============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB         "JLU  BATMAN"         BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB      SPIDERBAT & FRIENDS      BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================
[Data]
life = 1000
power = 5000
attack = 75
defence = 100
fall.defence_up = 50
liedown.time = 35
airjuggle = 15
sparkno = 0
guard.sparkno = 40
KO.echo = 0
volume = 400
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 20     ;Player width (back, ground)
ground.front = 30    ;Player width (front, ground)
air.back = 10        ;Player width (back, air)
air.front = 10       ;Player width (front, air)
height = 55      ;Height of player (for opponent to jump over)
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 = 35, -40   ;Approximate position of head
mid.pos = -0, -21    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3      ;Walk forward
walk.back = -3.2     ;Walk backward
run.fwd  = 7, -1    ;Run forward (x, y)
run.back = -6.7,-3   ;Hop backward (x, y)
jump.neu = 0,-8.8
jump.back = -3.3
jump.fwd = 3.2
runjump.back = -3,-9 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .4        ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82





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

;---------------------------------------------------------------------------
; 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, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
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

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Bouncing with wall
[Statedef 48]
type = A

[State 48, 0]
type = VarSet
trigger1 = Time = 0
v =  3
value = 0

[State 48, 0]
type = Turn
trigger1 = Anim = 42 || Anim = 44

[State 48, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 48

[State 48, 1]
type = Velmul
trigger1 = command = "holdfwd"
x = 0
y = 0

[State 0, 1]
type = VelAdd
trigger1 = AnimTime = 0
x = 3
y = -3.5

[State 0, 1]
type = VelAdd
trigger1 = AnimTime = 0 && command = "holdup"
y = -7.5

[State 48, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 46, 43))



;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
; Jump Land
;---------------------------------------------------------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

;Prevents characters from cloning due to reversal def moves you never know 0___0
[State DestroyHelper]
type=destroyself
trigger1=ishelper
ignorehitpause=1
pausemovetime=9999999
supermovetime=9999999

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[state 1051, land explod]
type = helper
trigger1 = time = 0 & numhelper(8010) = 0
name = "land explod"
id = 77010
stateno = 77010
postype = p1
pos = 0,0
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 52]
type = Turn
trigger1 = P2dist X < -30

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;dust land explod
[statedef 77010]
type = a
movetype = i
physics = n
anim = 117
velset = 0,0
sprpriority = -1

[state 8010]
type = explod
trigger1 = time = 0
pausemovetime = 100
supermovetime = 100
removetime = 20
bindtime = -1
anim = 112
pos = 0, 0
scale = 0,0
sprpriority = -5
id = 112
removeongethit = 1

[state 8010]
type = modifyexplod
trigger1 = 1
id = 112
scale = ifelse(time<=6,time/6.0,1+(time-4)/30.0),ifelse(time<=6.0,time/9.0,0.5+(time-4)/30.0)

[state 8010,1]
type = palfx
trigger1 = time = 0
time = 5
add = 0,0,0
color = 0

[state 8010,1]
type = palfx
trigger1 = time = [5,20]
time = 1
add = ceil(-time/7.0*100),ceil(-time/7.0*100),ceil(-time/7.0*100)
color = 0

[state 8080, remove]
type = Destroyself
trigger1 = time >= 20
;---------------------------------------------------------------------------
;===========================================================================
;--------------------------------- super jump ------------------------------
;===========================================================================
[statedef 700]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[state 700,blur]
type = afterimage
trigger1 = time = 1
length = 30;100
PalBright   =  0,0,0;320, 320, 320
PalContrast =  120,120,220;0, 0, 0
PalAdd      =  0,0,0;80,80,100
PalMul      = 1,1,1;.50,.50,.50
TimeGap  = 1
FrameGap = 5
Trans = Add
time = 20


[State 0, afterimage]
type = AfterImage
trigger1 = p2name != "superman" || p4name != "superman"
time = 20
PalBright   =  0,0,0;320, 320, 320
PalContrast =  120,120,220;0, 0, 0
PalAdd      =  0,0,0;80,80,100
PalMul      = 1,1,1;.50,.50,.50
trans = Add



