; estados del char,  easyChar

;Var Log by GUMHOY
;Var(1) = Pico Assist Cooldown Timer (State 9000)
;Var(2) = Chuck Assist Cooldown Timer (State 9000)
;Var(3) = Bender Assist Cooldown Timer (State 9000)

[Data]
life = 1000          ;Amount of life to start with
attack = 100        ;100% attack power (more is stronger)
defence = 100       ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno=2;Default spark number
guard.sparkno=00;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 0           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 13    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;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, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow

[Velocity]
walk.fwd  = 1.9      ;Walk forward
walk.back = -1.8     ;Walk backward
run.fwd  = 5.5, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-7.4     ;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,-8.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 0  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

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

; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
Type=Changestate
Triggerall=time=0
Triggerall=var(59)>0
trigger1 = command = "holdup"
value=0
ctrl=1

[State 40, 2]
type = VarSet
trigger1 = command = "holdback"
trigger1 = var(59)=0
trigger2 = var(59)>0
Trigger2 = P2BodyDist X <= 50
trigger2 = random <= 50
trigger3 = var(59)>0
Trigger3 = P2StateType = A
trigger3 = random <= 200
sysvar(1) = -1

[State 40, 3]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = var(59)=0
trigger2 = var(59)>0
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
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 = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------

; GUARD (start)
[Statedef 120]
type = U   ;Leave state type unchanged
physics = U;Leave physics unchanged

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear,pos x - pos X)=3
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command!= "holdback"
trigger1 = var(59)=0
trigger2 =!inguarddist
value = 140

;---------------------------------------------------------------------------
; Stand guard (guarding)
[Statedef 130]
type    = S
physics = S

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 130, 1]
type = ChangeAnim
trigger1 = Anim!= 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
trigger1 = var(59)=0
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command!= "holdback"
trigger2 =!inguarddist
value = 140

;---------------------------------------------------------------------------
; Crouch guard (guarding)
[Statedef 131]
type    = C
physics = C

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 131, 1]
type = ChangeAnim
trigger1 = Anim!= 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command!= "holddown"
trigger1 = var(59)=0
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command!= "holdback"
trigger2 =!inguarddist
trigger3 = var(59) > 0
trigger3 = time >= 110
trigger3 = abs(enemynear, pos x - pos X) >= 100
value = 140

;---------------------------------------------------------------------------
; Air guard (guarding)
[Statedef 132]
type    = A
physics = N

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 132, 1]
type = ChangeAnim
trigger1 = Anim!= 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback" || (var(59)>0)
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command!= "holdback"
trigger2 =!inguarddist
value = 140


;---------------------------------------------------------------------------
; Stand guard hit (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(StateType=C)

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; Stand guard hit (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = VelSet
trigger1 = Time = 0
x = Hitvel x

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
trigger1 = var(59)=0
value = 1

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl =!var(59)

;---------------------------------------------------------------------------
; Crouch guard hit (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(StateType=C)

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; Crouch guard hit (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = VelSet
trigger1 = Time = 0
x = hitvel x

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
trigger1 = var(59)=0
value = 1

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = p2statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl =!var(59)

;---------------------------------------------------------------------------
; Air guard hit (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; Air guard hit (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = VelSet
trigger1 = Time = 0
x = hitvel x
y = hitvel y

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
trigger1 = var(59)=0
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback" || var(59)>0
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
; STAND_X
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
juggle = 1
ctrl = 0
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 24,10
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 5,5
guard.sparkno = 40
sparkxy = -30,-59 
sparkno = -1
hitsound = S5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3 
givepower = 15,30
getpower = 30,10
fall = 0


[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 54,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


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

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_Y
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 210, 1]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 39,12
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 7,7
guard.sparkno = 40
sparkxy = -30,-59 
sparkno = -1
hitsound = S5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3 
givepower = 30,50
getpower = 45,20
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 54,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_Z
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State 220, 1]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 69,20
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 8,8
guard.sparkno = 40
sparkxy = -30,-59 
sparkno= -1
hitsound = S5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3 
givepower = 50,80
getpower = 80,50
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 54,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_A
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
juggle = 1
ctrl = 0
sprpriority = 2


[State 230, 1]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 22,10
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 3,3
guard.sparkno = 40
sparkno= -1
hitsound = S5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3 
givepower = 15,30
getpower = 30,10
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 59,-13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 230, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

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

;---------------------------------------------------------------------------
; STAND_B
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, HitDef]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage =  42,13
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 7,7
guard.sparkno = 40
sparkno= -1
hitsound = S5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3 
givepower = 30,50
getpower = 45,20
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 59,-13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_C
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 250, HitDef]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 73,21
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 8,8
guard.sparkno = 40
sparkno= -1
hitsound = S5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3 
givepower = 50,80
getpower = 80,50
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 59,-13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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


[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
juggle = 1
ctrl = 0
sprpriority = 2

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 25,8
animtype = Light
guardflag = MA
hitflag = MAFD
pausetime = 6,6
guard.sparkno = 40
sparkxy = -30,-25
sparkno= -1
hitsound = S5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
givepower = 10,30
getpower = 25,10
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 74,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 400, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_Y
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 2
ctrl = 0
velset = 0,0
anim = 410
sprpriority = 2

