[Statedef 0]
type = S
physics = S
sprpriority = 0

[State ]
type = Selfstate
trigger1 = Name != "O_Ash"
value = 0
ctrl = 1

[State ]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State ]
type = ChangeAnim
trigger1 = p2dist x <-5
value = 5
[State ]
type = Turn
trigger1 = p2dist x <-5

[State ]
type=helper
triggerall=numhelper(1)=0
trigger1=Alive && !Ishelper
ID=1
Stateno=1
Anim=20000

[State ]
type = velset
trigger1 = 1
y = 0

[State ]
type = offset
trigger1 = 1
y=-5-floor(sin((pi*animelemtime(1))/20)*2)

[State ]
type = nothitby
trigger1 = !ctrl
value = SCA

[State ]
type = Selfstate
trigger1 = Ishelper
value = 5150

[State ]
type = ChangeState
trigger1 = !alive
value = 5050

[Statedef 1]
type=s
anim=0

[State ]
type=Nothitby
trigger1=1
value = SCA

[State ]
type=PlayerPush
trigger1 = 1
value = 1
[State ]
type=Trans
trigger1=1
trans=addalpha
alpha=0,256

[State ]
type=Bindtoroot
trigger1=1
pos =0,0
facing=1
ignorehitpause=1

[State ]
type=Explod
trigger1=Numexplod(1)=0
ID=1
Anim=20000
sprpriority=1
Scale=.3,.5	
pos=2,-76
bindtime=-1
removetime=-1
ownpal=1
[State ]
type=explod
trigger1=Numexplod(1)=1	
ID=1
Anim=20000
sprpriority=1
Scale=.305,.505
pos=2,-76
bindtime=-1
removetime=-1
ownpal=1
trans = sub

[State ]
type = offset
trigger1 = 1
y=-5-floor(sin((pi*Root,animelemtime(1))/20)*2)

[State ]
type = Removeexplod
trigger1 = Root,Anim != 0
trigger2 = root,stateno != 0

[State ]
type=Destroyself
trigger1=Root,anim != [0,5]
;-----------------------------------------------------------------------------
; 
;-----------------------------------------------------------------------------
[Statedef 10]
type = C
physics = C
anim = 10

[State ]
type = VelMul
trigger1 = Time = 0
x = 0

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

[Statedef 11]
type= C
physics = C
anim = 11
sprpriority = 0

[State ]
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

[Statedef 12]
type= S
physics = S
anim = 12
sprpriority = 0

[State ]
type = Changestate
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 0, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 0, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 0, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 0, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
; Walk
[Statedef 21]
type    = S
physics = S
sprpriority = 0

[State 0, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State ]
type = ChangeAnim
trigger1 = p2dist x <-5
value = 5
[State ]
type = Turn
trigger1 = p2dist x <-5
[State 0, 3]
type = ChangeAnim
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State ]
type=Ctrlset
trigger1=1
value=0
Ignorehitpause=1
[State ]
type=ChangeState
trigger1=p2bodydist X<5
trigger2=RoundState!=2
trigger3=var(59) < 4
trigger3=Enemynear,Movetype=H && Random<Random%70
value=0
ctrl=1

;---------------------------------------------------------------------------
; Walk
[Statedef 22]
type    = S
physics = S
sprpriority = 0

[State 0, 1]
type = VelSet
trigger1 = 1
x=const(velocity.walk.back.x)
[State ]
type = ChangeAnim
trigger1 = p2dist x <-5
value = 5
[State ]
type = Turn
trigger1 = p2dist x <-5

[State 0, 3]
type = ChangeAnim
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State ]
type=Ctrlset
trigger1=1
value=0
Ignorehitpause=1
[State ]
type=ChangeState
trigger1=p2bodydist X>180 && enemynear,Movetype!=H
trigger2=RoundState!=2
trigger3=var(59) < 4
trigger3=Enemynear,Movetype=H && Random<Random%70
value=0
ctrl=1
;---------------------------------------------------------------------------
; Wv
[Statedef 40]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State ]
type = VarSet
trigger1 = Time = 0 && !var(59)
trigger2 = var(59) >0 && Anim = 39
sysvar(1) = 0 

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

[State ]
type = VarSet
trigger1 = command = "holdback" && !var(59)
trigger2 = var(59) >0 && Anim = 38
sysvar(1) = -1

[State ]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 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 ]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
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 ];orWv
type=velset
trigger1=animtime=0
trigger1=var(15)>=1
x=Vel X*1.2
[State ];Wv
type=veladd
trigger1=animtime=0
trigger1=var(15)>=1
y=-1
[State ];orWv
type=veladd
trigger1=animtime=0
trigger1=var(16)=1
y=2.5

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

[Statedef 50]
type = A
physics = A

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

[State ]
type = PlaySnd
trigger1 = time = 0
trigger1=var(15)<=0
value = s3,0

[State ]
type = AfterImage
triggerall =  !Ishelper
triggerall = !ishelper
trigger1 = var(15) > 0
trigger1 = Time = 0
time = 25
trans = add1
length = 4
timeGap = 3
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1

