1045,1048])
value =1045
ID = 202
ignorehitpause =0

[State 0, Helper]
type = Helper
trigger1 =numhelper(10003)=0
helpertype = normal ;player
name = "neutrality"
ID =  10003
stateno = 9999
pos = 61,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale =1*const(size.xscale)
size.yscale =1*const(size.yscale)
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 =var(54)=0
v = 54   ;fv = 10
value = palno
;ignorehitpause =
;persistent =
[State 0, 0] ;Change palette
type = RemapPal
trigger1 = numhelper(4001)>0
source = 1,1
dest = 1,var(54)
ignorehitpause=1
;persistent=1
[State 0, Pause]
type = Pause
trigger1 =numhelper(4001)>0
time = 2
movetime = 2
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v = 25   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
trigger1=p2stateno=1030 && enemy,time=1 && p2movetype=H
trigger2=p2stateno=1032 && enemy,time=1 && p2movetype=H
trigger3=p2stateno=1052&& enemy,time=1 && p2movetype=H
trigger4=p2stateno=834&& enemy,time=1 && p2movetype=H
trigger5=p2stateno=303&& enemy,time=1 && p2movetype=H
trigger6=p2stateno=3004&& enemy,time=1 && p2movetype=H
anim = 8302
ID = 8302
pos = 0,5
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1=p2stateno=1030 && enemy,time=1 && p2movetype=H
trigger2=p2stateno=1032 && enemy,time=1 && p2movetype=H
trigger3=p2stateno=1052&& enemy,time=1 && p2movetype=H
trigger4=p2stateno=834&& enemy,time=1 && p2movetype=H
trigger5=p2stateno=303&& enemy,time=1 && p2movetype=H
trigger6=p2stateno=3004&& enemy,time=1 && p2movetype=H
anim = 8303
ID = 8303
pos = -15,5
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1=p2stateno=1030 && enemy,time=1 && p2movetype=H
trigger2=p2stateno=1032 && enemy,time=1 && p2movetype=H
trigger3=p2stateno=1052&& enemy,time=1 && p2movetype=H
trigger4=p2stateno=834&& enemy,time=1 && p2movetype=H
trigger5=p2stateno=303&& enemy,time=1 && p2movetype=H
trigger6=p2stateno=3004&& enemy,time=1 && p2movetype=H
anim = 8303
ID = 8303
pos = 15,5
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =211
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =610
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =400
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1010
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1003
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1021
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1022
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1001
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1004
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1005
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1050
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = p2movetype!=H || p2stateno=[120,155] 
id =1100
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 =var(21)>0 && movehit  && (stateno!=1005&&prevstateno!=[150,155])
v = 19   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =var(21)=0 && movehit && (p2stateno=5080||p2stateno=[5000,5030]) 
trigger2= p2movetype!=H
trigger3 = numexplod(1000)>2
trigger4 = numexplod(1010)>2
trigger5 = numexplod(1050)>2 && var(21)>0
trigger6= var(21)=0 && stateno=1050
v = 19   ;fv = 10
value = 0
ignorehitpause = 1
;[State -2, 1]
;type = ChangeState
;triggerall = prevstateno=[120,155]
;triggerall = !alive
;triggerall = stateno !=171
;triggerall = pos y >=-12
;trigger1 = 1
;value = 171
[State 0, VarSet]
type = VarSet
triggerall = stateno!=3051
trigger1 = var(21)>0 && movehit
v = 23   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v = 24    ;fv = 10
value =0
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H ||p2stateno=[202,203]
v = 11    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v = 23   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =stateno!=[40,50] 
v = 26   ;fv = 10
value = 0

[State 113, VarSet]
type = VarSet
triggerall = var(21)!=2
triggerall = (stateno!=[1010,1100]) && stateno!=1003
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1

[State 114, VarSet]
type = VarSet
trigger1 = p2movetype!=A&& movetype !=A && var(21)<2&& stateno!=1100; && (p2stateno!=[1025,1048])
trigger2= p2movetype!=H &&var(21)=2 && stateno!=1100
v = 21   ;v = 570
value = 0
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =1
text = "17 = %d 19 = %d pos=%f \n p2dx=%f p2dy=%d =%d"
params = (var(21)),(var(31)),(p2bodydist y),(p2bodydist x),(var(34)),(var(2))
ignorehitpause =1
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =1
v = 9   ;fv = 10
value = enemy,lifemax/4