[State 410, HitDef]
type = HitDef
trigger1 = time = 1
attr = C, NA
damage = 38,12
animtype = Medium
guardflag = MA
hitflag = MAFD
pausetime = 9,9
sparkno= -1
guard.sparkno = 40
sparkxy = -30,-25
hitsound = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3 
down.velocity = -4,0
down.hittime = 20
givepower = 20,40
getpower = 45,20
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 74,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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

[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_Z
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
velset = 0,0
anim = 420
sprpriority = 2

[State 420, HitDef]
type = HitDef
trigger1 = time = 1
attr = C, NA
damage = 51,18
animtype = Hard
guardflag = MA
hitflag = MAFD
pausetime = 12,12
sparkno= -1
guard.sparkno = 40
sparkxy = -30,-25
hitsound = S5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3
givepower = 40,70
getpower = 70,50 
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 74,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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


[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 430]
type = C
movetype = A
physics = C
anim = 430
juggle = 1
ctrl = 0
sprpriority = 2

[State 430, HitDef]
type = HitDef
trigger1 = time = 1
attr = C, NA
damage = 25,8
animtype = Light
guardflag = MA
hitflag = MAFD
pausetime = 6,6
guard.sparkno = 40
sparkxy = -30,-25
sparkno= -1
hitsound = S5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
givepower = 10,30
getpower = 26,10
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 74,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 430, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_B
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 2
ctrl = 0
velset = 0,0
anim = 440
sprpriority = 2

[State 440, HitDef]
type = HitDef
trigger1 = time = 1
attr = C, NA
damage = 38,12
animtype = Medium
guardflag = MA
hitflag = MAFD
pausetime = 9,9
guard.sparkno = 40
sparkxy = -30,-25
sparkno= -1
hitsound = S5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3 
down.velocity = -4,0
down.hittime = 20
givepower = 20,40
getpower = 45,20
fall = 0

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 74,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_C
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
velset = 0,0
anim = 450
sprpriority = 2

[State 450, HitDef]
type = HitDef
trigger1 = time = 1
attr = C, NA
damage = 59,18
animtype = Hard
guardflag = MA
hitflag = MAFD
pausetime = 12,12
guard.sparkno = 40
sparkxy = -30,-25
sparkno= -1
sparkxy = -10,-5
hitsound = S5,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
givepower = 40,70
getpower = 70,50
fall = 1

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 74,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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


[State 450, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; JUMP_X
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
juggle = 1
ctrl = 0
sprpriority = 2

[State 600, HitDef]
type = HitDef
trigger1 = time = 1
attr = A, NA
damage = 30,15
animtype = Light
guardflag = HA
hitflag = MAF
pausetime = 5,5
guard.sparkno = 40
sparkno= -1
sparkxy = -10,-56
hitsound = S5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3 
givepower = 10,30
getpower = 30,10
fall = 1

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 76,-123
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; JUMP_Y
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 610
sprpriority = 2

[State 610, HitDef]
type = HitDef
trigger1 = time = 1
attr = A, NA
damage = 42,24
animtype = Medium
guardflag = HA
hitflag = MAF
pausetime = 8,8
guard.sparkno = 40
sparkxy = -10,-56
sparkno= -1
hitsound = S5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3
givepower = 10,30
getpower = 40,20
fall = 1

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 76,-123
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; JUMP_Z
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 620
sprpriority = 2

[State 620, HitDef]
type = HitDef
trigger1 = time = 1
attr = A, NA
damage = 67,37
animtype = Hard
guardflag = HA
hitflag = MAF
pausetime = 12,12
guard.sparkno = 40
sparkxy = -10,-56
sparkno= -1
hitsound = S5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3 
givepower = 10,70
getpower = 70,25
fall = 1

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 76,-123
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 620, 2]
type = PlaySnd
trigger1 = time = 1
value = 800, 5

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


[State 620, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; JUMP_A
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
juggle = 1
ctrl = 0

[State 630, HitDef]
type = HitDef
trigger1 = time = 1
attr = A, NA
damage = 27,15
animtype = Light
getpower = 30,15
guardflag = HA
hitflag = MAF
pausetime = 6,6
guard.sparkno = 40
sparkxy = -10,-56
sparkno= -1
hitsound = S5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3
givepower = 10,30
getpower = 25,10 
fall = 1

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 70,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 630, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; JUMP_B
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 640
sprpriority = 2

[State 640, HitDef]
type = HitDef
trigger1 = time = 1
attr = A, NA
damage = 38,24
animtype = Medium
getpower = 42,15
guardflag = HA
hitflag = MAF
pausetime = 8,8
guard.sparkno = 40
sparkxy = -10,-56
sparkno= -1
hitsound = S5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3 
givepower = 10,30
getpower = 25,10
fall = 1

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 70,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; JUMP_C
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 650
sprpriority = 2

[State 650, 1]
type = HitDef
trigger1 = time = 1
attr = A, NA
damage = 59,37
animtype = Hard
getpower = 30,37
guardflag = HA
hitflag = MAF
pausetime = 12,12
guard.sparkno = 40
sparkxy = -10,-56
sparkno= -1
hitsound = S5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3 
givepower = 10,30
getpower = 25,10
fall = 1

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 70,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

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


[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;misil
[Statedef 1000]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000
sprpriority = 2