[State 700, 1]
type = VelSet
trigger1 = !Animtime
y = const(velocity.jump.y)*1.50

[State 700,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 701
ctrl = 1


[statedef 701]
type = A
physics = A
anim = 41

[State 700, ]
type = PlaySnd
trigger1 = time = 2
persistent = 0
value = S8,0



[State 0,super jump]
type = Explod
trigger1 =!time
anim = 115
ID = 115
pos = 0,20
postype = p1
bindtime = 1
removetime = 26
supermove = 26
pausemovetime = 26
removeongethit = 1
sprpriority = 3
ownpal = 1

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -1.60

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 1.60

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 42
trigger1 = Time = [0,5]
x = 4

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 43
trigger1 = Time = [0,5]
x = -3.5

[state 701, noturn]
type = assertspecial
trigger1 = 1
flag = noautoturn


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

[State 0, ]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = 45

[State 7711]
type = turn
trigger1 = p2dist x < -5



 ;------------------
;Superjump follow
[Statedef 9004]
type = A
physics = N
velset = 1,-11.5
ctrl = 0

[State 9004, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 41

;[State 9004, PlaySnd]
;type = PlaySnd
;trigger1 = Time = 0
;value = *,*

[state 9004, CtrlSet]
type = CtrlSet
trigger1 = Time >= 1
value = 1

[state 9004, VelSetFwd]
type = VelAdd
trigger1 = command = "holdfwd"
trigger1 = var(59) = 0
trigger2 = var(59) = 1
x = .1

[state 9004, VelSetBack]
type = VelAdd
trigger1 = command = "holdback"
trigger1 = var(59) = 0
x = -.1

[state 9004, VelAdd]
type = VelAdd
trigger1 = Time > 5
x = 0
y = .4

[State 700, ]
type = PlaySnd
trigger1 = time = 2
persistent = 0
value = S8,0



[State 0,super jump]
type = Explod
trigger1 =!time
anim = 115
ID = 115
pos = 0,20
postype = p1
bindtime = 1
removetime = 26
supermove = 26
pausemovetime = 26
removeongethit = 1
sprpriority = 3
ownpal = 1

[state 9004, End]
type = ChangeState
trigger1 = Pos Y >= 1
trigger2= vel y > 0
trigger2= pos y > -vel y
value = 52
ctrl








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

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 11,0

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

; Winposes
[Statedef 180]  ; winpose selector
type = S
ctrl = 0
velset = 0,0

[State 180,Winpose decider]
type = ChangeState
trigger1 = (Time = 0) && (NumHelper(10) = 0)
value = 181 + ((Random * 3) / 1000)     ; change the 1 to however many winposes you have

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 182, 3]
type = Explod
trigger1 = AnimElem = 17
anim = 185
pos= 0,0
postype= p1
sprpriority = -1

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9999,16

[State 183, 2]
type = PlaySnd
trigger1 = time = 0
value = 205,0

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;[State 181, 3]
;type = ChangeState
;trigger1 = AnimTime > 20
;value = 0


;-----------------------------------------------------------------------------
;Win pose 2

[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9999,7


[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9999,5

[state 181, 0]
type = Explod
trigger1 = animelem = 1
persistent = 1
anim = 1526
postype = p1
pos = -10, -12
velocity = 0, 0
shadow = -1,0,0
accel = 0, 0
sprpriority = 2
bindtime = -1
removetime = 999

[state 181, 0]
type = Explod
trigger1 = animelem = 1
persistent = 1
anim = 1116
postype = back
pos = 0, 0
velocity = 0, 0
shadow = -1,0,0
accel = 0, 0
sprpriority = -2
bindtime = -1
removetime = 999

[state 181, 0]
type = Explod
trigger1 = animelem = 1
persistent = 1
anim = 52000
postype = back
pos = 0, 0
velocity = 0, 0
shadow = -1,0,0
accel = 0, 0
sprpriority = -3
bindtime = -1
removetime = 999



[State 99, Darken]
type = BGPalfx
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 310
mul = 80,80,80
add = 5,5,5
invertall = 0