[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno=834 && enemy,time=1
trigger2=p2stateno=302&& enemy,time=1 && p2movetype=H &&enemy,prevstateno=1051
trigger3=p2stateno=3005&& enemy,time=1 && p2movetype=H
value = S2,5

[State 0, PlaySnd]
type = PlaySnd
triggerall = p2stateno=303
trigger1 = enemy,time=1
value = S2,1
[State 0, VarRangeSet]
type = VarRangeSet
trigger1 =  p2movetype!=H
value = 0 ;fvalue = 0
first = 12
last = 14 ;39
;ignorehitpause = 
;persistent = 

[State 0, VarRangeSet]
type = VarRangeSet
trigger1 =  p2movetype!=H
value = 0 ;fvalue = 0
first = 40
last = 42
[State 0, VarSet]
type = Varadd
triggerall = movehit=1
trigger1 = stateno=200
trigger2 = stateno=400
trigger3 = stateno=600
v = 25   ;fv = 10
value = 2
ignorehitpause =0 

[State 0, VarSet]
type = Varadd
triggerall = movehit=1
trigger1 = stateno=410
v = 25   ;fv = 10
value = 8
ignorehitpause =0 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H || p2stateno=[5200,5210]
v = 25   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, EnvShake]
type = EnvShake
triggerall = enemy,time=1
trigger1 = p2stateno=3004&& p2movetype=H
time = 6
freq = 40
ampl = -4
phase = 90
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1=(p2stateno=1030||p2stateno=834||p2stateno=20012||p2stateno=3004) && p2movetype=H
triggerall = enemy,time=1
value = S2,2
channel=2
[State 0, PlaySnd]
type = PlaySnd
triggerall = p2stateno=1047 && p2movetype=H
trigger1 = enemy,time=1
value = S2,2
channel=2
[State -2, Helper]
type = Helper
trigger1 = winko && stateno = 3000
trigger2 = winko && stateno = [3050,3051]
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove =999
pausemove = 999
ignorehitpause = 1
persistent = 0

;-------buffer

[State 0, VarSet]
type = VarSet
trigger1 =(var(31)=1||var(31)=7||var(31)=19||var(31)=63||var(31)=80||var(31)=157)  &&prevstateno=211 && var(32)=0

v = 32    ;fv = 10
value =8;-wait 34 ticks before proceeding 
ignorehitpause = 1



[State 0, VarSet]
type = VarSet
trigger1 =(var(31)=149)  &&prevstateno=1010

v = 32    ;fv = 10
value =4;-wait 34 ticks before proceeding 
ignorehitpause = 1
;[State 0, VarSet]
;type = VarSet
;trigger1 =(var(31)=156)  &&p2stateno=20013
;
;v = 32    ;fv = 10
;value =3;-wait 34 ticks before proceeding 
;ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 =(var(31)=17) &&stateno=1010 && animtime=0

v = 32    ;fv = 10
value =10;-wait 34 ticks before proceeding 
ignorehitpause = 1

;[State 0, VarSet]
;type = VarSet
;trigger1 =(var(31)=163) &&prevstateno=1006&& animtime=0
;
;v = 32    ;fv = 10
;value =6;-wait 34 ticks before proceeding 
;ignorehitpause = 1

[State 0, VarSet]
type = Varadd
trigger1 = var(32)>0
v =32    ;fv = 10
value = -1 ; subtract as soon as its not 0
[State 0, VarSet]
type = VarSet
trigger1 =(var(31)=32)  &&animtime=0&& stateno=1010 
v = 32    ;fv = 10
value =3;-wait 34 ticks before proceeding 
ignorehitpause = 1



;----------
[State 0, VarSet]
type = VarSet
trigger1 = var(31)>0
trigger2 = movetype=A
v = 35    ;fv = 10
value = stateno
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = var(31)=0
v = 35   ;fv = 10
value = 0
;----AI reset grab time