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1001
;projhitanim = 1002
offset = 65, -43
velocity = 20,0
; HitDef part of projectile info
attr = S, SP
damage = 40,3
animtype = Medium
pausetime = 2,1
sparkno = S6020+random%4
hitsound = S5,1
guard.sparkno = 40
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,0
channel = 3
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 1000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;multi_misil
[Statedef 1010]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1010
sprpriority = 2

[State 1010, 2]
type = Projectile
trigger1 = time = 1
projanim = 1001
;projhitanim = 1002
offset = 65,-43
velocity = 10, 0
; HitDef part of projectile info
attr = S, SP
damage = 20, 5
animtype = Medium
pausetime = 2,1
sparkno = S6020+random%4
hitsound = S5,1
guard.sparkno = 40
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
;-----------------------
[State 1010, 2]
type = Projectile
trigger1 = time = 1
projanim = 1001
;projhitanim = 1002
offset = 65,-43
velocity = 10,3
; HitDef part of projectile info
attr = S, SP
damage = 20, 5
animtype = Medium
pausetime = 2,1
sparkno = S6020+random%4
hitsound = S5,1
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
;-----------------------
[State 1010, 2]
type = Projectile
trigger1 = time = 1
projanim = 1001
;projhitanim = 1002
offset = 65, -43
velocity = 10,-3
; HitDef part of projectile info
attr = S, SP
damage = 20, 5
animtype = Medium
pausetime = 2,1
sparkno = S6020+random%4
hitsound = S5,1
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1010,0
channel = 3
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 1010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;explosivo_misil
[Statedef 1020]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 1020
sprpriority = 2

[State 1020, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1001
;projhitanim = 1002
offset = 65, -43
velocity = 5, 0
; HitDef part of projectile info
attr = S, SP
damage = 100,50
animtype = Medium
fall = 1
pausetime = 10,5
sparkno = S10000
hitsound = S1020,0
guard.sparkno = 40
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1020,1
channel = 3
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0

[State 1020, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;glope_dash
[Statedef 2500]
type = S
movetype= A
physics = S
ctrl = 0
velset = 25,0
anim = 2500
sprpriority = 2

[State 450, HitDef]
type = HitDef
trigger1 = time = 1
attr = C, NA
damage = 50,25
animtype = Hard
getpower = 30,10
guardflag = MAF
hitflag = MA
pausetime = 13,15
guard.sparkno = 40
sparkno= -1
sparkxy = -10,-5
hitsound = S5,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 20
ground.velocity = -5,-3
air.velocity = -5,-3
guard.velocity = -5
fall = 1

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 64,-52
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2500,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 4
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 25
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;genocido_cuttah
[Statedef 2600]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2600
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 2601
ID = 2601
pos = 8,-12
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit =1

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 72,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2600,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 450, HitDef]
type = HitDef
trigger1 = time = 1
attr = C, NA
damage = 79,36
animtype = Hard
getpower = 110,30
guardflag = MAF
hitflag = MA
pausetime = 5,5
sparkno= -1
sparkxy = -10,-5
hitsound = S5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.velocity = -1,-6
air.velocity = -1,-6
guard.velocity = -2
fall = 0


[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 50
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 21
value = 0
ctrl = 1



;misil_spam
[Statedef 3000]
type = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0
anim = 3000
sprpriority = 2


[State 3000, pause]
type = SuperPause
trigger1 = time = 2
;movetime = 50
sound = S3999, 0
;time = 50

[State 0, PlayerPush]
type=PlayerPush
triggerall= stateno = 3000
trigger1 = 1
value = 0 

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 4
Trigger1 = random <= 250
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0

[State 3000, 2]
type = Projectile
trigger1 = time = [1,120]
trigger1 = time%3 = 0
projanim = 1001
;projhitanim = 1002
offset = 65, -43
velocity = 25, 0
; HitDef part of projectile info
attr = S, SP
damage = 6,2
animtype = medium
pausetime = 0,2
sparkno = S6020+random%4
guard.sparkno = 40
getpower = 0,0
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 2
ground.hittime = 2
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-4
air.juggle = 2


[State 0, PlaySnd]
type = PlaySnd
triggerall = stateno = 3000
trigger1 = time = 119
value = S3000,1
channel = 5
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 3000, 4]
type = ChangeState
trigger1 = time = 121
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;super_golpe
[Statedef 3010]
type = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0
anim = 3009
sprpriority = 2

[State 3010, pause]
type = SuperPause
trigger1 = time = 2
;movetime = 50
sound = S3999,0
;time = 50

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 4
Trigger1 = random <= 250
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 4
value = 3010 

[State 3010, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
attr = S, NA
damage = 25,10
animtype = Light
getpower = 0,0
givepower = 20,15
guardflag = MA
hitflag = MAFD
pausetime = 10,10
guard.sparkno = 40
sparkxy = 0,0
sparkno= -1
hitsound = S5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
fall = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3010
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
value = 0,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1


[State 0, HitSpark]
type = Explod
triggerall = anim = 3010
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 59,-13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3010
trigger1 = AnimTime = 0
value = 3011