;-------------------------------------------------------------------------------
 ;Win pose 3

[Statedef 181]
type = S
ctrl = 0
anim = 18888
velset = 0,0


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

[state 181, 0]
type = Explod
trigger1 = animelem = 19
persistent = 1
anim = 6777
postype = p1
pos = 0, 0
velocity = 0, 0
shadow = -1,0,0
accel = 0, 0
sprpriority = 1
bindtime = -1
removetime = 500

[state 181, 0]
type = Explod
trigger1 = animelem = 19
persistent = 1
anim = 6888
postype = p1
pos = 0, 0
velocity = 0, 0
shadow = -1,0,0
accel = 0, 0
sprpriority = 2
bindtime = -1
removetime = 500

[State 181, Explod]
type = Explod
trigger1 = animelem = 13
anim = 18889
ID = 193
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 500
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 68,68,68
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 181, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = 44,4

[State 181, snd3]
type = PlaySnd
trigger1 = AnimElem = 19
value = 500,5

[State 181, snd2]
type = PlaySnd
trigger1 = AnimElem = 25
value = 500,4



;---------------------------------------------------------------------------
;---Intro-----

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

[State 190, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190



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


[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "Aquaman" || p2name = "Wonder Woman"
trigger2 = p2name = "Green Lantern" || p2name = "Green Lantern Hal Jordan"
trigger3 = p2name = "Green Lantern kyle" || p2name = "flash"
trigger4 = p2name = "John Stewart"
value = 1944
ctrl = 0

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "superman"
value = 1950
ctrl = 0

[State 190, intro decider]
type = ChangeState
trigger1 = Time = 0
value = 191 + ((Random * 5) / 1000)






;------------------------open cape 1------------------------------------------
[statedef 191]
type = S
movetype = I
physics = S
anim = 191
ctrl = 0


[State 190,sound]
type = Playsnd
trigger1 = AnimElem = 9
channel = 4
value = 44,20

[State 190, EnvColor]
type = EnvColor
trigger1 = time=60
value = 0,0,0
time = 20
;under = 0
;ignorehitpause =
;persistent =

[State 190, EnvColor]
type = EnvColor
trigger1 = time=90
value = 0,0,0
time = 10
;under = 0
;ignorehitpause =
;persistent =

[State 190, EnvColor]
type = EnvColor
trigger1 = time=110
value = 0,0,0
time = 5
;under = 0
;ignorehitpause =
;persistent =

[State 190, EnvColor]
type = EnvColor
trigger1 = time=130
value = 0,0,0
time = 5
;under = 0
;ignorehitpause =
;persistent =



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

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

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

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

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




;------------------------open cape 2------------------------------------------
[statedef 192]
type = S
movetype = I
physics = S
anim = 192
ctrl = 0

[State 190,sound]
type = Playsnd
trigger1 = AnimElem = 9
channel = 4
value = 44,20

[State 99, Darken]
type = BGPalfx
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 200
mul = 70,70,70
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 155
ignorehitpause = 1
time = 200
mul = 80,80,80
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 160
ignorehitpause = 1
time = 200
mul = 90,90,90
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 165
ignorehitpause = 1
time = 200
mul = 100,100,100
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 170
ignorehitpause = 1
time = 200
mul = 110,110,110
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 175
ignorehitpause = 1
time = 200
mul = 120,120,120
add = 5,5,5
invertall = 0


[State 99, Darken]
type = BGPalfx
trigger1 = time = 180
ignorehitpause = 1
time = 30
mul = 130,130,130
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 185
ignorehitpause = 1
time = 30
mul = 140,140,140
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 190
ignorehitpause = 1
time = 200
mul = 150,150,150
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 195
ignorehitpause = 1
time = 200
mul = 170,170,170
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 200
ignorehitpause = 1
time = 200
mul = 180,180,180
add = 5,5,5
invertall = 0


