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

; var(0):= -3, 5900, 4004, 7001, 9999
; var(1):= 131, 4004, 9999
; var(2):= 1010, 1050, 1100, -2, 1022, 3010, 4004, 9999
; var(3):= -3, 9999
; var(4):= 200, 205, 206, 210, 211, 400, 405, 410, 600, 605, 610, 831, 1005, 1006, 1010, 1050, 1100, 3000, 3050, 3051, -3, 4, 5, 1012, 1022, 9999
; var(5):= 800, 830, 9999
; var(6):= 3061, 4004, 9999
; var(7):= 1000, 1002, 1003, 1004, 1005, 1006, 1010, 3051, 4004, 9999
; var(8):= -2, 55, 59, 4004, 9999
; var(9):= -2, 4004, 9999
;var(10):= 1000, 1001, 1003, 1004, 3050, -2, 4004, 9999
;var(11):= 1005, 1006, 1010, 1100, -2, 1012, 4004, 9999
;var(12):= -2, 4004, 9999
;var(13):= 3050, 9999
;var(14):= 600, 108, 9999
;var(15):= 9999
;var(16):= 9999
;var(17):= -3, 9999
;var(18):= -2
;var(19):= 810, 831, -2, 9999
;var(20):= 800, 810, 830, 831, 9999
;var(21):= 200, 205, 206, 210, 211, 400, 405, 410, 600, 605, 610, 700, 831, 1004, 1005, 1006, 1010, 1050, 1100, 3051, -2, 1013, 1022, 3010, 3011, 3012, 3013, 3014, 9999
;var(22):= 1010, 1012, 1013, 1022, 3010, 3011
;var(23):= -2
;var(24):= -2
;var(25):= -2, 9999
;var(26):= -2, 40, 45
;var(27):= 1010, 1100, 3051, -2, 1012
;var(28):= 3061
;var(30):= -2
;var(31):= -2, -3, 1012, 1022, -1
;var(32):= -2, 4
;var(33):= -2
;var(34):= 1001, 1002, -1
;var(35):= -2
;var(40):= -2
;var(41):= -3
;var(42):= 9999
;var(50):= 4001
;var(53):= 4001
;var(54):= -2, 4001
;var(55):= 5900
;var(56):= -3
;var(58):= 1010, 1012
;var(59):= 190

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

; fvar(0):= 190
; fvar(1):= 4004
; fvar(2):= 3051, -3, 1012, 1013, 1022, 3010, 3011, 3012, 3013, 3014, 4004
; fvar(3):= -2
; fvar(4):= -3
; fvar(8):= -2
;fvar(10):= 3061
;fvar(11):= 3061
;fvar(39):= 183, -2

















[Data]
life = 1000
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  = 7.5, 0    ;Run forward (x, y)
run.back = -7.5,-4.2 ;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]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "Oh man that was over so fast, are you sure you are as strong as you say?"
victory2 = "See that? Oh sorry, not conscious yet eh?"
victory3 = "My fists are made of awesome!"
victory4 = "Super powers or not, I will take on anyone!"
victory5 = "Close but no cigar."
victory6 = "Not bad, but we both know who does it best! You'd do better if you didn't attack so blindly though. Just sayin'"

;---------------------------------------------------------------------------
; 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 pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,350]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1 
value = S180,0
channel = 0

;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,0
volume = 255
channel = 1



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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S180,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Win pose 3
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = 20
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,200]
flag = roundnotover

[State 0, VarAdd]
type = VarAdd
trigger1 =time%2=0
fv =39     ;fv =
value = -4.4*facing
;ignorehitpause =
;persistent =

[State 20, 1]
type = VelSet
triggerall = anim=20
trigger1 = fvar(39)>25 && facing=1
trigger2 = fvar(39)<-25&& facing=-1
x = const(velocity.walk.fwd.x)
[State 0, VelSet]
type = VelSet
trigger1 = fvar(39)<25&& facing=1
trigger2 = fvar(39)>-25&& facing=-1
trigger3=fvar(39)<=35&&time=0 && facing=1
trigger4=fvar(39)>=-35&&time=0 && facing=-1
x = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall =anim!=183
trigger1 = fvar(39)<25 && facing=1
trigger2 = fvar(39)>-25&& facing=-1
trigger3=fvar(39)<=35&&time=0 && facing=1
trigger4=fvar(39)>=-35&&time=0 && facing=-1
value = 183
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4&& anim=183
value = S180,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 186]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 4003, win]
type=changestate
trigger1= time >= 90 ;&& prevstateno!=180
value=180
ctrl = 1


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


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
ignorehitpause =1 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =var(8)=1
flag = nobg
flag2=nobardisplay
flag3=nofg
ignorehitpause=1
persistent=1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 191]
type = S
physics=N

ctrl = 0
anim = 191
velset = 0,0
[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,var(59)=141
value =193
[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 0, ScreenBound]
type = ScreenBound
trigger1 =1
value = 1
movecamera = 1,0

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S190,0
channel = 0


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 192]
type = S
physics=N
ctrl = 0
anim = 190
velset = 0,0
[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,var(59)=141
value =193
[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, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 193]
type = S
physics=N
ctrl = 0
anim = 192
velset = 0,0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

;ignorehitpause = 
;persistent = 
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =12010

[State 0, PosAdd]
type = Posset
trigger1 = time=0
x = 120*facing
[State 0, Turn]
type = Turn
trigger1 = time=0
;ignorehitpause = 
;persistent = 


[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(4)>=0 && animelemtime(5)<0
x =5
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=9
x = 10
[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 = .25

[State 0, Turn]
type = Turn
trigger1 = animelem=15
trigger2 = animelem=52
trigger3 = animelem=58
[State 0, VelSet]
type = VelSet
trigger1 = animelem=15
x = -3
y = -3

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=27
physics = S
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = animelem=27
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = animelem=27
y = 0

[State 0, VelSet]
type = VelSet
trigger1 =animelem=28 
x = 4
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=40
physics = N
movetype=A
[State 0, VelSet]
type = VelSet
trigger1 = animelem=41
x = 4
y = -6
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(41)>0 && animelemtime(47)<0 
y = .47
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && animelemtime(42)>0 && animelemtime(47)<0
value = anim
elem = 47 

[State 0, VelSet]
type = VelSet
trigger1 = animelem=47
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = animelem=47
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=52
x = 7
[State 0, VelSet]
type = VelSet
trigger1 = animelem=57
x = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = animelem=57
x = fvar(0)
;ignorehitpause = 
;persistent = 

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem=62
time = 45
anim = -1
sound = S999,0
movetime = 45
darken = 0
p2defmul = 1
poweradd = -500
unhittable = 1
[State 0, Explod]
type = Explod
trigger1 = animelem=62
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=62
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 210, 1]
type = PlaySnd
trigger1 = animelem=3
trigger2 = animelem=12
trigger3 = animelem=17
trigger4 = animelem=28
trigger5 = animelem=40
value = 0, 1
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = animelem=3
value = 200,4
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=12
value = 200,6
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=17
value = 200,8
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=28
value = 200,4
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=35
value = 201,4
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=51
value = 200,3
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=40
value = 200,9
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelemtime(62)=30
value = 200,15
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=77
value = 195,1
channel=0
[State 0, Explod]
type = Explod
trigger1 = animelemtime(4) = 6
anim = 7000+(random%4)
ID = 7003
pos = 95,-70
postype = p1  ;p2,front,back,left,right
bindtime = 1
scale = 1,1
sprpriority = 2
ontop = 1
ownpal = 0
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = animelemtime(12) = 10
anim = 7000+(random%4)
ID = 7003
pos = 45,-77
postype = p1  ;p2,front,back,left,right
bindtime = 1
scale = 1,1
sprpriority = 2
ontop = 1
ownpal = 0
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 18
anim = 7000+(random%4)
ID = 7003
pos = 41,-45
postype = p1  ;p2,front,back,left,right
bindtime = 1
scale = 1,1
sprpriority = 2
ontop = 1
ownpal = 0
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 30
anim = 7000+(random%4)
ID = 7003
pos =60,-68
postype = p1  ;p2,front,back,left,right
bindtime = 1
scale = 1,1
sprpriority = 2
ontop = 1
ownpal = 0
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 64
anim = 7000+(random%4)
ID = 7003
pos = 66,-99
postype = p1  ;p2,front,back,left,right
bindtime = 1
scale = 1,1
sprpriority = 2
ontop = 1
ownpal = 0
removeongethit = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 6
trigger2 = animelemtime(12) = 10
trigger3 = animelem = 18
trigger4 = animelem = 30
value = S2,3
channel = 1


[State 0, EnvShake]
type = EnvShake
trigger1 = animelemtime(4) = 6
trigger2 = animelemtime(12) = 10
trigger3 = animelem = 18
trigger4 = animelem = 30
trigger5 = animelem = 64
time = 7
freq = 60
ampl = -3
phase = 90
;ignorehitpause = 
;persistent = 