[State ]
type = PlaySnd
trigger1 = time = 0
trigger1=var(15)>0
value = s3,1

[State ]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[Statedef 51]
type = A
physics = A

[State ]
type = Changeanim
trigger1 = anim != 0
value = 0

[Statedef 52]
type = S
physics = S
ctrl = 0
anim = 0
veladd = 0,0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = s4,0

[State ]
type = VelSet
trigger1 = Time = 0
y = 0

[State ]
type = PosSet
trigger1 = Time = 0
y = 0

[State ]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; _bV
[Statedef 100]
type = S
physics = N
anim = 20
sprpriority = 1
ctrl = 0

[State ]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x) *.75

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4000,1
[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4000,1
freqmul = 1.5

[State ]
type = assertspecial
trigger1 = AnimElemTime(2) >= 0
trigger1 = gametime%2 || animelemno(0) = 5
flag=invisible

[State ]
type = ctrlset
trigger1 = 1
value = 0

[State ]
type = Assertspecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[State ]
type = ChangeState
trigger1 = Time = 15
value = 101

[State ]
type = offset
trigger1 = 1
y=-5-floor(sin((pi*time)/10)*5)

[State ]
type = Nothitby
trigger1 = 1
value = ,AP
time = 1

[State ]
type = Nothitby
trigger1 = (var(0)&1)
value = SCA
time = 7

[State ]
type = Angledraw
trigger1 = 1
value = -5-Time

[Statedef 101]
type = S
physics = N
anim = 101
sprpriority = 1

[State ]
type = Ctrlset
trigger1 = 1
Value = 0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,0

[State ]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
y = 0

[State ]
type = Assertspecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[State ]
type = posset
trigger1 = 1
y = 0

[State ]
type = ChangeState
trigger1=command !="holdfwd" &&!var(59)
trigger2=var(59) < 4 && var(59)
trigger2=Random<Random%50
trigger3=p2bodydist X<-10 && var(59)
trigger4=Roundstate!=2
value = 0
ctrl = 1

[State ]
type = offset
trigger1 = 1
y=-5-floor(sin((pi*time)/10)*2)
;---------------------------------------------------------------------------
; obNXebv
[Statedef 105]
type = A
physics = N
ctrl = 0
anim = 105
sprpriority = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4000,1
[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4000,1
freqmul = 1.5

[State ]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = const(velocity.run.back.x) 

[State ]
type = Velset
trigger1 = AnimElem = 2
y = -3

[State ]
type = veladd
trigger1 = AnimElemTime(2) >= 0
y = .28

[State ]
type = Nothitby
trigger1 = 1
value = SCA

[State ]
type = assertspecial
trigger1 = AnimElemTime(2) >= 0
trigger1 = gametime%2 || animelemno(0) = 5
flag=invisible

[State ]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,0

[State ]
type = VelSet
trigger1 = Time = 0
x = -1.5
y = 0

[State ]
type = Nothitby
trigger1 = Time < 10
value = SCA

[State ]
type = assertspecial
trigger1 = Time < 10
trigger1 = gametime%2
flag=invisible

[State ]
type = PosSet
trigger1 = Time = 0
y = 0

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

;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type = U
[State ]
type = selfstate
trigger1 = 1
value = 11*(statetype=C)+51*(statetype=A)
ctrl=1
;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type = U
[State ]
type = selfstate
trigger1 = 1
value = 110
Ctrl = 1

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U
physics = U

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

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

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

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

[State ]
type=StateTypeSet
triggerall=Statetype=S
trigger1=!var(59) && command="holddown"
trigger2=Var(59) && EnemyNear,StateType=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=Statetype=C
trigger1=!var(59) && command !="holddown"
trigger2=Var(59) && EnemyNear,StateType=A
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=S
physics=S
[State ]
type=Assertspecial
trigger1=1
flag=nowalk
ignorehitpause=1

[State ]
type=Ctrlset
trigger1=1
value=0
[State ]
type=ChangeState
trigger1=AnimTime=0
value=130 + (statetype=C) + (statetype=A)*2
[State ]
type=ChangeState
triggerall=1
trigger1=command !="holdback" && !var(59)
trigger2=var(59)>0
trigger2=!inguarddist &&(!Enemynear,Movetype=A||var(59)<8)
trigger3=var(59)>0
trigger3=P2BodyDist X<0&&var(59) < 7
trigger3=Random<=(10-var(59))*40
value=140
;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

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

[State ]
type=Ctrlset
trigger1=1
value=0
[State ]
type=ChangeState
triggerall= !Ishelper
trigger1=!var(59) && command="holddown"
trigger2=var(59)>0 && EnemyNear,StateType=C
trigger2=Random<=var(59)*Random%30||var(59)>6
value=131
[State ]
type=ChangeState
triggerall=!Ishelper
trigger1=command !="holdback" && !var(59)
trigger2=var(59)>0
trigger2=!inguarddist &&(!Enemynear,Movetype=A||var(59)<8)
trigger3=var(59)>0
trigger3=P2BodyDist X<0&&var(59) < 6
trigger3=Random<=(10-var(59))*40
value=140
;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