[State 99, Darken]
type = BGPalfx
trigger1 = time = 205
ignorehitpause = 1
time = 30
mul = 190,190,190
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 210
ignorehitpause = 1
time = 30
mul = 200,200,200
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 215
ignorehitpause = 1
time = 30
mul = 210,210,210
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 220
ignorehitpause = 1
time = 30
mul = 220,220,220
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 225
ignorehitpause = 1
time = 30
mul = 225,225,225
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 230
ignorehitpause = 1
time = 30
mul = 230,230,230
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 235
ignorehitpause = 1
time = 25
mul = 235,235,235
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 240
ignorehitpause = 1
time = 25
mul = 240,240,240
add = 5,5,5
invertall = 0

[State 99, Darken]
type = BGPalfx
trigger1 = time = 245
ignorehitpause = 1
time = 25
mul = 245,245,245
add = 5,5,5
invertall = 0


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

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

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

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

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


;---------------------------------------------------------------------------
; Introduction Bat-Wing
; CNS difficulty: basic
[Statedef 193]
type = S
movetype = I
physics = S
anim = 193
ctrl = 0

[State 103502, 2]
type = PlaySnd
trigger1 = animelem = 16
value = 9999, 13



[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 92999
ID = 6010
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 150
supermove
pausemove
scale = 2,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 92922
ID = 6010
pos = 40,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 150
supermove
pausemove
scale = 2,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
channel = 2
value = 44,4


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



[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 9292
ID = 193
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 68,68,68
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =




[State 197, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PosSet]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y >= -10
y = 0
;ignorehitpause =
;persistent =

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



;------------------DKR INTRO-------------------------------------------
[Statedef 194]
type = S
movetype = I
physics = S
anim = 194
ctrl = 0


[State 0, ]
type = PlaySnd
trigger1 = animelem = 1
value = S1980,4
channel = 4


[State 99, Darken]
type = BGPalfx
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 310
mul = 120,120,120
add = 5,5,5
invertall = 0

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

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

[State 0, ]
type = PosAdd
trigger1 = time = 0
y = -353

[State 0, ]
type = VelSet
trigger1 = 1
y = 8

[State 0, SuperPause]
type = SuperPause
trigger1 =animelem=2
time =60
pos = 0,0
move
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 0, Explod] ;lighting
type = Explod
trigger1 = time=15
anim = 1940
ID =1940
pos = -18,270
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,-1
ownpal = 0
removeongethit = 0

[State 0, ]
type = ChangeState
trigger1 = pos y >= 0
value = 1943
ctrl = 0

;------------------------  Cont . . .  ------------------------------------------
[statedef 1943]
type = S
movetype = I
physics = S
anim = 1943
ctrl = 0

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 9999, 11

[State 0, PalFX]
type = PalFX
trigger1 = time <= 100
time = 2
add = Time-100,Time-100,Time-100

[State 0, ]
type = PlaySnd
trigger1 = animelem = 1
channel = 2
value = 44,7


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

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

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

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

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1948
ctrl = 0

;------------------------  Cont . . .  ------------------------------------------
[statedef 1948]
type = S
movetype = I
physics = S
anim = 1944
ctrl = 0

[State 0, PalFX]
type = PalFX
trigger1 = time <= 100
time = 2
add = Time-100,Time-100,Time-100

[State 0, ]
type = PlaySnd
trigger1 = animelem = 1
channel = 4
value = 44,7


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

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

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

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

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

;------------------------JLU------------------------------------------
[statedef 1944]
type = S
movetype = I
physics = S
anim = 198
ctrl = 0


[State 0, ]
type = PlaySnd
trigger1 = time = 0
value = S1980,0
channel = 4

[State 0, ]
type = PlaySnd
trigger1 = animelem = 1
value = 44,7

[State 190,sound]
type = Playsnd
trigger1 = AnimElem = 80
channel = 4
value = 200,0

[State 0, Explod] ;lighting
type = Explod
trigger1 = time=0
anim = 1040
ID =1040
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = -6
ontop = 0
shadow = 0,0,-1
ownpal = 0
removeongethit = 0



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

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

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

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

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

;------------------------superman------------------------------------------
[statedef 1950]
type = S
movetype = I
physics = S
anim = 1950
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1980,3
volume = 0
channel = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 44,15
volume = 0
channel = 4


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = 9,2
volume = 0
channel = 0