[State 3010, HitDef]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, NA
damage = 40,10
animtype = Light
getpower = 0,0
guardflag = MA
hitflag = MAFD
pausetime = 10,10
guard.sparkno = 40
sparkxy = -30,-59
sparkno= -1
hitsound = S5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 25
ground.velocity = 0
air.velocity =0,0 
fall = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 3
value = 0,1
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, HitSpark]
type = Explod
triggerall = anim = 3011
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 54,-59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3011
trigger1 = AnimTime = 0
value = 3012

[State 3010, 1]
type = HitDef
triggerall = anim = 3012
trigger1 = animelem = 1
attr = S, NA
damage = 75,10
animtype = Light
getpower = 0,0
guardflag = MA
hitflag = MAFD
guard.sparkno = 40
sparkxy = -30,-59
pausetime = 10,10
sparkno= -1
hitsound = S5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 50
ground.velocity = -5,-10
air.velocity = -5,-10
fall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 0,1
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, HitSpark]
type = Explod
triggerall = anim = 3012
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 70,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3010, 4]
type = ChangeState
triggerall = anim = 3012
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;falcon_punch
[Statedef 3020]
type = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0
anim = 3020
sprpriority = 2

[State 3010, pause]
type = SuperPause
trigger1 = time = 0
;movetime = 50
sound = S3999,0
;time = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3020,0
channel = 0
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 45
value = 3021
ctrl = 1

;falcon_punch2
[Statedef 3021]
type = S
movetype= A
physics = S
ctrl = 0
velset = 10
anim = 3021
sprpriority = 2

[State 450, HitDef]
type = HitDef
trigger1 = time = 1
attr = C, NA
damage = 340,100
animtype = Hard
getpower = 0,0
givepoweR = 150,300
hitflag = MA
pausetime = 5,5
sparkno= -1
sparkxy = -10,-5
hitsound = S3020,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.velocity = -5,0
air.velocity = -5,0
guard.velocity = -2
fall = 1

[State 0, Falcon]
type = Explod
trigger1 = time = 1
anim = 3022
ID = 3022
pos = 41,-63
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 15,0
accel = -2,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 4,4
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Punch]
type = ModifyExplod
trigger1 = time = 8
ID = 3022
anim = 3022
pos = 72,-63
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 4,4
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 0, HitSpark]
type = Explod
triggerall = stateno = 3021
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = 80,-51
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3020,1
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3020,2
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 72
value = 0
ctrl = 1

;-------------------------
;laser_beam
[Statedef 3030]
type = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
velset = 0
anim = 3030
sprpriority = 2

[State 3030, pause]
type = SuperPause
trigger1 = time = 4
;movetime = 50
sound = S3999,1
;time = 50

[State 0, PlayerPush]
type=PlayerPush
triggerall= stateno = 3030
trigger1 = 1
value = 0 

[State 3030, 2]
type = Projectile
trigger1 = time = [4,240]
trigger1 = time%2 = 0
projanim = 3031
;projhitanim = 1002
offset = 0,-62
velocity = 40,0
; HitDef part of projectile info
attr = S, SP
damage = 7,3
animtype = hard
pausetime = 0,2
hitsound = 5,0
guard.sparkno = 40
sparkxy = 25,0
sparkno = S6020+random%4
getpower = 0,0
givepower = 2,5
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 2
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-4
air.juggle = 2



[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 250
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 120
value = 0
ctrl = 1

;-------------------------
;chiamare_clone
[Statedef 3040]
type = S
movetype= A
physics = N
poweradd= -2000
ctrl = 0
velset = 0
anim = 3040
sprpriority = 2

[State 3030, pause]
type = SuperPause
trigger1 = time = 0
;movetime = 50
sound = S3999,1
;time = 50

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 11
value = 0
ctrl = 1 

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 250
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal 
name = "STATE 3041" ;The cross
ID = 3041
stateno = 3041
pos = 67,-36
postype = p1    
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

;clone
[StateDef 3041]
Type = A
MoveType = A
Physics = N
Ctrl = 0
anim = 3041
VelSet = 3.2,0
sprpriority = 6

[State 3041, HitDef]
type = HitDef
trigger1 = time = [0,300]
trigger1 = time%7 = 0
attr = S, NA
damage = 12,3
animtype = Hard
givepower = 10,25
guardflag = MAF
hitflag = MAF
pausetime = 9,9
guard.sparkno = 40
sparkxy = -30,-20
sparkno= S6020+random%4
sparkxy = -20,-25
hitsound = S5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -0
air.velocity = -0,-0 
down.velocity = -4,0
down.hittime = 10
fall = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 301
trigger2 = anim = 3401
trigger2 = animtime = -2

;-------------------------
;misil_rein
[Statedef 3050]
type = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
velset = 0
anim = 3050
sprpriority = 2


[State 3030, pause]
type = SuperPause
trigger1 = time = 0
sound = S3999,1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 180
value = 0
ctrl = 1 

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 250
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0

[State 1020, 2]
type = Projectile
trigger1 = time = [0,180]
trigger1 = time%2=0
projanim = 1001
offset = -10,0-random+75
velocity = 5,0
; HitDef part of projectile info
attr = S, SP
damage = 100,10
animtype = Medium
fall = 1
pausetime = 8,5
guard.sparkno = 40
sparkxy = -30,-59
sparkno = S10000
hitsound = S1020,0
guardflag = MAFD
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 0,-2
air.animtype = Back
air.velocity =  0,-3
air.juggle = 3