[State 200, 1] ;201
type = HitDef
trigger1 = animelem=64
attr = S, HA
damage = 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 9, 9
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -15, -75
hitsound = S2, 6
getpower = 0
givepower=0,0
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=78,-60
fall.recover=0
kill =0
p2stateno=196
envshake.time = 10
envshake.ampl = 5
envshake.freq=100

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
;======================================================
; Introduction
; CNS difficulty: basic
[Statedef 194]
type = S
ctrl = 0
anim = 193
velset = 0,0



[State 200, 1]
type = PlaySnd
trigger1 =animelem=3 && anim=193
value = S180, 1
channel=0

[State 0, StopSnd]
type = StopSnd
trigger1 = time =60
channel = 0
;ignorehitpause = 
;persistent = 

[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 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && anim=193
value = 20

[State 0, VelSet]
type = VelSet
trigger1 = anim=20
x = const(velocity.walk.fwd.x)*.65
;ignorehitpause = 
;persistent = 



;ignorehitpause =
;persistent =


;[State 190, 1] ;Freeze animation until PreIntro is over
;type = ChangeAnim
;trigger1 = RoundState = 0
;value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0 && time >300
value = 0
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
[State 200, 1]
type = PlaySnd
trigger1 = animelem=6
value = 201, 2
channel=0
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x = 15
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3
x = 10
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=24
x = -25
;ignorehitpause = 
;persistent = 

[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

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time=0
value = 5030

[State 200, 1]
type = PlaySnd
trigger1 = time=0
value = 5000,1
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, SelfState]
type = SelfState
trigger1 = hitshakeover
value =196
;======================================================
; Introduction
; CNS difficulty: basic
[Statedef 197]
type = S
ctrl = 0
anim = 194
velset = 0,0



[State 200, 1]
type = PlaySnd
trigger1 =animelem=6
value = S201, 1
channel=0


;ignorehitpause = 
;persistent = 



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =Time = 0
id =12010


;[State 190, 1] ;Freeze animation until PreIntro is over
;type = ChangeAnim
;trigger1 = RoundState = 0
;value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0 
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 = 10, 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 =6,6                ;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=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)=2,15,14))-(var(25)))           ;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)=1,99,ifelse(var(21)=2,28,14))-var(25))             ;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
id=200

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


[State 200, 1]
type = HitDef
triggerall= anim=201
trigger1 = AnimElem =3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 11, 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 =9,9                ;Time attacker pauses, time opponent shakes
sparkno = S7000+(random%4)                      ;Spark anim no (Def: set above)
sparkxy = -10, -46               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S2, 0
guard.sparkno= S7500       
getpower=0         ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High     
p2facing=1          ;Type: High, Low, Trip (def: Normal)
givepower=5,5
ground.slidetime = 8             ;Time that the opponent slides back
ground.hittime  = ceil(ifelse(var(21)=2,13,10))-(var(27))           ;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)=1,99,ifelse(var(21)=2,28,14))-var(25))             ;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
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=5
movetype = I  
[State 200, 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 200, 1]
type = PlaySnd
triggerall = random <499
triggerall = anim=201
trigger1 = animelem = 1
value = 200, 3
channel=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 = 5100;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 = 5100 ;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 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 = 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 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = Time = 1
value = 200,5
channel=0
[State 210, Width]
type = Width
trigger1 = anim=206
value = 29,0
edge=35,0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = S7010+(random%4)
sparkxy = -10,ifelse(anim=205,-70,-57)
hitsound = S2, 1
guard.sparkno= S7500
getpower=15,7 
guardsound = S6, 0
ground.type = High
givepower=10,5
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 = -1.5,-5.5
p2facing=1
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,50,27))-((anim=205)*5))
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,27,16))-((anim=205)*5))
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=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=15,5
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
guard.ctrltime=16
ground.hittime  = 18
ground.velocity = -6.5
guard.velocity=-6
air.velocity = -3.5,-4.5
p2facing=1
air.hittime=ifelse(var(21)=1,40,ifelse(var(21)=2,32,21))
fall.recovertime=ifelse(var(21)=1,40,ifelse(var(21)=2,32,21))
down.hittime=ifelse(var(21)=1,40,ifelse(var(21)=2,32,21))
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=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 = 210
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


[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 = anim=210
triggerall = random <499
trigger1 = Time = 1
value = 200, 0
channel=0


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    =35
guardflag = MA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -10,-70
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=30,20 
givepower=20,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 17
ground.velocity = -5.5
guard.velocity=-7
air.velocity = -1.5,-3
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,22,20)))
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,22,20)))
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=6 &&anim=211
trigger2 = animelem=13 &&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 = 211
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


[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, ChangeAnim]
type = ChangeAnim
trigger1 = command="z" && anim=211 && animelemtime(4)>0&& animelemtime(6)<0 && AIlevel=0
trigger2 = movecontact&& anim=211 && animelemtime(4)>0&& animelemtime(6)<0  && AIlevel>0
value = 212
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = command="z" && anim=212 && animelemtime(3)>0&& animelemtime(5)<0&& AIlevel=0
trigger2 = movehit && power >500 && var(6)>0&& anim=212 && animelemtime(3)>0&& animelemtime(5)<0 && var(31)=0&& AIlevel>0
value = 213
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = anim=212 && animelem=1
trigger2 = anim=213 && animelem=1
[State 210, 1]
type = PlaySnd
trigger1 = anim=211
trigger1 = animelem=1
trigger2 = anim=212
trigger2 = animelem=1
trigger3 = anim=213
trigger3 = animelem=1
value = 0, 2
channel=1
[State 200, 1]
type = PlaySnd
triggerall = random <499
trigger1 = anim=211
trigger1 = animelem=1
trigger2 = anim=212
trigger2 = animelem=1
trigger3 = anim=213
trigger3 = animelem=1
value = 200, 7
channel=0
[State 0, PosAdd]
type = veladd
trigger1 = anim=211
trigger1 = animelem=2
trigger2 = anim=212
trigger2 = animelem=2
trigger3 = anim=213
trigger3 = animelem=2
x = 3

;ignorehitpause = 
;persistent = 


[State 210, 2]
type = HitDef
triggerall = anim=211
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    =15
guardflag = MA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -10,-60
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=10,5
givepower=5,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =15
ground.hittime  = 14
ground.velocity = -.5
guard.velocity=-2
air.velocity = -1.5,-3
air.hittime=14
fall.recovertime=14
air.fall=1
id=200

[State 200, 1]
type = PlaySnd
triggerall = anim=212
triggerall = random <499
trigger1 = animelem=1
value = 200, 5
channel=0
[State 210, 2]
type = HitDef
triggerall = anim=212
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    =10
guardflag = MA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -10,-60
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=10,5 
givepower=5,5
ground.type = High
p2facing=1
guard.ctrltime=16
ground.slidetime =16
ground.hittime  = 20
ground.velocity = -3.5
guard.velocity=-4
air.velocity = -2.5,-4
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,32,23)))
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,32,23)))
air.fall=1
id=200


[State 200, 1]
type = PlaySnd
triggerall = anim=213
triggerall = random <499
trigger1 = animelem=1
value = 200, 7
channel=0
[State 210, 2]
type = HitDef
triggerall = anim=213
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    =30
guardflag = MA
pausetime = 12,12
sparkno = S7020+(random%4)
sparkxy = -10,-60
hitsound = S2, 2
guardsound = S6, 0
guard.sparkno= S7500
getpower=10,5 
givepower=5,5
ground.type = High
p2facing=1
guard.ctrltime=8
ground.slidetime =16
ground.hittime  = 14
ground.velocity = -7.5
guard.velocity=-7
air.velocity = -2.5,-4
air.hittime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,36,23)))
fall.recovertime=ceil(ifelse(var(21)=1,99,ifelse(var(21)=2,36,23)))
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 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
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    = 8
priority  = 3
animtype  = Light
hitflag = MAFD
guardflag = LA
pausetime = 10,10
givepower=5,5
sparkno = S7000+(random%4)
sparkxy = -10,-8
hitsound = S2, 0
guardsound = S6, 0
ground.type = Low
getpower=0 
guard.sparkno= S7500
guard.ctrltime=10
ground.slidetime =12
ground.hittime  = ifelse(numexplod(400)>0,2,13)
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,ifelse(numexplod(400)>1,2,26),ifelse(numexplod(400)>0,2,13)))
down.hittime=ifelse(var(21)=1,99,ifelse(var(21)=2,ifelse(numexplod(400)>1,2,26),ifelse(numexplod(400)>0,2,13)))
air.hittime=ifelse(var(21)=1,99,ifelse(var(21)=2,ifelse(numexplod(400)>1,2,26),ifelse(numexplod(400)>0,2,13)))
ground.velocity = -4
guard.velocity=-4.5
down.velocity=-.5,-5
air.velocity = -1.5,-5
air.fall=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=4
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 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20
animtype  = medium
hitflag = MAF
guardflag = MA
guard.sparkno= S7500
pausetime = 12,12
sparkno = S7010+(random%4)
sparkxy = -10,-45
hitsound = S2, 1
guardsound = S6, 0
getpower=15,7
givepower=7,5
ground.type = Low
guard.ctrltime=9
ground.slidetime =13
ground.hittime  = 11
fall.recovertime=ifelse(var(21)=1,99,ifelse(var(21)=2,34,16))
ground.velocity = -5
air.velocity = -2,-3
guard.velocity=-6
down.velocity = -5,0
down.hittime = 20
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=4
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=1
x =10
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x =5
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8
x =-15