[State 7697, Green_FX]
type = PalFX
trigger1 = Anim = 5300
trigger1 = Time = 10
time = 200
add = -150,-40,-100
sinadd = 0,80,15,20
color = 0
invertall = 1

[State 0, Explod] ;lighting
type = Explod
trigger1 = animelem = 23
anim = 1949
ID =1949
pos = 11,-68
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 190
supermove
pausemove
scale = 1,1
sprpriority = 6
ontop = 0
shadow = 0,0,-1
ownpal = 0
removeongethit = 0

[State 99, Darken]
type = BGPalfx
triggerall = p2name = "superman" || p4name = "superman"
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 9999
mul = 150,150,150
add = 5,5,5
invertall = 0


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

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

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

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

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



;---------------------------------------------------------------------------
;------------------Smoke INTRO-------------------------------------------
[Statedef 195]
type = S
movetype = I
physics = S
anim = 7888
ctrl = 0

[State 99, Darken]
type = BGPalfx
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 150
mul = 120,120,120
add = 5,5,5
invertall = 0

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 9999, 12

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

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

[State 0, ]
type = PosAdd
trigger1 = time = 0
y = -250

[State 0, ]
type = VelSet
trigger1 = 1
y = 2

[State 0, Explod] ;lighting
type = Explod
trigger1 = AnimElem = 1
anim = 1057
ID =1057
pos = 30,150
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 99999
ontop = 0
shadow = 0,0,-1
ownpal = 0
removeongethit = 0


[State 0, ]
type = ChangeState
trigger1 = pos y >= 0
value = 1951
ctrl = 0

;------------------------  Cont . . .  ------------------------------------------
[statedef 1951]
type = S
movetype = I
physics = S
anim = 1951
ctrl = 0

[State 0, PalFX]
type = PalFX
trigger1 = time <= 100
time = 2
add = Time-100,Time-100,Time-100

[State 0, ]
type = PlaySnd
trigger1 = animelem = 1
channel = 2
value = 44,7


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

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

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

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

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

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



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Roll Fwd
[Statedef 8300]
type = S
movetype = I
physics = N
ctrl = 0
anim = 990
velset = 0, 0

[State 700, start]
type = VelSet
trigger1 = AnimElem = 2
x = 10

[State 700, 1]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 4

[State 700, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Roll  Back
[Statedef 8301]
type = S
movetype = I
physics = N
ctrl = 0
anim = 992
velset = -8, 0

[State 705, start]
type = VelSet
trigger1 = AnimElem = 2
x = -8

[State 705, 1]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 705, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 4

[State 705, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; basic attacks
;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0
volume = 255
ignorehitpause = 1
persistent = 1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,0



[State 200, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 28,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8,10
sparkno = s8810	;Spark anim no (Def: set above)
sparkxy = -10, -75		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s8840					;Y-offset for the spark rel. to p1
hitsound = S2, 0			;Sound to play on hit
guardsound = S3, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 1
envshake.ampl = 1

[State 200, ChangeState]
type = ChangeState
triggerall = p2bodydist x <= 40
trigger1 = command = "x"
value = 201

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Standing light punch 2
;---------------------------------------------------------------------------
; Stand Light Punch
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 201
poweradd = 20
sprpriority = 2



[State 1000, fx]
type = Explod
trigger1 = p2name = "superman" || p4name = "superman"
anim = 56701
postype =p1
scale = 1
sprpriority = 10


[State 200, swoosh]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0

[State 200, grunt]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,0


[State 200, grunt]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7,2

[State 200, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 28,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8,10
sparkno = s8810	;Spark anim no (Def: set above)
sparkxy = -10, -75		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s8840					;Y-offset for the spark rel. to p1
hitsound = S2, 0			;Sound to play on hit
guardsound = S3, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 1
envshake.ampl = 1



[State 200, back to stance]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; Standing Medium punch 1
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 215
poweradd = 40
sprpriority = 2

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

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,1

[State 1000, fx]
type = Explod
trigger1 = p2name = "superman" || p4name = "superman"
anim = 56702
postype =p1
scale = 1
sprpriority = 10