;-------------------------
;famiglia_misil
[Statedef 3060]
type = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0
anim = 3060
sprpriority = 2

[State 3000, pause]
type = SuperPause
trigger1 = time = 2
;movetime = 50
sound = S3999, 0
;time = 50

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 250
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0

[State 1000, 2]
type = Projectile
trigger1 = time = 5
projanim = 3063
;projhitanim = 1002
offset = 55, -55
velocity = 5,0
; HitDef part of projectile info
attr = S, SP
damage = 70,25
getpower = 0,0
givepower = 20,40
animtype = Hard
pausetime = 2,1
guard.sparkno = 40
sparkno = S6020+random%4
hitsound = S5,1
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 1000, 2]
type = Projectile
trigger1 = time = 20
projanim = 3061
;projhitanim = 1002
offset = 55, -55
velocity = 5,0
; HitDef part of projectile info
attr = S, SP
damage = 70,25
getpower = 0,0
givepower = 10,40
animtype = Hard
pausetime = 2,1
sparkno = S6020+random%4
hitsound = S5,1
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 1000, 2]
type = Projectile
trigger1 = time = 35
projanim = 3062
;projhitanim = 1002
offset = 55, -55
velocity = 5,0
; HitDef part of projectile info
attr = S, SP
damage = 70,25
getpower = 0,0
givepower = 10,40
animtype = Hard
pausetime = 2,1
sparkno = S6020+random%4
hitsound = S5,1
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 1000, 2]
type = Projectile
trigger1 = time = 50
projanim = 3064
;projhitanim = 1002
offset = 55, -55
velocity = 5,0
; HitDef part of projectile info
attr = S, SP
damage = 70,25
getpower = 0,0
givepower = 10,40
animtype = Hard
pausetime = 2,1
sparkno = S6020+random%4
hitsound = S5,1
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S1000,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S1000,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 35
value = S1000,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S1000,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 65
value = 0
ctrl = 1 

;------------------------
;raging_rice_cake
[Statedef 3070]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
poweradd = -3000
anim = 3070
sprpriority = 2

[State 3070, pause]
type = SuperPause
trigger1 = time = 0
;movetime = 50
sound = S3999,2
;time = 50

[State 0, VelSet]
type = VelSet
triggerall = stateno = 3070
trigger1 = time = [1,60]
x = 7
y = 0

[State 0, ChangeState]
type = ChangeState
triggerall = stateno = 3070
trigger1 = time = 60
value = 0
ctrl = 1

[State 3070, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1facing = ifelse (command = "holdfwd", 0, 0) ;Turn if holding forwards
p2facing = 2          ;Force p2 to face player
p1stateno = 3071      
p2stateno = 5000    
fall = 1           

;p1
[Statedef 3071]
type = S
movetype= A                     ;Move-type: A-attack, I-idle, H-gethit
physics = N
ctrl = 0
anim = 3070
velset = 0,0
sprpriority=9

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 0
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 0, BGPalFX]
type = AllPalFX
trigger1 = time<20
time = 1
add = 0,0,0
mul = 256-((time/20.00)*256),256-((time/20.00)*256),256-((time/20.00)*256)

[State 0, BGPalFX]
type = AllPalFX
trigger1 = time>19
time = 1
add = 0,0,0
mul = 0,0,0
 
[State 0, TargetBind]
type = TargetBind
trigger1 = 1
time = 1
id = -1
pos = 52,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze

[State 0, HitBy]
type = HitAdd
trigger1 = time = 550
value = 665

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 60
value = S3070,0
channel = 7
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 240
value = S3070,1
channel = 7
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 370
value = S3070,2
channel = 7
freqmul = 1.0
loop = 0
pan = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 550
value = -700
ID = -1
absolute = 0


[State 0, ChangeState]
type = TargetState
trigger1 = time = 552
value = 3074
 
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 552
value = 3075
ctrl = 0

;---------------------------------------------------------------------------
;p1 over
[Statedef 3075]
type = S
movetype= I                     
physics = N
ctrl = 0
anim = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = RoundState = 2
trigger1 = time = 1
value = S3070,4
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = RoundState = 3
trigger1 = time = 1
value = S3070,5
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = RoundState = 3
trigger1 = time = 1
value = S3070,6
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, Explod]
type = Explod
triggerall = RoundState = 3
trigger1 = time = 1
anim = 3073
ID = 3073
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
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, Explod]
type = Explod
triggerall = RoundState = 3
trigger1 = time = 1
anim = 3072
ID = 3072
pos = 75,63
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 128
pausemovetime = 0
scale = 0.5,0.5
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, BGPalFX]
type = AllPalFX
trigger1 = time = 0
time = 1
add = 0,0,0
mul = ((time/40.00)*256),((time/40.00)*256),((time/40.00)*256)

[State 0, VarSet]
type = VarSet
trigger1 = win
v = 50    ;fv = 10
value = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 126
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;p2 over
[Statedef 3074]
type = S
movetype= H                     ;Move-type: A-attack, I-idle, H-gethit
physics = N
ctrl = 0
anim = 5150
velset = 0,0

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

[State 0, SelfState]
type = SelfState
trigger1 = time= 80
value = ifelse(life>0,5120,5150)