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 40
animtype  = Medium
hitflag = MAF
guardflag = LA
pausetime = 8,8
sparkno = S7020+(random%4)
sparkxy = -10,-10
guard.sparkno= S7500
hitsound = S2, 2
getpower=20,10  
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 = -3,-6
guard.velocity=-5.5
air.velocity = -3,-6
air.fall=1
yaccel=.49
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1031,1034])
value =1031
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=5
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=10,5  
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
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 = 17
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=15,10  
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
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=20,15 
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,-5.75
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
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 = p2statetype!=A
triggerall = p2bodydist x <=44
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 = S5000,6
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<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=[1,6])&&((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 = 0, 3
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S200,0
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 = 60, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
trigger2 = AnimElem =4
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(2)>= 0&&animelemtime(3)<0
pos = 41,-90

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElemtime(3)>= 0&&animelemtime(4)<0
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(3)>= 0&&animelemtime(4)<0
pos = 40,-67


[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemtime(4)>= 0&&animelemtime(5)<0
pos =44,-63
[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemtime(5)>= 0&&animelemtime(7)<0
pos =61,-76
[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 7
pos = 72,-1


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -ceil(50*fvar(2))

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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 5
freq = 60
ampl = 2
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7003
ID = 7003
pos = 46,-71
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S2,3
channel = 1


[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 = 5000,6
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(random<499,605,610)
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, 4
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 = 23,-96
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 28,-96
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos =37,-89

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT
animtype  = Medium
damage    = 40
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 = -1.5,-6
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!=[1045,1048])
value =1045
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
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =time=9&&enemy,var(5)=1
trigger2=time=13&&enemy,var(5)=0
value = 852
elem = 2
;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
Trigger1 = Time = 0
value = 854
[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,HA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&p2statetype=A&&p2stateno=810
x = -5
y = 7
[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&p2statetype!=A&&p2stateno=810
x = -4.5
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 >=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 > 25 && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > 25 
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 = 200,18
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 = 1000
ctrl = 0
sprpriority = 1
[State 0, Turn]
type = Turn
trigger1 = time=0
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S200,7
volume = 255
channel = 0

;ignorehitpause =
;persistent =
[State 0, Explod]
type = Explod
trigger1=animelem=2
anim = 8301
ID = 8300
pos = 0,0
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,.45
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,3
volume = 255
channel = 1
[State 0, VarSet]
type = VarSet
triggerall = p2bodydist x >-70
trigger1= time = 0  && (enemy,hitdefattr=SCA,AA)  && (p2bodydist y =[-60,60])
v = 10    ;fv = 10
value = 1
[State 0, VarSet]
type = Varadd
trigger1 =time=0 &&var(10)=1
v =7   ;fv = 10
value = 4
[State -3]
type= AfterImage
trigger1= time = 0 &&var(10)=1
time= 2
length=5
palcolor= 256
palinvertall= 0
palbright=  25, 25, 25
palcontrast  = 150,150,150
palpostbright= 0, 0, 0
paladd = 45, 0,145
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
;ignorehitpause = 
;persistent = 

[State 0, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1 && p2movetype!=A
value = ,NA,SA,HA,NP,SP,HP
time = 19
[State 0, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1 && p2movetype=A
value = SCA
time = 20
;ignorehitpause =
;persistent =

[State 900,2]
type = PlayerPush
trigger1 = AnimElem = 7,< 0
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
x = 6
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 0
;ignorehitpause =
;persistent =
[State 0, Turn]
type = Turn
trigger1 = AnimTime = 0 && facing=enemy,facing
;ignorehitpause = 
;persistent = 

[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1
;=========================================================================================================
; Kung Fu Palm
[Statedef 1001]
type    = S
movetype= I
physics = N
juggle  = 0;    4
poweradd= 0
;velset = 0,0
anim = 1001
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S200,10+(random%3)
volume = 255
channel = 0

;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, 0,145
palmul= 1,1,1
timegap = 2
framegap  = 2
trans = add1 ;"none","add1","sub"
;ignorehitpause = 
;persistent =
[State 0, Explod]
type = Explod
trigger1=animelem=2
anim = 8301
ID = 8300
pos = 0,0
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,.45
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

;ignorehitpause = 
;persistent = 
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,3
volume = 255
channel = 1


[State 0, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1 && var(10)=1
value =SCA
time = 22

[State 0, NotHitBy]
type = HitBy
trigger1 = animelem = 1 && var(10)=0
value =SCA,AA,AT
time = 22
;ignorehitpause =
;persistent =

;ignorehitpause = 
;persistent = 

[State 900,2]
type = PlayerPush
trigger1 = AnimElem = 7,< 0
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
trigger2= p2statetype=A &&(prevstateno=1100&&p2movetype=H&&p2stateno!=[120,155])
x = ifelse((prevstateno=1100&&p2movetype=H&&p2stateno!=[120,155]),(p2bodydist x /8),7.5)
;ignorehitpause =
;persistent =
[State 0, VelMul]
type = VelMul
trigger1 =(prevstateno=1100&&p2movetype=H&&p2stateno!=[120,155])
x = .85


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 0
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 = var(6)>0 && AIlevel >0 && var(31)!=40 && p2bodydist x <60
v = 34  ;fv = 10
value =1005

[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1006
ctrl = 0

;=========================================================================================================
; Kung Fu Palm
[Statedef 1002]
type    = S
movetype= I
physics = N
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim = 1040
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S201,1+(random%4)
volume = 255
channel = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x = 15
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3
x = 10
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=15
x = -10
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=16
x = -15
[State -3]
type= AfterImage
trigger1 =animelem=12 && p2statetype=L
time= 2
length=5
palcolor= 256
palinvertall= 0
palbright=  25, 25, 25
palcontrast  = 150,150,150
palpostbright= 0, 0, 0
paladd = 45, 0,145
palmul= 1,1,1
timegap = 2
framegap  = 2
trans = add1 
[State 0, VarSet]
type = Varadd
trigger1 =animelem=12 && p2statetype=L
v =7   ;fv = 10
value = ifelse(var(6)=0,2,1)
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 0, VarSet]
type = VarSet
trigger1 = var(6)>0 && AIlevel >0
v = 34  ;fv = 10
value =1005
;ignorehitpause = 
;persistent = 

[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=========================================================================================================
; Kung Fu Palm
[Statedef 1003]
type    = S
movetype= I
physics = N
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim = 1041
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S200,3
volume = 255
channel = 0
[State -3]
type= AfterImage
trigger1= time = 0&& p2movetype=A
time= 2
length=5
palcolor= 256
palinvertall= 0
palbright=  25, 25, 25
palcontrast  = 150,150,150
palpostbright= 0, 0, 0
paladd = 45, 0,145
palmul= 1,1,1
timegap = 2
framegap  = 2
trans = add1 
[State 0, VarSet]
type = Varadd
trigger1 =time=0 &&p2bodydist x <50 && enemy,hitdefattr=SCA,AA
v =7   ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
trigger1 =time=0 &&p2bodydist x <50 && enemy,hitdefattr=SCA,AA 
v = 10    ;fv = 10
value = 1
[State 0, NotHitBy]
type = HitBy
trigger1 = animelem = 1 && p2movetype=A
value = C,NA,SA,HA,NP,SP,HP
time = 13
[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=========================================================================================================
; Kung Fu Palm
[Statedef 1004]
type    = A
movetype= I
physics = N
juggle  = 0;    4
poweradd= 0
velset = 0,0
anim =41
ctrl = 0
sprpriority = 1

[State 0, VarSet]
type = Varadd
trigger1 =time=0 &&p2bodydist x <50 && enemy,hitdefattr=SCA,AA
v =7   ;fv = 10
value = ifelse(var(6)=0,2,1)
[State 0, VarSet]
type = VarSet
trigger1 =time=0 &&p2bodydist x <50 && enemy,hitdefattr=SCA,AA 
v = 10    ;fv = 10
value = 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, NotHitBy]
type = NotHitBy
trigger1 =time = 0 && var(10)
value = SCA
time = 20

ignorehitpause =1
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = prevstateno=[1000,1003]
time = 2
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
triggerall=time=0
triggerall = AILevel=0
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 2]
type = VarSet
triggerall=time=0
triggerall = AILevel>0
trigger1 = (p2bodydist x = [15,90]) || p2movetype =H
sysvar(1) = 1

[State 40, 2]
type = VarSet
triggerall=time=0
triggerall = AILevel >0
trigger1 = p2bodydist x >=30
trigger2= p2stateno=5120
trigger3= p2movetype=H && p2statetype=A
trigger4 = p2bodydist x >=20 && (var(31)=3 || var(31)=10)
sysvar(1) = 1

[State 40, 3]
type = VarSet
triggerall = AILevel>0
triggerall=time=0
trigger1 = p2bodydist x <0 && p2movetype =A
sysvar(1) = -1