[State 210, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 52,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-70
hitsound = S2,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 1
envshake.ampl = 1


[State 210, ChangeState]
type = ChangeState
triggerall = p2bodydist x <= 40
trigger1 = command = "y"
value = 215

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 1
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Standing Medium punch 2
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 210
poweradd = 40
sprpriority = 2

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

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,1

[State 210, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 52,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-70
hitsound = S2,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 1
envshake.ampl = 1



[State 215, 4]
type = SprPriority
trigger1 = AnimElem = 1
value = 2

[State 215, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing strong punch 1
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 220
poweradd = 60
sprpriority = 2

[State 220 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2

[State 1000, fx]
type = Explod
trigger1 = p2name = "superman" || p4name = "superman"
anim = 56702
postype =p1
scale = 1
sprpriority = 10
ctrl = 1

[State 220, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S, NA
animtype  = Hard
damage    = 50
guardflag = MA
pausetime = 11,11
sparkxy = -15,-60
sparkno = s8830
guard.sparkno = s8840
hitsound = S2, 2			;Sound to play on hit
guardsound = S3, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,0



[State 200, ChangeState]
type = ChangeState
triggerall = p2bodydist x <= 40
trigger1 = command = "z"
value = 225

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 225
poweradd = 60
sprpriority = 2

[State 225, 1]
type = PlaySnd
trigger1 = Time = 6
value = 0, 2
volume = 100

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2

[State 225, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = C, NA
damage    = 56
animtype  = DiagUp
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
guard.sparkno = S8840
sparkno = S8830
sparkxy = -32,-110
hitsound = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = 0, -12.2
guard.velocity = -18
air.type = Low
air.velocity = 0,-16
yaccel = 0.66
p2facing = 1

[State 240, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 35


[State 225, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = -10
value = 0


;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 235
poweradd = 20
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,0

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,0
volume = 255
ignorehitpause = 1
persistent = 1

[State 230, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 28,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8,10
hitsound = S2,0
guardsound = S3,0
guard.sparkno = S8840
sparkno = S8810
sparkxy = -5,-59
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

[State 230, ChangeState]
type = ChangeState
triggerall = p2bodydist x <= 20
trigger1 = command = "a"
value = 231

[State 230, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Kick 2
[statedef 231]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 236
poweradd = 20
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,0

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,0
volume = 255
ignorehitpause = 1
persistent = 1

[State 230, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 28,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8,10
hitsound = S2,0
guardsound = S3,0
guard.sparkno = S8840
sparkno = S8810
sparkxy = -15,-59
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
air.type = Low
air.hittime = 3
air.velocity = -5,0


[State 230, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 231
poweradd = 40
sprpriority = 2


[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
trigger2 = AnimElemTime(4) = 2
value = 0, 1


[State 240, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 52,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -15,-60
hitsound = S2, 1			;Sound to play on hit
guardsound = S3, 0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -11,0
air.type = Low
air.hittime = 5
air.velocity = -5,0


[State 200, ChangeState]
type = ChangeState
triggerall = p2bodydist x <= 40
trigger1 = command = "b"
value = 241



[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 241]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 230
poweradd = 40
sprpriority = 2


[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
trigger2 = AnimElemTime(4) = 2
value = 0, 1



[State 240, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 52,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-80
hitsound = S2, 1			;Sound to play on hit
guardsound = S3, 0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -11,0
air.type = Low
air.hittime = 5
air.velocity = -5,0



[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong kick
[statedef 250]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim=250
poweradd= 60
sprpriority = 2

[State 250 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[state 250, 2]
type = playsnd
trigger1 = time = 1
value = 1, 2

[State 250, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 72,1
animtype = High
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 5,5
sparkno = s8830
sparkxy = -15,-89
guard.sparkno = s8840
hitsound = S2, 2			;Sound to play on hit
guardsound = S3, 0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0


[State 200, ChangeState]
type = ChangeState
triggerall = p2bodydist x <= 40
trigger1 = command = "c"
value = 251

[state 250, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick
[statedef 251]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim=240
poweradd= 60
sprpriority = 2