;----------------------------
;Chuck Go Kart Assist
[Statedef 4000]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 4000
sprpriority = 2

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 200
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 21
value = 0
ctrl = 1

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal 
name = "STATE 4001"
ID = 4001
stateno = 4001
pos = -50,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;p2
[Statedef 4001]
type = S
movetype = A
physics = N
anim = 4001
velset = 6,0

;p3
[State 3041, HitDef]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 75,30
animtype = Hard
givepower = 10,25
guardflag = MAF
hitflag = MAF
pausetime = 0,0
sparkno= S6020+random%4
sparkxy = -35,-25
hitsound = S5,3
guardsound = 6,0
guard.sparkno = 40
sparkxy = -30,-59
ground.type = Low
ground.slidetime = 0
ground.hittime  = 10
air.hittime = 25
ground.velocity = -2,-3
air.velocity = -2,-3
down.velocity = -2,-3
down.hittime = 0
fall = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1 
value = S4000,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1 
value = S4000,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1 
value = S4000,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
Triggerall = stateno = 4001
trigger1 = time = 35 
value = S4000,1
channel = 0
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
Triggerall = stateno = 4001
trigger1 = time = 35 
value = S4000,1
channel = 0
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
Triggerall = stateno = 4001
trigger1 = time = 35 
value = S4000,1
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
Triggerall = stateno = 4001
trigger1 = time = 35 
value = S4000,1
channel = 0
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
Triggerall = stateno = 4001
trigger1 = time = 35 
value = S4000,1
channel = 0
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 9500, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AP
slot = 0
stateno = 4002

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 0,2]
type = sprpriority
trigger1 = Time = 0
value = 8

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Pos X >= 250
trigger2 = Pos X <= -250
ignorehitpause = 0

;p3
[Statedef 4002]
type = S
movetype = I
physics = N
anim = 4002
velset = -2,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Pos X >= 250
trigger2 = Pos X <= -250
ignorehitpause = 0

;----------------------------
;Pico Assist
[Statedef 4010]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 4010
sprpriority = 2

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 200
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 21
value = 0
ctrl = 1

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal 
name = "STATE 4011"
ID = 4011
stateno = 4011
pos = -89,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;p2
[Statedef 4011]
type = S
movetype = A
physics = N
anim = 4011
velset = 2.5,0
sprpriority = 6

[State 9500, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AP
slot = 0
stateno = 4012

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 0,4]
type = ChangeState
trigger1 = P2BodyDist X <= 80
value = 4013

;p3
[Statedef 4013]
type = S
movetype = A
physics = N
anim = 4013
velset = 0,0
sprpriority = 6

[State 9500, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AP
slot = 0
stateno = 4012

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 4011, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA
damage = 125,50
animtype = Hard
getpower = 100,0
givepower = 40,70
guardflag = MAF
hitflag = MAF
pausetime = 0,0
guard.sparkno = 40
sparkxy = -30,-59
sparkno= S6020+random%4
sparkxy = -30,-30
hitsound = S5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 10
air.hittime = 25
ground.velocity = -1,-4
air.velocity = -1,-4
down.velocity = -1,-4
down.hittime = 0
fall = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 75
value = 4014
ctrl = 0
anim = 4014

;p4
[Statedef 4014]
type = S
movetype = A
physics = N
anim = 4014
velset = -8,0
sprpriority = 6

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP ,AT

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Pos X >= 400
trigger2 = Pos X <= -400
ignorehitpause = 0

;p5
[Statedef 4012]
type = S
movetype = A
physics = N
anim = 4012
velset = 0,0
sprpriority = 6

[State 0, 1]
type = Gravity
trigger1 = time >= 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 4012,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, 2]
type = ChangeState
trigger1 = Pos Y >= -2
trigger1 = Vel Y > 0
value = 4014

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP ,AT

;----------------------------
;Bender Assist
[Statedef 4020]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 4020
sprpriority = 2

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
Trigger1 = random <= 200
value = S800, 0+random%4
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 21
value = 0
ctrl = 1

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal 
name = "STATE 4020"
ID = 4021
stateno = 4021
pos = -10,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

;p2
[Statedef 4021]
type = S
movetype = A
physics = N
anim = 4021
velset = 2,0
sprpriority = -2

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
value = S4020, 0
channel = 7
freqmul = 1.0
loop = 0
abspan = 1

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AP
slot = 0
stateno = 4024

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 0,4]
type = ChangeState
trigger1 = P2BodyDist X <= 150
value = 4022

;p3
[Statedef 4022]
type = S
movetype = A
physics = N
anim = 4022
velset = 0,0
sprpriority = -2

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AP
slot = 0
stateno = 4024

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 1000, 2]
type = Projectile
trigger1 = time = 15
projanim = 4025
;projhitanim = 1002
offset = 20, -30
velocity = 5,0
; HitDef part of projectile info
attr = S, SP
damage = 70,20
animtype = Medium
pausetime = 2,1
guard.sparkno = 40
sparkxy = 0,0
sparkno = S6020+random%4
hitsound = S5,1
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 0, Sound]
type = PlaySnd
trigger1 = Time = 1
value = S4020, 1
channel = 7
freqmul = 1.0
loop = 0
abspan = 1