[State 40, 2]
type = VarSet
triggerall = AILevel=0
triggerall=time=0
trigger1 = command = "holdback"
sysvar(1) = -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 40, 4]
type = VelSet
trigger1 = Time = 1 && anim=41
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 1 && anim=41
value = 1030

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time>3
physics = N        ;A,C,S,N


;elem = 1
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim!=4
movetype = A 
[State 630, 1]
type = PlaySnd
trigger1 = animelem=2&& anim=1030 
value = S200, 8
[State 630, 1]
type = PlaySnd
trigger1 = animelem=4&& anim=1030 
value = 0, 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 = 55
guardflag = HA
priority = 4
pausetime = 10,12
sparkno = S7020+(random%4)
sparkxy = -13,-53
hitsound = S2,4
getpower=20,15 
guardsound = S6, 0
guard.sparkno= S7500
animtype = Med
ground.type = High
ground.slidetime = 9
ground.hittime  = ceil(ifelse(var(21)=1,26,ifelse(var(21)=2,23,21))-((numexplod(1004))*9))
guard.ctrltime=12
ground.velocity = -5
air.velocity = -3,10.75
air.hittime=20
fall.recovertime=20
air.fall=1
id=210
yaccel=.47
 envshake.time = 6
envshake.ampl = 7
envshake.freq=85
[State 0, Gravity]
type = Gravity
trigger1 = anim=1030 && animelemtime(13)<0
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=1030 && animelem=13 && pos y <10
value = anim
elem = 11
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=1030 &&pos y >10
value = anim
elem = 13
persistent=0
[State 0, PosSet]
type = PosSet
trigger1 = animelem=13
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=13
x = vel x *.65
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=13
statetype = S
physics =S
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0 && anim=1030
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 


;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
[Statedef 1005]
type    = C
movetype= A
physics = C
juggle  = 0;    6
poweradd= 0
ctrl = 0
anim = 1005
sprpriority = 2
[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, NotHitBy]
type = HitBy
trigger1 = var(10)=0
trigger2= time>5&&var(10)=1
value = CA
;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 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 4
channel=0
;This is the first hit, triggered on the 3rd element of animation.
[State 0, Explod]
type = Explod
trigger1 =movehit=1 
anim =10000
ID = 1005
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, PosAdd]
type = PosAdd
trigger1 = animelem=4
x =20
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
x =-5
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=6
x =-5
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7
x =-10
;ignorehitpause = 
;persistent = 

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

[State 410, 2]
type = HitDef
triggerall = p2statetype!=A 
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype  = Medium
hitflag = MAFD
guardflag = A
pausetime = 6,12
sparkno = S7020+(random%4)
sparkxy = -10,-60
guard.sparkno= S7510
hitsound = S2, 2
getpower=20,10  
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))-((numexplod(1005))*10)
down.hittime=ifelse(var(21)=1,99,ifelse(var(21)=2,45,35))-((numexplod(1005))*10)
ground.velocity = 1,-8
guard.velocity=-5.5
air.velocity = 1,-8
air.fall=1
yaccel=.49
envshake.time = 8
envshake.ampl = 7
envshake.freq=85
id=ifelse(var(21)>0||p2statetype=L,997,998)
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =numtarget(997)
v = 11    ;fv = 10
value = 1
ignorehitpause=1
[State 0, VarSet]
type = Varadd
trigger1 = var(21)=1 && movehit=1
v =7   ;fv = 10
value = 1
persistent=0

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

[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=[301,303]) && (var(21)>0||p2statetype=L)
value =301
ID =997
ignorehitpause =1

[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 = time=5 && var(6)=2 && numexplod(1005)=0 && var(18)=0
v = 21   ;v = 570
value = 1
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 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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=-ifelse(prevstateno=820,1,6)

;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 && enemy,fvar(4)<=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
triggerall=enemy,var(19)=1 || enemy,fvar(4)>=0
triggerall = alive
trigger1 = time > (40-((enemy,numexplod(1021))**2) ) && alive && command = "recovery"&& p2stateno!=3050
trigger2 = var(16) = 1&& p1name="Training"&&time > (40-((enemy,numexplod(1021))**3) )
trigger3 = AILevel >0 && random <100*AILevel && enemy,stateno!= 3050 &&time > (40-((enemy,numexplod(1021))**3) )
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 = 1010
ctrl = 0
sprpriority = 2
facep2=1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = var(10)=1 && time=0
value = SCA
;value2 = S,NA
time = 6
;ignorehitpause = 
;persistent = 
[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
trigger1=time=0&&prevstateno=[1000,1009]
v = 2   ;fv = 10
value = 3
[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, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = ifelse(Var(21)=2,1,3)
persistent=0
ignorehitpause=1


[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 =  numexplod(1010)=0&&time=5 && var(6)=2&&var(18)=0
v = 21   ;v = 570
value = 1
ignorehitpause =1

 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1010)=1 && time=0 
v = 21   ;fv = 10
value = 1
[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 113, VarSet]
type = VarSet
trigger1 = p2movetype=A && var(2)=2
v =21   ;v = 570
value = 2


[State 113, VarSet]
type = VarSet
triggerall = var(21)!=2 || numexplod(1010)>2
trigger1 = p2movetype=A && var(2)!=2
v =21   ;v = 570
value = 1
[State 0, Explod]
type = Explod
trigger1 =var(21)=2 && movehit=1 
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

[State 1010, 1]
type = PlaySnd
trigger1 = animelem=4
value = 0, 2
channel=1
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype=A && var(2)=2
v = 27   ;v = 570
value = 1
ignorehitpause =1


;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



;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
triggerall = var(2)!=3
triggerall = AILevel>0 &&prevstateno!=211
triggerall=time=0||var(2)=0
triggerall = p2bodydist x<110 || var(31)>0||var(2)=0
trigger1 = var(2)=0 && time=1
trigger2= prevstateno!=211
v = 2   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = var(2)!=3
triggerall = AILevel>0
triggerall=time=0
trigger1 = p2bodydist x >110
trigger2= prevstateno=211
v = 2   ;fv = 10
value = 2


[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && var(2)=1
value = 200,15
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && var(2)=2
value = 200,13
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = time=0 && 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, ChangeAnim]
type = ChangeAnim
trigger1 = var(2)>1 && time=0
value = ifelse(var(2)=2,1011,1012)



[State 0, PlayerPush]
type = PlayerPush
triggerall = p2stateno!=[1047,1048]
Trigger1 = var(2)=2&&movehit&&Time = [9,20]
Trigger2 = var(2)=3&&movehit&&Time = [5,22]
value = 0
[State 0, Width]
type = Width
trigger1 = 1
edge = 35,0
;value = 0,0
;ignorehitpause = 
;persistent = 

;stagger time
[State 0, VarSet]
type = VarSet
trigger1 =movehit=1
v = 58   ;fv = 10
value = ifelse(var(21)>0,27,ifelse(numexplod(1010)<2,ifelse(var(2)=2,13,22),16))
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(4)>=0 && animelemtime(4)<2  && var(2)=1
x = 15
[State 0, VelSet]
type = posadd
trigger1 =animelemtime(4)>=0 && animelemtime(5)<0  && var(2)=2
x = 20
[State 0, VelSet]
type = posadd
trigger1 =animelemtime(4)>=0 && animelemtime(4)<5  && var(2)=3
x = 25



;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = posadd
trigger1 =animelem=3
x = 10
[State 0, VelSet]
type = posadd
trigger1 =animelem=8
x = -10
[State 1010, 6] ;Opponent near
type = HitDef
triggerall = var(2)=1
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 35, 5
priority  = 5
hitflag=MAF
guardflag = MA
pausetime = 5,5
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -16,-47
hitsound =S2, 5
getpower=20,10
givepower=20,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
guard.ctrltime=20
down.hittime=20
ground.velocity = -3.5,-7
air.velocity = -3.5,-7
down.velocity=-3,-12.8
guard.velocity=-5
fall=1
fall.recovertime=50
air.hittime=50
down.hittime=50
yaccel=.65
nochainID =999
id=999
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 0, VarSet]
type = VarSet
trigger1=var(2)=1
trigger1 =movehit 
v = 22  ;fv = 10
value =ifelse(var(56)<4&&var(25)=0,50,20)
ignorehitpause = 1

[State 1010, 6] ;Opponent near
type = HitDef
triggerall = var(2)=2
trigger1 = !movecontact
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=45,35
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=211
envshake.time =8
envshake.ampl = 7
envshake.freq=85
[State 0, TargetState]
type = TargetState
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[1025,1055]) && (p2stateno!=1036&&p2stateno!=[833,839])
value =1036
ID =211
ignorehitpause=0

[State 0, VarSet]
type = VarSet
trigger1=var(2)=2
trigger1 =movehit 
v = 22  ;fv = 10
value =20
ignorehitpause = 1
[State 1010, 6] ;Opponent near
type = HitDef
triggerall = var(2)>=3
trigger1 = !movecontact
attr = S, SA
air.animtype= up
animtype  = Hard
damage    = 55, 10
priority  = 5
guardflag = LA
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=9
ground.velocity = -10,-6.5
air.velocity = -10,-6.5
guard.velocity=-5
air.fall=1
fall=1
fall.recover=0
yaccel=.65
nochainID =202
id=202
envshake.time =8
envshake.ampl = 7
envshake.freq=85