[State 0, VarSet]
type = VarSet
trigger1 =p2stateno=5210 && enemy,time>6
v = 33    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype!=A
trigger2= stateno=[800,855] 
trigger3 = p2stateno=[1029,1031]
v = 33    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
;--------------------

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H || p2stateno=5210 || p2stateno=5201|| p2stateno=5110
trigger2 = stateno=[800,810]
trigger3 = var(31)=27 && statetype!=A
trigger4 = var(31)=164
trigger5 = (var(34)=211||var(34)=400||var(34)=405) && p2statetype=L
;trigger6 = var(31)=52
;trigger7 = var(31)=106
;trigger8 = var(31)=166
;trigger9 = var(31)=139
v = 31    ;fv = 10
value = 0
ignorehitpause = 1

 [State 0, VarSet]
type = VarSet
triggerall = stateno!=205
trigger1 = statetype = A
trigger2 = movetype=H && stateno!=[120,155]
trigger3= prevstateno=40&& var(31)=0
trigger4= (p2stateno=[5090,5119]) &&(p2stateno=[5121,5899])
trigger5 = (prevstateno=52 ||prevstateno=5120) && p2statetype=A && var(31)=0
trigger6 = p2bodydist x <55 && frontedgebodydist >50 && p2statetype!=L && p2movetype!=H && var(31)=0
trigger7=helper(10003),var(8)>0
trigger8 = helper(10003),var(19)>0 && var(31)=0
trigger9= var(31)!=120 && var(31)!=0 &&var(31)!=30
v=30
value = 0

[State 0, VarSet]
type = VarSet
triggerall = statetype != A
triggerall = roundstate=2 && helper(10003),var(19)=0
triggerall = (helper(10003),var(8)<=0)
triggerall = p2stateno =5120||random <334|| p2movetype=A&& p2bodydist x >100||enemy,hitdefattr=SC,AT || var(31)>0
trigger1= enemy,hitdefattr=SC,AT && ctrl
trigger2 = p2bodydist x >130 && ctrl && movetype!=H&&(p2movetype!=H) && var(31)=0 
trigger3= var(33)=1 && (p2bodydist y >-50|| p2bodydist x <60)
trigger4 = (var(31)=120||var(31)=30) && (ctrl&& statetype!=A||stateno=20 ||stateno=100)
;trigger7 =  var(31)=
v = 30   ;fv = 10
value = 1

;ignorehitpause = 
;persistent = 
; Take more damage when mask off

;[State -2, DefenseMulSet]
;type = LifeAdd
;triggerall = Alive && MoveType = H &&  var(6)>0 ;&&!hitshakeover && time=1
;trigger1 = (FVar(8)-life)>0
;value = ifElse((FVar(8)-life)<life,-floor((FVar(8)-life)*fvar(3)),0)
;ignorehitpause=1
;persistent = 1
;ignorehitpause = 
;persistent = 
;[State 0, VarSet]
;type = VarSet
;trigger1 =1;hitshakeover
;fvar(8) = life
;ignorehitpause =1 
;persistent = 1

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



[Statedef -3]
;[State 0, PowerSet]
;type = PowerSet
;triggerall = numhelper(10003)>0
;trigger1 = helper(10003),var(14)=1
;value =  helper(10003),var(16)
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Tristan Samroy" ||p2name="Captain Falcon" ||p2name="Edward Trusdale" 
v = 41    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = !var(41)
value = random%10
[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = var(41)
value = 11 ; 1~99
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H 
fv = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype=H && (stateno=1010 ||stateno=1050) && movehit=1 && var(2)=3
fv = 0    ;fv = 10
value = .55
 ;"none","add1","sub"
;ignorehitpause = 
;persistent =
[State 0, AfterImage]
type = AfterImage
trigger1 = p2movetype=H && (stateno=1010 ||stateno=1050) && movehit=1 && var(2)=3
time= 2
length=8
palcolor= 256
palinvertall= 0
palbright =  25, 45, 25
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 32,32,248
palmul = 1,1,1
timegap = 4
framegap  = 3
trans = add1 ;"none","add1","sub"


[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = fvar(0)!=1 && p2stateno!=[5100,5120]
time = 2
;ignorehitpause = 
;persistent = 