[State 0,0]
type = ChangeState
trigger1 = time = 16
value = 4023

;p4
[Statedef 4023]
type = S
movetype = A
physics = N
anim = 4023
velset = 0,0
sprpriority = -2

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AP
slot = 0
stateno = 4024

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 0, VelSet]
type = VelSet
trigger1 = time >= 60
x = -3
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Pos X >= 300
trigger2 = Pos X <= -300
ignorehitpause = 0

;p5
[Statedef 4024]
type = S
movetype = A
physics = N
anim = 4024
velset = -3,-5
sprpriority = -2

[State 0, 1]
type = Gravity
trigger1 = time >= 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 4020,2
channel = 7
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP ,AT

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Pos X >= 300
trigger2 = Pos X <= -300
trigger2 = Pos Y >= 200
ignorehitpause = 0

;Assist Meter Master Controller
[Statedef 9500]
type = S
movetype = I
physics = N
anim = 9500
velset = 0,0
sprpriority = -7

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

;Teamside 1 Meter Skeleton Spawn
[State 9500, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(9510) = 0
trigger1 = 1
anim = 9510
ID = 9510
pos = 30,65
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

;Teamside 2 Meter Skeleton Spawn
[State 9500, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(9511) = 0
trigger1 = 1
anim = 9511
ID = 9511
pos = -30,65
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

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

;Pico Full Charge P1
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = RoundState = 2
triggerall = Var(1) = 90
triggerall = NumExplod(9500) = 0
trigger1 = 1
anim = 9502
ID = 9500
pos = 37,50.5
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Chuck Full Charge P1
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = RoundState = 2
triggerall = Var(2) = 90
triggerall = NumExplod(9501) = 0
trigger1 = 1
anim = 9502
ID = 9501
pos = 37,65
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Bender Full Charge P1
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = RoundState = 2
triggerall = Var(3) = 90
triggerall = NumExplod(9502) = 0
trigger1 = 1
anim = 9502
ID = 9502
pos = 37,79.5
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

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

;Pico Full Charge P2
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = RoundState = 2
triggerall = Var(1) = 90
triggerall = NumExplod(9500) = 0
trigger1 = 1
anim = 9502
ID = 9500
pos = -36.5,50.5
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Chuck Full Charge P2
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = RoundState = 2
triggerall = Var(2) = 90
triggerall = NumExplod(9501) = 0
trigger1 = 1
anim = 9502
ID = 9501
pos = -36.5,65
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Bender Full Charge P2
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = RoundState = 2
triggerall = Var(3) = 90
triggerall = NumExplod(9502) = 0
trigger1 = 1
anim = 9502
ID = 9502
pos = -36.5,79.5
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Pico Destroy Bar
[State 9500, RemoveExplod]
type = RemoveExplod
TriggerAll = Var(1) != 90
trigger1 = 1
id = 9500
ignorehitpause = 1

;Chuck Destroy Bar
[State 9500, RemoveExplod]
type = RemoveExplod
TriggerAll = Var(2) != 90
trigger1 = 1
id = 9501
ignorehitpause = 1

;Bender Destroy Bar
[State 9500, RemoveExplod]
type = RemoveExplod
TriggerAll = Var(3) != 90
trigger1 = 1
id = 9502
ignorehitpause = 1

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

;Pico Charging P1
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = RoundState = 2
triggerall = Var(1) = 4
triggerall = NumExplod(9503) = 0
trigger1 = 1
anim = 9501
ID = 9503
pos = 37,50.5
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Chuck Charging P1
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = RoundState = 2
triggerall = Var(2) = 4
triggerall = NumExplod(9504) = 0
trigger1 = 1
anim = 9501
ID = 9504
pos = 37,65
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Bender Charging P1
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = RoundState = 2
triggerall = Var(3) = 4
triggerall = NumExplod(9505) = 0
trigger1 = 1
anim = 9501
ID = 9505
pos = 37,79.5
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Pico Destroy Bar
[State 9500, RemoveExplod]
type = RemoveExplod
TriggerAll = Var(1) = 90
trigger1 = 1
id = 9503
ignorehitpause = 1

;Chuck Destroy Bar
[State 9500, RemoveExplod]
type = RemoveExplod
TriggerAll = Var(2) = 90
trigger1 = 1
id = 9504
ignorehitpause = 1

;Bender Destroy Bar
[State 9500, RemoveExplod]
type = RemoveExplod
TriggerAll = Var(3) = 90
trigger1 = 1
id = 9505
ignorehitpause = 1

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

;Pico Charging P2
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = RoundState = 2
triggerall = Var(1) = 4
triggerall = NumExplod(9503) = 0
trigger1 = 1
anim = 9501
ID = 9503
pos = -36.5,50.5
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Chuck Charging P2
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = RoundState = 2
triggerall = Var(2) = 4
triggerall = NumExplod(9504) = 0
trigger1 = 1
anim = 9501
ID = 9504
pos = -36.5,65
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Bender Charging P2
[State 9500, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = RoundState = 2
triggerall = Var(3) = 4
triggerall = NumExplod(9505) = 0
trigger1 = 1
anim = 9501
ID = 9505
pos = -36.5,79.5
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause =1
supermove = 99999

;Pico Destroy Bar
[State 9500, RemoveExplod]
type = RemoveExplod
TriggerAll = Var(1) = 90
trigger1 = 1
id = 9503
ignorehitpause = 1

;Chuck Destroy Bar
[State 9500, RemoveExplod]
type = RemoveExplod
TriggerAll = Var(2) = 90
trigger1 = 1
id = 9504
ignorehitpause = 1

;Bender Destroy Bar
[State 9500, RemoveExplod]
type = RemoveExplod
TriggerAll = Var(3) = 90
trigger1 = 1
id = 9505
ignorehitpause = 1

;----------------------------------------
;Assists start at full charge every time battle begins.