[State 0, VarSet]
type = VarSet
trigger1=var(2)=3
trigger1 =movehit 
v = 22  ;fv = 10
value =17
ignorehitpause = 1
[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!=1035)
value =1035
ID =998
ignorehitpause =0 

[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    = L
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=410 || enemy,prevstateno=410
value = 5070
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&& anim!=5070 && p2stateno!=831
value = 5030

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno!=410 && enemy,prevstateno!=410
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 = N
juggle  = 0;    5
poweradd=0
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2




[State 0, VarAdd]
type = VarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1
[State 0, VarSet]
type = VarSet
triggerall = var(21)<2
trigger1 =  numexplod(1050)=0&&time=5 && var(6)=2 && var(18)=0
v = 21   ;v = 570
value = 1
ignorehitpause =1

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

 [State 0, VarSet]
type = VarSet
trigger1 = numexplod(1050)>=1 && 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  &&p2movetype=H
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 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[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))

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
statetype = A       ;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!=I) 
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= var(31)>0
v = 2   ;fv = 10
value = 2

[State 0, VarSet]
type = VarSet
triggerall = AILevel>0
triggerall = power >=250
triggerall = random<499
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 = animelem=2 &&anim=[1050,1052]
value = 0, 2
channel=1
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=7 && var(2)=2
value = 0, 2
channel=1
[State 1000, 1]
type = PlaySnd
trigger1 = time=0
value = 200, 9
channel=0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=7 && var(2)=2
value = 200, 7
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, PowerAdd]
type = PowerAdd
triggerall=anim=1052 && animelemtime(1)=1
trigger1 = var(2)=3
value = -250
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(2)>1 && time=0
value = ifelse(var(2)=2,1051,1052)





[State -1]
Type = VelSet
Trigger1 = AnimElem = 3 && anim=[1050,1052]
X = ifelse(var(2)=1,2.5,ifelse((var(2)=2),3.5,3.25))
y=-ifelse(var(2)=1,6.5,ifelse((var(2)=2),8.5,9.5))

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

[State -1]
Type = Veladd
Trigger1 = AnimElem = 6 && var(2)=2
y = -8
[State 0, NotHitBy]
type = NotHitBy
trigger1 = time<=5 && var(2)=1
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 = 3
StateType = A
IgnoreHitPause = 1

[State 0, VelAdd]
type =gravity
trigger1 = animelemtime(3)>0


[State 1050, 4]
type = HitDef
trigger1 = animelem=4&& var(2)<3
attr = A, SA
animtype  = Medium
damage    =40, 5
priority  = 5
guardflag = MA
pausetime = 6,6
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=ifelse(var(2)=3,0,15),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  = 15
ground.velocity = -1,-9.5
air.velocity = -1,-9.5
airguard.velocity=-1.25,-6
nochainid=206
fall = 1
fall.recovertime=ifelse((numexplod(1050)<2&&var(21)>0),60,35)
guard.velocity=-4
nochainID = 999
yaccel=.47
id=206
p2facing = 1



[State 1050, 4]
type = HitDef
trigger1 = animelem=8&& var(2)=2
attr = A, SA
animtype  = Medium
damage    = 40, 5
priority  = 5
guardflag = MA
pausetime = 10,10
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, 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)<2&&var(21)>0),60,35)
guard.velocity=-4
yaccel=.47
id=205
p2facing = 1
[State 0, TargetState]
type = TargetState
triggerall = movetype=A
trigger1 = movehit && (p2stateno!=[1025,1030]) && (p2stateno!=[201,204])
value =201
ID =205
ignorehitpause=1
[State 0, TargetState]
type = TargetState
triggerall = movetype=A
trigger1 = movehit && (p2stateno!=[1025,1030]) && (p2stateno!=[201,204])
value =201
ID =206
ignorehitpause=1


[State 1050, 4]
type = HitDef
trigger1 = animelem=4&& anim=1052
attr = A, SA
animtype  = Medium
damage    = 45, 5
priority  = 5
guardflag = MA
pausetime = 10,10
guard.sparkno= S7510
sparkno = S7020+(random%4)
getpower=0
givepower=5,5
sparkxy = -10,-55
hitsound = S2, 6
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3.5,-3.5
air.velocity = -3.5,8.5
airguard.velocity=-3.5,-4
fall = 1
fall.recovertime=35
guard.velocity=-4
yaccel=.47
nochainid=207
id=207
p2facing = 1
[State 0, TargetState]
type = TargetState
trigger1 = movehit && (p2stateno!=1053) && anim=1052
value =1053
ID =207
ignorehitpause=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit && (p2stateno=1053) && anim=1052
value = 1053

[State 0, TargetBind]
type = TargetBind
trigger1 = anim=1053 && animelemtime(1)>=0 && animelemtime(2)<0
id = 207
pos = 49,-84

[State 0, TargetBind]
type = TargetBind
trigger1 = anim=1053 && animelemtime(2)>=0 && animelemtime(3)<0
id = 207
pos = 27,-52

[State 0, TargetBind]
type = TargetBind
trigger1 = anim=1053 && animelemtime(3)>=0 && animelemtime(4)<0
id = 207
pos = 30,-57

[State 0, TargetBind]
type = TargetBind
trigger1 = anim=1053 && animelemtime(4)>=0 && animelemtime(5)<0
id = 207
pos = 30,-53

[State 0, TargetBind]
type = TargetBind
trigger1 = anim=1053 && animelemtime(5)>=0 
id = 207
pos = 15,-53

;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >20 && anim=1053
value = 1054
[State 1000, 1]
type = PlaySnd
trigger1 = animelem=1 && anim=1053
value =195, 0
channel=0
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=1 && anim=1054
value = -35
ID = 207
kill = 1
absolute = 0
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 = anim=1054
value = 0
;ignorehitpause = 
;persistent = 

[State 0, TargetState]
type = TargetState
trigger1 =anim=1054 && animelem=1
value =1030
ID = 207
[State 0, VelSet]
type = VelSet
trigger1 = anim=1054
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = anim=1054
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1054
statetype = S
movetype = I        ;I,A,H
physics = S
;ignorehitpause = 
;persistent = 

;persistent =
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5 && anim=1050
trigger2 = animelem=10&& anim=1051
trigger3 = animelem=5 && anim=1052
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1=anim=1054 && animelem=1
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=anim=1054 && animelem=1
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, PlaySnd]
type = PlaySnd
trigger1 = anim=1054 && animelem=1
value = S2,2
channel=2

[State 1010, 8]
type = ChangeState
trigger1 = pos y>=0 && vel y>0 && anim!=[1053,1054]
value = 52
ctrl = 0
[State 1010, 8]
type = ChangeState
trigger1 = animtime=0&& anim=1054
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 = -1,10
air.velocity = -1,10
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+var(6)
sprpriority = 2

;ignorehitpause = 
;persistent = 

[State 0, HitBy]
type =notHitBy
trigger1 =time=0
value = SCA
;value2 = S,NA
time = 5
[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 0, HitBy]
type =HitBy
trigger1 =var(6)>0&&animelem=3
value = A,HT
;value2 = S,NA
time = 7


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

[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 200, 20
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=5
value = 200, 9
channel=0

;ignorehitpause = 
;persistent = 


[State 200, 1]
type = PlaySnd
trigger1 = animelem=9
value = 200, 8
channel=0
;-------------------------------------------------

[State 0, SuperPause]
type = SuperPause
trigger1 = time=0
time = 45
anim = -1
sound = S999,0
movetime = 5
darken = 0
p2defmul = 1
poweradd = -500
unhittable = 1
;ignorehitpause = 
;persistent = 


[State 0, Explod]
type = Explod
trigger1 = 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 = 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 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 3000, Super C]
Type = VelSet
Trigger1 = AnimElem = 4
X = 2.5
y=-10.5




[State -1]
Type = Velset
Trigger1 = AnimElem = 13 
x = .5


[State -1]
Type = StateTypeSet
Trigger1 = AnimElem =4
StateType = A
IgnoreHitPause = 1

[State 0, VelAdd]
type =gravity
trigger1 = animelemtime(4)>0

[State 1050, 4]
type = HitDef
trigger1 = animelem=5
attr = A, HA
animtype  = Medium
damage    =ifelse(var(6)=2,60,ifelse(var(6)=1,55,40)), 5
priority  = 5
guardflag = MA
pausetime = 6,6
guard.sparkno= S7510
sparkno = S7020+(random%4)
sparkxy = -10,-55
hitsound = S2, 4
getpower=0
givepower=5,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-9.5
air.velocity = -1,-9.5
airguard.velocity=-3.25,-6
fall = 1
nochainid=202
fall.recover=0
guard.velocity=-4
nochainID = 999
yaccel=.47
id=201
p2facing = 1
envshake.time = ifelse(var(6)=0,5,ifelse(var(6)=1,9,15))
envshake.ampl = 7
envshake.freq=ifelse(var(6)=0,85,ifelse(var(6)=1,100,120))