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

[State ]
type=Ctrlset
trigger1=1
value=0
[State ]
type=ChangeState
triggerall=!Ishelper
trigger1=!var(59) && command !="holddown"
trigger2=Var(59) && EnemyNear,StateType!=C
trigger2=Random<=var(59)*Random%30||var(59)>6
value=130
[State ]
type=ChangeState
triggerall=!Ishelper
trigger1=command !="holdback" && !var(59)
trigger2=var(59)>0
trigger2=!inguarddist &&(!Enemynear,Movetype=A||var(59)<8)
trigger3=var(59)>0
trigger3=P2BodyDist X<0&&var(59) < 6
trigger3=Random<=(10-var(59))*40
value=140
;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

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

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

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

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

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

[State ]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = inguarddist
value = 130

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

[State ]
type=ChangeState
triggerall=!Ishelper
trigger1=command !="holdback" && !var(59)
trigger2=!inguarddist &&(!Enemynear,Movetype=A||var(59)<8)
trigger3=var(59)
trigger3=P2BodyDist X<0&&var(59) < 6
trigger3=Random<=(10-var(59))*40
value=140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    
physics = U 
ctrl = 1

[State ]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

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

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

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

[State ]
type=StateTypeSet
triggerall=Statetype=S
trigger1=!var(59) && command="holddown"
trigger2=Var(59) && EnemyNear,StateType=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=Statetype=C
trigger1=!var(59) && command !="holddown"
trigger2=Var(59) && EnemyNear,StateType!=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=S
physics=S
[State ] ;Implemented within engine
type=ChangeState
trigger1=(AnimTime=[-1,0])
value=(statetype=C)*11 + (statetype=A)*51
ctrl = 1

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

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

[State ]
type=StateTypeSet
triggerall=Statetype=S
trigger1=!var(59) && command="holddown"
trigger2=Var(59) && EnemyNear,StateType=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=Statetype=C
trigger1=!var(59) && command !="holddown"
trigger2=Var(59) && EnemyNear,StateType!=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=S
physics=S

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

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

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State ]
type = HitVelSet
trigger1 = Time = 0
x = 1

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

[State ]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State ]
type=StateTypeSet
triggerall=Statetype=S
trigger1=!var(59) && command="holddown"
trigger2=Var(59) && EnemyNear,StateType=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=Statetype=C
trigger1=!var(59) && command !="holddown"
trigger2=Var(59) && EnemyNear,StateType!=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=S
physics=S

[State ]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

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

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

[State ]
type=StateTypeSet
triggerall=Statetype=S
trigger1=!var(59) && command="holddown"
trigger2=Var(59) && EnemyNear,StateType=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=Statetype=C
trigger1=!var(59) && command !="holddown"
trigger2=Var(59) && EnemyNear,StateType!=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=S
physics=S

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

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

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State ]
type = HitVelSet
trigger1 = Time = 0
x = 1

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

[State ]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State ]
type=StateTypeSet
triggerall=Statetype=S
trigger1=!var(59) && command="holddown"
trigger2=Var(59) && EnemyNear,StateType=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=Statetype=C
trigger1=!var(59) && command !="holddown"
trigger2=Var(59) && EnemyNear,StateType!=C
trigger2=Random<=var(59)*Random%30||var(59)>6
statetype=S
physics=S

[State ]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

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

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

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

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

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

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

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

[State ]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

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

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

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

[State ]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

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


;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type    = S
movetype= H
physics = S

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C

[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

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

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

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

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C

[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State ]
type = Posset
trigger1 = Prevstateno = 2525
y = 999

[State ]
type = Posset
trigger1 = Alive && PrevStateno = 2525 && Time > 0
y = -400

[State ]
type = SelfState
trigger1 = Alive && PrevStateno = 2525 && Time > 0
value = 5000

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110 + (Anim = 5400)

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ]
type = Trans
trigger1 = Name != "O_Ash"
trans = addalpha
alpha = 0,256

[State ]
type = Destroyself
trigger1 = Name = "O_Ash"

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
; g
[Statedef 5250]
type    = U
movetype= H
physics = U

[State ]
type = Selfstate
trigger1 = Time = 0
trigger1 = Prevstateno = [120,155]
value = PrevStateno
anim = anim
Ignorehitpause = 1
persistent = 0

[State ]
type = Selfstate
trigger1 = !Alive
value = 5030

[State ]
type = Statetypeset
trigger1 = time = 0
statetype = L
movetype = H
physics = N

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = !Hitshakeover
value = anim

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

[State 5030, 2]
type = HitVelSet
trigger1 = hitshakeover
persistent = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
trigger3 = AnimTime = 0
value = 5050;55
;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5255]
type    = L
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -3.5

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .45

[State 5210, 5] ;Land on ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1
;---------------------------------------------------------------------------
; KO
[Statedef 5400]
type = S
ctrl = 0
anim = 5400
velset = 0,0

[State ]
type = ChangeAnim
trigger1 = time = 0
value = 5400

[State ]
type = nothitby
trigger1 = 1
value = SCA

[State ]
type = SelfState
trigger1 = AnimTime = 0
value = 5150
;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundsexisted = 0 && !Ishelper
value = 190

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = !Ishelper
value = 0