;Pico CDT Set
[State 9500, VarSet Pico]
type = VarSet
triggerall = roundstate = 2
trigger1 = time = 0
v = 1
value = 90
ignorehitpause = 1

;Chuck CDT Set
[State 9500, VarSet Chuck]
type = VarSet
triggerall = roundstate = 2
trigger1 = time = 0
v = 2
value = 90
ignorehitpause = 1

;Bender CDT Set
[State 9500, VarSet Bender]
type = VarSet
triggerall = roundstate = 2
trigger1 = time = 0
v = 3
value = 90
ignorehitpause = 1

;----------------------------------------
;When an assist is called, set the Var of each Assist to 0

;Set Var(1) to 0 if Pico is in play.
[State 9500, VarSet]
type = VarSet
triggerall = roundstate = 2
triggerall = root, NumHelper(4011) > 0
trigger1 = 1
v = 1
value = 0
ignorehitpause = 1

;Set Var(2) to 0 if Chuck is in play.
[State 9500, VarSet]
type = VarSet
triggerall = roundstate = 2
triggerall = root, NumHelper(4001) > 0
trigger1 = 1
v = 2
value = 0
ignorehitpause = 1

;Set Var(3) to 0 if Bender is in play.
[State 9500, VarSet]
type = VarSet
triggerall = roundstate = 2
triggerall = root, NumHelper(4021) > 0
trigger1 = 1
v = 3
value = 0
ignorehitpause = 1

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

;If Pico is no longer present, add 4 to Var(1) until it reaches above 90.
[State 9500, VarAdd]
type = VarAdd
triggerall = roundstate = 2
triggerall = root, NumHelper(4011) = 0
triggerall = var(1) < 90
trigger1 = time%12 = 0
v = 1
value = 4
ignorehitpause = 1

;If Chuck is no longer present, add 4 to Var(2) until it reaches above 90.
[State 9500, VarAdd]
type = VarAdd
triggerall = roundstate = 2
triggerall = root, NumHelper(4001) = 0
triggerall = var(2) < 90
trigger1 = time%12 = 0
v = 2
value = 4
ignorehitpause = 1

;If Bender is no longer present, add 4 to Var(3) until it reaches above 90.
[State 9500, VarAdd]
type = VarAdd
triggerall = roundstate = 2
triggerall = root, NumHelper(4021) = 0
triggerall = var(3) < 90
trigger1 = time%12 = 0
v = 3
value = 4
ignorehitpause = 1

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

;If Var(1) > 90 set to 90
[State 9500, VarSet]
type = VarSet
trigger1 = Var(1) > 90
v = 1
value = 90
ignorehitpause = 1

;If Var(2) > 90 set to 90
[State 9500, VarSet]
type = VarSet
trigger1 = Var(2) > 90
v = 2
value = 90
ignorehitpause = 1

;If Var(3) > 90 set to 90
[State 9500, VarSet]
type = VarSet
trigger1 = Var(3) > 90
v = 3
value = 90
ignorehitpause = 1


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

[Statedef -2]

;Spawns Assist Meter Master Controller if one doesn't exist already.
[State -2, Helper]
type = Helper
triggerall = NumHelper(9500) = 0
trigger1 = 1
helpertype = normal
name = "Assist Meter Master Controller"
ID = 9500
stateno = 9500
pos = 0,-500
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
triggerall = RoundState > 0
triggerall = anim!= [2000,2001]
triggerall = anim!= 7501  
triggerall = alive = 1
triggerall = time  >= 0
trigger1 = 1
trigger1 = stateno = [0,9000]
time = 12
add = 128+floor((sin(gametime/60.0))*128), 128+floor((sin((gametime/60.0)+20.0))*128), 128+floor((sin((gametime/60.0)+40.0))*128)
mul = floor((sin(gametime/60.0)+1)*128), floor((sin((gametime/60.0)+20.0)+1)*128), floor((sin((gametime/60.0)+40.0)+1)*128)
sinadd = 20,10,6,10
invertall = 0
color = 256
ignorehitpause = 1

[State -2, Beam]
type = Explod
triggerall = stateno = 3030
trigger1 = time = 3
anim = 3032
ID = 3032
pos = 36,-62
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 120
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State -2, ModifyExplod]
type = ModifyExplod
triggerall = stateno!= 3030
trigger1 = time = 1
ID = 3032
anim = 3032
pos = 990,-900
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
scale = 0.01,0.01
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1


[State -2, PlaySnd]
type = PlaySnd
Triggerall = stateno = 3000
Trigger1 = time = 3
value = S3000,0
volume = 100
channel = 0
freqmul = 1.0
loop = 0
abspan = 1

[State -2, StopSnd]
type = StopSnd
triggerall = stateno!= 3000
trigger1 = time = 1
channel = 0