[State 1050, 4]
type = HitDef
trigger1 = animelem=10
attr = A, HA
animtype  = Medium
damage    = ifelse(var(6)=2,100,ifelse(var(6)=1,85,60)), 5
priority  = 5
guardflag = MA
pausetime = 10,10
guard.sparkno= S7510
sparkno = S7020+(random%4)
sparkxy = -10,-55
hitsound = S2, 6
getpower=0
givepower=5,5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
nochainid=202
ground.velocity = -3.5,-9.5
air.velocity = -5, -ifelse(var(6)=0,8,12)
airguard.velocity=-1.5,-4
fall = 1
fall.recovertime=ifelse((var(6)=2||var(6)=1&&var(21)),95,35)
guard.velocity=-4
yaccel=.52
id=201
p2facing = 1
envshake.time = ifelse(var(6)=0,5,ifelse(var(6)=1,9,15))
envshake.ampl = 7
envshake.freq=ifelse(var(6)=0,85,ifelse(var(6)=1,100,120))


[State 1010, 8]
type = ChangeState
trigger1 =pos y >0 && animelemtime(5)>0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 3001]
type    = A
movetype= A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim =  3051
sprpriority = 2
[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, VelSet]
type = VelSet
trigger1 =animelem=2
x = -3
y = -7
[State 0, EnvShake]
type = EnvShake
triggerall = enemynear,life>225
trigger1 = animelem=2
time = 20
freq = 126
ampl = 7
phase = 126

[State 0, TargetBind]
type = TargetBind
trigger1 = animelemtime(1) >= 0 && animelemtime(2) <0
pos = 41,-67

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=2
value =-ceil((200+(ifelse(var(21)>0,65,0)))*ifelse(fvar(2)<=.5,.5,ifelse((var(56)<2),1,.8)))
[State 0, TargetState]
type = TargetState
trigger1 = animelem=2
value =3003
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S800,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelemtime(1)=17
value = S200,26
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=2
value = S300,2
[State 0, Pause]
type = Pause
triggerall = p2life >225
triggerall = time=[18,35]
trigger1 =time%2=0
time = 1

[State -2, Helper]
type = Helper
trigger1 = animelem=2&&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 = 1
supermove =999
pausemove = 999
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = animelem=2
anim = 3054
ID =3054
pos = 20,-60
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 = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=2        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 3002]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3052
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
;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!=3001
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
velset = -4,-8
poweradd = 40

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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
y = 40


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0&&!animexist(5061)
value = 3053
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0&&animexist(5061)
value = 5061
[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
[Statedef 3050]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
juggle=2
anim = 3010
sprpriority = 1

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





[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=9
value = S999, 0
channel = 3
[State 0, Pause]
type = Pause
trigger1 =  animelem=9
time = 45
pausebg = 1

[State 0, Explod]
type = Explod
trigger1 = animelem=9
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=9
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=2
anim = 8301
ID = 8300
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1.25,0
accel = 0,0
random = 0,0
scale = .45,.55
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1= time = 0 && p2movetype=A
v = 10    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1= p2movetype!=A && animelemtime(9)<0
v = 10    ;fv = 10
value = 0
[State 182, 2]
type = notHitBy
trigger1 =var(10) && time=0
value = SCA
time = 24
[State 182, 2]
type = HitBy
trigger1 = p2movetype=A&&!var(10)&& time=0
value = SCA,AT
time = 24
[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, 0,145
palmul= 1,1,1
timegap = 2
framegap  = 2
trans = add1 

[State 3000, Super B]
type = AfterImage
trigger1 = animelem=9&&!var(10)
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 = 1
time = 2
;-------------------------------------------------
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem=1
value = -500

;abspan =
;ignorehitpause =
;persistent =




[State 0, PlayerPush]
type = PlayerPush
trigger1 = animelemtime(7)<0
trigger2 = animelemtime(9)>0
value = 0
;ignorehitpause = 
;persistent = 
[State 0, Turn]
type = Turn
trigger1 =animelem=9 && facing=enemy,facing 
trigger2= animelem=9 && p2bodydist x <=-15
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
triggerall = time=0
trigger1 = p2bodydist x <120
v = 13    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
triggerall = time=0
trigger1 = p2bodydist x >190
v = 13    ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall = time=0
trigger1 = p2bodydist x =[120,190]
v = 13    ;fv = 10
value = 1
[State 0, VelSet]
type = VelSet
triggerall =var(13)=1
trigger1 = animelem = 1
x = (p2bodydist x /12)
[State 0, VelMul]
type = VelMul
trigger1 =var(13)=1
x = .85
;ignorehitpause =
;persistent =
[State 0, VelSet]
type = VelSet
triggerall =var(13)=0
trigger1 = animelem = 1
x = 6
[State 0, VelSet]
type = VelSet
triggerall =var(13)=2
trigger1 = animelem = 1
x = 5


[State 0, VelSet]
type = VelSet
trigger1 = animelem=9
x = 0
;ignorehitpause = 
;persistent = 
[State 200, 1]
type = PlaySnd
trigger1 = animelem=1&& var(10)=1
value = 200, 1
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=9&& var(10)=1
value = 201, 4
channel=0
[State 800, 1]
type = HitDef
triggerall = p2statetype!=A
Trigger1 = animelem=10
attr = S, HT         ;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 = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 3051       ;On success, KFM changes to state 810
p2stateno = 3052      ;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  
[State 1050, 5]
type = ChangeState
trigger1 =animtime = 0 
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3051]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
juggle=0
anim = 3011
sprpriority = 4
hitdefpersist=1
;ignorehitpause = 
;persistent = 
[State 0, VarAdd]
type = Varset
trigger1 = time=0 && var(10)=1
v =7     ;fv = 
value = 18
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = var(6)=2
v =27   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(10)=1
v =21   ;fv = 10
value = ifelse(var(6)=2,2,1)
[State 0, Helper]
type = Helper
trigger1 = var(10)=1 && time=0
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 = AnimElemTime(51) >= 1
time = 2


;ignorehitpause = 
;persistent = 


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


[State 0, VarSet]
type = Varset
trigger1 =fvar(2)<.4  
fv = 2   ;fv = 10
value = .4
ignorehitpause = 1
persistent = 1

[State 3000, Super C]
type = AfterImageTime
trigger1 = animelemtime(28)<0
time = 2



;[State 0, TargetBind]
;type = TargetBind
;triggerall = anim=3002
;trigger1 = animelemtime(63) = 0
;pos = 15,-7



[State 200, 1]
type = PlaySnd
trigger1 = animelem = 22
value = 200, 13
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 14
value = 200, 5
channel=0

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 11
anim = 7010+(random%4)
ID = 7003
pos = 46,-71
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
value = S2,3
channel = 1
[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(1)>= 0&&animelemtime(2)<0
pos = 69,-71

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemtime(2)>= 0&&animelemtime(3)<0
trigger2 = AnimElemtime(8)>= 0&&animelemtime(9)<0
trigger3 = AnimElemtime(14)>= 0&&animelemtime(15)<0
pos = 41,-90

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElemtime(3)>= 0&&animelemtime(4)<0
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemtime(3)>= 0&&animelemtime(4)<0
trigger2 = AnimElemtime(7)>= 0&&animelemtime(8)<0
trigger3 = AnimElemtime(9)>= 0&&animelemtime(10)<0
trigger4 = AnimElemtime(13)>= 0&&animelemtime(15)<0
trigger5 = AnimElemtime(15)>= 0&&animelemtime(16)<0
pos = 40,-67


[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemtime(4)>= 0&&animelemtime(5)<0
trigger2 = AnimElemtime(6)>= 0&&animelemtime(7)<0
trigger3 = AnimElemtime(10)>= 0&&animelemtime(11)<0
trigger4 = AnimElemtime(12)>= 0&&animelemtime(13)<0
trigger5 = AnimElemtime(16)>= 0&&animelemtime(17)<0
pos =44,-63
[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemtime(5)>= 0&&animelemtime(7)<0
trigger2 = AnimElemtime(11)>= 0&&animelemtime(12)<0
trigger3 = AnimElem=17
pos =61,-76
[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1


;ignorehitpause = 
;persistent = 



[State 200, 1] ;201
type = HitDef
trigger1 = animelem=17
attr = S, HA
damage = 25
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4, 4
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -10, -75
hitsound = S2, 3
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=0,-3
air.velocity=-.5,-11
yaccel=.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcestand =1
fall=1
fall.recover=0
kill = 0
id=201
envshake.time =8
envshake.ampl = 7
envshake.freq=85

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


[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 5
trigger2 = animelem = 11
value =-ceil(25*fvar(2))
kill =0
absolute = 0
;ignorehitpause = 
;persistent = 

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
trigger2 = animelem = 11
time = 5
freq = 60
ampl = 2
phase = 90
[State 200, 1] ;201
type = HitDef
trigger1 = animelem=25
attr = S, HA
damage = 100
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 9, 9
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,-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=78,-60
fall.recover=0
kill = 1
id=1100
envshake.time = 10
envshake.ampl = 5
envshake.freq=100