;persistent = 
[State 0, ScreenBound]
type = ScreenBound
trigger1 = p2stateno=[20012,20014]
value = 1
movecamera = 0,1
ignorehitpause =1 
[State 0, VarSet]
type = Varadd
trigger1 = movehit=1 && p2stateno!=[120,155]
v = 56   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = Varset
trigger1 = p2movetype!=H
v = 56   ;fv = 10
value = 0
ignorehitpause =1
[State 0, ParentVarSet]
type = VarSet
triggerall = numhelper(1002)>0
trigger1 = helper(1002),movehit && (var(31)=0 ) && var(21)=1
v = 31    ;fv = 
value = 60
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
triggerall = power >=500 || (power>=250&& stateno=1000)
triggerall= stateno!=[3000,3051]
triggerall = AILevel=0 &&command="cancel" 
triggerall = stateno!=700
triggerall = var(2)!=3
triggerall = stateno!=[830,836]
trigger1 = movecontact
trigger2 = animelemtime(4)>0 && (stateno=1000)
value =ifelse(statetype!=A,4,5)
ctrl = 0
ignorehitpause=0
[State 0, ChangeState]
type = ChangeState
triggerall = power >=500 || (power>=250&& stateno=1000)
triggerall= stateno!=[3000,3051]
triggerall = AILevel>0
triggerall = stateno!=700
triggerall = stateno!=[800,899]
trigger1= movehit && var(4)>16
triggerall = var(2)!=3
trigger2 = movehit&& (stateno=405)  && var(31)=35
trigger3 =stateno=1007 &&  moveguarded && random <15*AIlevel
trigger4 = stateno=1001 && moveguarded&& random <15*AIlevel
trigger5 = stateno=1010 && movecontact&& var(2)<3 &&random <18*AIlevel && (P2statetype!=A ||moveguarded) && power >750 
trigger6= stateno=1050 && moveguarded&& random <15*AIlevel
;trigger5= animelemtime(6)>2&&stateno=1006
value =ifelse(statetype!=A,4,5)
ctrl = 0
ignorehitpause=0
;anim =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(3)=1 && (stateno!=[800,899])&&stateno!=[3000,3099]
movetype = I        ;I,A,H

[State 0, VarSet]
type = VarSet
trigger1= var(4)>=ifelse(var(21)=2,16,14) 
v = 3    ;fv = 10
value = 1
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H
v =4    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =fvar(4)<0
fv =4    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 =var(4)=0
v =3   ;fv = 10
value = 0

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

[State 0, VarSet]
type = VarSet
triggerall = fvar(2)<.35
trigger1 =stateno=[3000,3050] 
fv = 2    ;fv = 10
value = .35
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
trigger1 = stateno=1001&&var(56)>1|| stateno=1002 ||stateno =211 
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.87
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
trigger1 =stateno=1003 
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.92
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1= movehit=1
triggerall=stateno =200 || stateno=400 || stateno=600 || stateno=1004|| stateno=1007
fv =2 ;fv = 10
value = fvar(2)*.945
ignorehitpause=0

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1= movehit=1
triggerall=stateno =205 ||stateno=605|| stateno=405 
fv =2 ;fv = 10
value = fvar(2)*.964
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=410|| stateno=1006
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.97
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=210||stateno=410||stateno=610
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.955
ignorehitpause=0

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=1010 && var(2)=3
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.92
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=1010 && var(2)!=3
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.925
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=1050
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.927
ignorehitpause=0


[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=700
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.205
ignorehitpause=0


[State 0, VarSet]
type = VarSet
trigger1 = enemy,movetype != H  || (p2stateno=[120,155])
fv = 2   ;fv = 10
value = 1
ignorehitpause =  1
persistent =  1



[State -3, VarRandom]
type = VarRandom
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5030
trigger5 = stateno = 5050
trigger6 = stateno = 5070
trigger7 = stateno = 5080
v = 0
range = 0,60

[State -3, Hit0]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [0,20]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 0
channel=0



[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [20,35]
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) = [35,50]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
value = 5000, 2
channel=0


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



;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 100 ;Jump land
trigger2 = stateno = 105 ;Run-back land
value = 40, 1