[State 0, TargetState]
type = TargetState
trigger1 = movehit && (p2stateno!=[1045,1050])
value =1045
ID = 1100
ignorehitpause =0 

[State 1050, 5]
type = ChangeState
trigger1 =animtime = 0 
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 = ifelse(var(6)=0,30,ifelse(var(6)=1,40,45))
movetime =37
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 =var(6)=2
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 = 201, 1
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 0, VelSet]
type = posadd
trigger1 =animelemtime(4)>=0 && animelemtime(4)<4 
x = 30
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = !movecontact
attr = S, HA
animtype  = Hard
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 5,15
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 = -9,-7
air.velocity = -9,-7
p2stateno=3062
p1stateno=3061
envshake.time = 25
envshake.ampl = 7
envshake.freq=126
id=3062

;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = posadd
trigger1 =animelem=3
x = 10
[State 0, VelSet]
type = posadd
trigger1 =animelem=8
x = -10

[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
anim = 3061
sprpriority = 3

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 6    ;fv = 10
value = 4
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =animelemtime(5)=1 && anim=3061
value = 3064
;elem = 1
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =animtime=0 && anim=3064
value = 3061
elem = 6
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,5
channel = 2
persistent=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3&& anim=3064
value = S195,1
channel = 0
persistent=0
[State 11009, dust]
type = Explod
trigger1 = time=0
anim = 4001
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = 1
scale = .5,ifelse(GameHeight=180,.35,.5)
ownpal = 0
ignorehitpause =1
removetime=-1
ontop =0
sprpriority=-3


[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 28    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = -60*facing
y = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,5
channel = 3
persistent=0


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 9&& anim=3061
trigger2 = animelem = 15&& anim=3061
value = 200, 5
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 21&& anim=3061
trigger2 = animelem = 26&& anim=3061
value = 200, 0
channel=0

[State 200, 1]
type = PlaySnd
triggerall = anim=3061
trigger1 = animelem = 31
value = 200, 8
channel=0
[State 0, Explod]
type = Explod
trigger1 = animelem = 10&& anim=3061
trigger2 = animelem = 16&& anim=3061
anim = 7010+(random%4)
ID = 7003
pos = 46,-71
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10&& anim=3061
trigger2 = animelem = 16&& anim=3061
value = S2,3
channel = 1

[State 810, Bind 2]
type = TargetBind
triggerall = anim=3061
trigger1 = AnimElemtime(6)>= 0&&animelemtime(7)<0
pos = 69,-71

[State 810, Bind 2]
type = TargetBind
triggerall = anim=3061
trigger1 = AnimElemtime(7)>= 0&&animelemtime(8)<0
trigger2 = AnimElemtime(13)>= 0&&animelemtime(14)<0
trigger3 = AnimElemtime(19)>= 0&&animelemtime(20)<0
pos = 41,-90

[State 810, SprPriority]
type = SprPriority
triggerall = anim=3061
trigger1 = AnimElemtime(8)>= 0&&animelemtime(9)<0
value = 1

[State 810, Bind 3]
type = TargetBind
triggerall = anim=3061
trigger1 = AnimElemtime(8)>= 0&&animelemtime(9)<0
trigger2 = AnimElemtime(12)>= 0&&animelemtime(13)<0
trigger3 = AnimElemtime(14)>= 0&&animelemtime(15)<0
trigger4 = AnimElemtime(18)>= 0&&animelemtime(19)<0
trigger5 = AnimElemtime(20)>= 0&&animelemtime(21)<0
pos = 40,-67


[State 810, Bind 4]
type = TargetBind
triggerall = anim=3061
trigger1 = AnimElemtime(9)>= 0&&animelemtime(10)<0
trigger2 = AnimElemtime(11)>= 0&&animelemtime(12)<0
trigger3 = AnimElemtime(15)>= 0&&animelemtime(16)<0
trigger4 = AnimElemtime(17)>= 0&&animelemtime(18)<0
pos =44,-63
[State 810, Bind 4]
type = TargetBind
triggerall = anim=3061
trigger1 = AnimElemtime(15)>= 0&&animelemtime(16)<0
trigger2 = AnimElem=21
pos =61,-76

[State -1]
Type = VelSet
triggerall = anim=3061
Trigger1 = AnimElem = 22
X = 1.85
y=-9

[State -1]
Type = Veladd
triggerall = anim=3061
Trigger1 = AnimElem = 31
y=-5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=22&& anim=3061
statetype = A       ;S,A,C,L
;ignorehitpause = 
;persistent = 
[State 0, Gravity]
type = Gravity
trigger1 = animelemtime(22)>1 && anim=3061 && (animelemtime(30)<0||animelemtime(31)>=0)
;ignorehitpause = 
;persistent = 

[State 1050, 4]
type = HitDef
trigger1 = animelem=23
attr = A, HA
animtype  = Medium
damage    =0, 5
priority  = 5
guardflag = MA
pausetime = 16,16
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,-7.5
air.velocity = -1,-9.5
airguard.velocity=-1.25,-6
nochainid=206
fall = 1
fall.recover=0
guard.velocity=-4
nochainID = 999
yaccel=.47
id=201
p2facing = 1
envshake.time = 10
envshake.ampl = 4
envshake.freq=120

[State 1050, 4]
type = HitDef
trigger1 = animelem=27
attr = A, HA
animtype  = Medium
damage    =0, 5
priority  = 5
guardflag = MA
pausetime = 12,12
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 = -1,-2.5
airguard.velocity=-1.25,-6
nochainid=206
fall = 1
fall.recover=0
guard.velocity=-4
nochainID = 999
yaccel=.47
id=201
p2facing = 1
envshake.time = 10
envshake.ampl = 6
envshake.freq=120
[State 0, Explod]
type = Explod
trigger1 = animelem = 34&& anim=3061
anim = 3072
ID = 7003
pos = 5,-44
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 = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 1050, 4]
type = HitDef
trigger1 = animelem=36&& anim=3061
attr = A, HA
animtype  = Medium
damage    =0, 5
priority  = 5
guardflag = MA
pausetime = 8,8
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 = -.75,11
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!=1051) 
value =1051
ID =1100
ignorehitpause=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=30&& anim=3061
value = S999, 0
;channel = 3

[State 0, VarSet]
type = VarSet
trigger1 =animelem=30&& anim=3061
v = 6    ;fv = 10
value = 5

[State 0, Pause]
type = Pause
trigger1 =  animelem=30&& anim=3061
time = 45
movetime=45
pausebg = 1

[State 0, VarSet]
type = VarSet
trigger1 = animelem=30&& anim=3061
fv = 10    ;fv = 10
value = vel x 
[State 0, VarSet]
type = VarSet
trigger1 = animelem=30&& anim=3061
fv = 11    ;fv = 10
value = vel y
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 =animelem=30 && anim=3061
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 =animelem=31&& anim=3061 
x =fvar(10)
y = fvar(11)
;ignorehitpause = 
;persistent = 


;ignorehitpause = 
;persistent = 


[State 0, Explod]
type = Explod
trigger1 = animelem=30&& anim=3061
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 = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = animelem=30&& anim=3061
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, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && animelemtime(36)>0 && anim=3061
value = 3062
;elem = 1
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = anim=3062
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim=3062
x = 0
y = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=8&& anim=3062
value = S999, 0
;channel = 3
[State 0, Pause]
type = Pause
trigger1 =  animelem=8&& anim=3062
time = 95
movetime=95
pausebg = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
ignorehitpause =1 
persistent =1
[State 0, VarSet]
type = VarSet
trigger1 =animelem=8&& anim=3062
v = 6    ;fv = 10
value = 10

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =anim=3061 || anim=3062 && animelemtime(33)<3|| anim=3064
flag = nobardisplay
flag2= nobg
flag3=nofg
ignorehitpause =1 
[State 200, 1]
type = PlaySnd
trigger1 =  animelem=8&& anim=3062
value = 200, 20
channel=0
[State 200, 1]
type = PlaySnd
trigger1 =  animelem=10&& anim=3062
value = 200, 21
channel=0

[State 0, Explod]
type = Explod
trigger1 = animelem=8&& anim=3062
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 = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 =animelem=8&& anim=3062
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 = 12&& anim=3062
anim = 3071
ID = 7003
pos = 80,-117
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 0, Helper]
type = Helper
trigger1= animelemtime(8)=80&& anim=3062
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
pausemovetime=999
[State 0, Explod]
type = Explod
trigger1 = animelem = 8&& anim=3062
anim = 3070
ID = 7003
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 = 1,1
sprpriority = 2
removetime=100
ontop = 1
shadow = 0,0,0
ownpal = 0
pausemovetime=100
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1 = animelem = 12&& anim=3062
anim = 3073
ID = 7003
pos = 71,-105
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 = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 12&& anim=3062
anim = 8303
ID = 7003
pos = 25,-0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 0, EnvShake]
type = EnvShake
trigger1 =animelem=12 && anim=3062
time = 20
freq = 140
ampl = 15
phase = 100
ignorehitpause = 1
[State 200, 1]
type = PlaySnd
trigger1 =  animelem=12&& anim=3062
value = 2,8
channel=1
[State 200, 1] ;201
type = HitDef
trigger1 = animelem=11
attr = S, HA
damage = 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 30,30
sparkno = S7020+(random%4)
guard.sparkno= S7510
sparkxy = -15, -80
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=78,-60
fall.recover=0
kill = 1
id=3060
envshake.time = 10
envshake.ampl = 8
envshake.freq=120


;persistent = 

[State 0, TargetState]
type = TargetState
trigger1 =movehit=1 && anim=3062
value =3063
ID = 3060
ignorehitpause =0 
;persistent = 
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  animelem=33&& anim=3062
id = 11009
;ignorehitpause = 
;persistent = 

[State 11009, dust]
type = Explod
trigger1 = animelem=33&& anim=3062
anim = 4002
ID = 11010
postype =left
pos = 0,0
bindtime = -1
facing = ifelse(facing = -1, -1,1)
scale = .5,ifelse(GameHeight=180,.35,.5)
ownpal = 0
ignorehitpause =1
ontop =0
sprpriority=-3
pausemovetime = 999
supermovetime = 9999

[State 0, SelfState]
type = changeState
trigger1 =animtime=0 && anim=3062
value =0
ctrl=1



;ignorehitpause =
;persistent =

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

[State 0, PosSet]
type = PosSet
trigger1 = time=1
y = 0
x=enemy, pos x  +10
;ignorehitpause = 
;persistent = 



[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time=0
value = 5010
ignorehitpause = 1
persistent = 1
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time>=5 && enemy,time<=220 && anim!=3063
value = 5010
elem=2
ignorehitpause = 1
persistent = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = enemy,animelem=6 && enemy,anim=3061
value = 3063
ignorehitpause = 1
persistent = 1

;ignorehitpause = 
;persistent = 


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


;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1
;ignorehitpause = 
;persistent = 
;------------------
; 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 = 1029
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 
y = const(size.mid.pos.y)-10

[State 0, HitVelSet]
type = HitVelSet
trigger1 =time=0 
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 0, VelSet]
type = VelSet
trigger1 = time = 55
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 = 55
value = -99999
kill = 1
absolute = 0

;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = time =55
y = 2400
[State 0, SelfState]
type = SelfState
trigger1 = time = 55
value =5150

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


;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[statedef -2]
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(28)=1
flag = nomusic

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =movetype=A 
flag = nostandguard
flag2= nocrouchguard
flag3 = noairguard

;ignorehitpause = 
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype=H && p2stateno!=[120,150]
v = 18   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H || p2stateno=[120,150]
v = 18   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[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, VarSet]
type =VarSet
triggerall = frontedgebodydist >50
triggerall = stateno!=183
trigger1 =roundstate!=2 ||  enemy,pos y !=0
fv = 39    ;fv = 10
value = enemy,pos x
ignorehitpause=1
persistent=1
[State 0, VarSet]
type =VarSet
triggerall = frontedgebodydist <=50 ;|| p2bodydist x <40
triggerall = stateno!=183
trigger1 =roundstate!=2|| p2bodydist x <40
fv = 39    ;fv = 10
value = 10
ignorehitpause=1
persistent=1
[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
triggerall = p2statetype=A
trigger1 = movehit && (p2stateno!=[1025,1055]) && (p2stateno!=1036&&p2stateno!=[833,839])
value =ifelse(var(19)>0,1029,1036)
ID =210
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1= p2statetype=A && movehit&& (p2stateno!=[301,303]) 
value =301
ID =999
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 = movehit && (p2stateno!=[1045,1048])
value =1045
ID = 202
ignorehitpause =0
[State 0, Helper]
type = Helper
trigger1 =numhelper(4004)=0
helpertype = normal ;player
name = "TM"
ID =  4004
stateno =4004
pos = 61,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale =.25
size.yscale =.25
ignorehitpause=1
[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&& stateno!=1050
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

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&& stateno!=1050
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
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&& stateno!=1050
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

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, PlaySnd]
type = PlaySnd
trigger1=p2stateno=834 && p2movetype=H
trigger2=p2stateno=1030 && enemy,time=1 && p2movetype=H && stateno!=1050
triggerall = enemy,time=1
value = S2,2
channel=2
[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 =1020
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 =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)>1
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!=[1007,1100])
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 = %f 19 = %d 31=%f 31=%d 34=%d 34=%d"
params = (pos x),fvar(2),(numtarget(999)),(enemy,movehit),AILevel,(enemy,var(31))
ignorehitpause =1
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =1
v = 9   ;fv = 10
value = enemy,lifemax/4


[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A
v = 8  ;fv = 10
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno=834 && enemy,time=1
trigger2=p2stateno=302&& enemy,time=1 && p2movetype=H &&enemy,prevstateno=1051
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 = 15 ;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, 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 = 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)=7||var(31)=20)  &&animtime=0  && var(2)=0

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

[State 0, VarSet]
type = VarSet
trigger1 =(var(31)=11)  &&stateno=52 && time=1 

v = 32    ;fv = 10
value =26;-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
trigger2 = stateno=[800,810]
trigger3 = var(31)=6 && animelemtime(4)>2 && stateno=1002
trigger4 = var(31)=173
trigger5 = var(31)=123
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
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
trigger7=helper(10003),var(8)>0
trigger8 = helper(10003),var(19)>0 && var(31)=0
trigger9 = stateno=1100
trigger10= stateno=200
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||stateno=205 
trigger1= enemy,hitdefattr=SC,AT && ctrl
trigger2 = p2bodydist x >130 && ctrl && movetype!=H&&(p2movetype!=H) && var(31)=0 
trigger3 = stateno=205 && movehit && p2statetype=A 
trigger4= var(33)=1 && (p2bodydist y >-50|| p2bodydist x <60)
;trigger7 =  var(31)=
v = 30   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 3    ;fv = 10
value = ifelse(var(6)=1,.1,ifelse(var(6)=2,.35,1))
;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="Ryuko 4rd" 
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 = 6 ; 1~99
;ignorehitpause =
[State 0, VarSet]
type = VarSet
trigger1 = numhelper(1001)=0
v = 17    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[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>=350&& stateno=[1000,1009])
triggerall= stateno!=[3000,3051]
triggerall = AILevel=0 &&command="cancel" 
triggerall = stateno!=700
triggerall = var(2)!=3
triggerall = stateno!=[830,836]
trigger1 = movecontact
trigger2 = animelemtime(5)>0 && (stateno=1000||stateno=1001||stateno=1005)
trigger3 = animelemtime(4)<0 && stateno=1004
trigger4 = animelemtime(5)>0 && animelemtime(13)<0 && stateno=1002
trigger5= animelemtime(6)>2&&stateno=1006
value =ifelse(statetype!=A,4,5)
ctrl = 0
ignorehitpause=0
[State 0, ChangeState]
type = ChangeState
triggerall = (stateno=[1000,1009])&&power >=350 || power>=500&&stateno!=[1000,1009]
triggerall= stateno!=[3000,3051]
triggerall = AILevel>0
triggerall = stateno!=700
triggerall = stateno!=[800,899]
trigger1= movehit && var(4)>16
triggerall = var(2)!=3
trigger2 = animelemtime(6)>0 && (stateno=1000) && EnemyNear, HitDefAttr = SCA,AA &&backedgebodydist <40
trigger3 = movehit&& (stateno=1005) && var(21)=0 && var(6)=1 && var(31)>0 && (p2life < (enemy,lifemax/2.5))
trigger4 = animelemtime(5)>0 && stateno=1001 && var(31) >0 && p2bodydist x >70 && (var(6)=2 || var(21)>0)
trigger5 = stateno=1100 && moveguarded
;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])
triggerall =  var(56)>1
trigger1= movehit=1
triggerall=stateno =200 || stateno=400 || stateno=600 
fv =2 ;fv = 10
value = fvar(2)*.915
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 =206 ||stateno=605
fv =2 ;fv = 10
value = fvar(2)*.975
ignorehitpause=0
[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=410|| stateno=405 ||stateno=400
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*ifelse((prevstateno=[200,405]),.9,.945)
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||stateno=211||stateno=411
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.965
ignorehitpause=0

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=1010||stateno=1015 || stateno=1006 || stateno=1005
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.95
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)*.96
ignorehitpause=0

[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  var(56)>1
trigger1 = stateno=1004
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(5)!=2
trigger1 = stateno=810 || stateno=831
trigger1= movehit=1
fv =2 ;fv = 10
value = fvar(2)*.75
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)*.245
ignorehitpause=0


[State 0, VarSet]
type = VarSet
trigger1 = enemy,movetype != H  || (p2stateno=[120,155])
fv = 2   ;fv = 10
value = ifelse(var(6)=1,1.0,ifelse(var(6)=2,1.25,.8))
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, Hit1]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [21,30]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 1
channel=0




[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [31,35]
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) = [36,40]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
value = 5000, 3
channel=0


[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [41,45]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 4
channel=0

[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [46,50]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 5
channel=0

[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [51,55]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 6
channel=0

[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [56,60]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 7
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