[State 250 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[state 250, 2]
type = playsnd
trigger1 = time = 1
value = 1, 2

[State 250, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 72,1
animtype = High
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 5,5
sparkno = s8830
sparkxy = -15,-89
guard.sparkno = s8840
hitsound = S2, 2			;Sound to play on hit
guardsound = S3, 0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0


[state 250, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,0

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

[State 400, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = C,NA
damage = 28,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8,10
sparkno = s8810
guard.sparkno = s8840
sparkxy = -10,-42
hitsound = S2,0
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.velocity = -5,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

[State 400, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching medium punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 410
poweradd = 40
sprpriority = 2

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

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,1

[State 1000, fx]
type = Explod
trigger1 = p2name = "superman" || p4name = "superman"
anim = 56703
postype =p1
scale = 1
sprpriority = 10
ctrl = 1

[State 410, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = C,NA
damage = 52,1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-55
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 14
ground.velocity = -4,0
air.velocity = -5,0
airguard.velocity = -6,0

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


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouch Hard Punch
[StateDef 420]
anim = 420
ctrl = 0
type = C
movetype = A
physics = C
velset = 0,0
juggle = 1
poweradd = 60

[State 1000, fx]
type = Explod
trigger1 = p2name = "superman" || p4name = "superman"
anim = 56704
postype =p1
scale = 1
sprpriority = 10

[state 420, 1]
type = playsnd
trigger1 = time = 2
value = 0, 1

[state 420, 2]
type = playsnd  ; spidey's voice "ha"
trigger1 = time = 1
value = 1, 2

[State 420, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = C, NA
damage = 72,1
priority = 4, Hit
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-70
hitsound = S2,2
guardsound = S3,0
animtype = Heavy
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-12
guard.velocity = -5
air.velocity = -2,-12


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



[State 420, follow]
type = ChangeState
trigger1 = MoveHit
trigger1 = command = "holdup"
value = 9004
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Super Punch

[Statedef 300]
type    = c
movetype= a
physics = c
juggle  = 10
poweradd= 80
ctrl = 0
anim = 300

[state 300, 1]
type = playsnd  ; Fierce punch swoosh
trigger1 = time = 0
value = 0,3

[state 300, 2]
type = playsnd  ; spidey's voice "ha"
trigger1 = time = 1
value = 1, 2

[state 300, 3]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = C, NA
damage    = 65
animtype  = Hard
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -8,-48
sparkno = s8830
guard.sparkno = s8840
hitsound = S2, 2			;Sound to play on hit
guardsound = S3, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5

[state 300, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

; thundergod was here.


;---------------------------------------------------------------------------
; Crouching Super kick
[Statedef 333]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
velset = 0,0
anim = 333
sprpriority = -1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,3
;[State 333, Width]
;type = Width
;trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
;value = 15,0

[State 333, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 333, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 72,1
guardflag = MA
pausetime = 12,12
sparkno = s8830
guard.sparkno = s8840
sparkxy = -10,-70
hitsound = S2,2
guardsound = S3,0
ground.type = High
ground.slidetime = 19
ground.hittime = 21
ground.velocity = -7
guard.velocity = -10
air.velocity = -4,-5
airguard.velocity = -10
ground.cornerpush.veloff = -24
air.fall = 1
fall.recovertime = 28

;[State 333, 3]
;type = ChangeAnim
;trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
;trigger1 = MoveContact
;ignorehitpause = 1
;persistent = 0
;value = 210
;elem = 6

[State 333, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 333, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 430
poweradd = 20
sprpriority = 2

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

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,0

[State 430, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = C,NA
damage = 28,1
animtype = Light
hitflag = MA
guardflag = MA
priority = 2, Hit
pausetime = 8,10
sparkno = s8810
guard.sparkno = s8840
sparkxy = -10,-8
hitsound = S2,0
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

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

;---------------------------------------------------------------------------
;-------------------------------------------------
; Crouching medium kick
;crouch_b
[statedef 440]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 440
poweradd = 40
sprpriority = 2

[state 440, 1]
type = playsnd
trigger1 = time = 2
value = 0, 1

[state 440, 2]
type = playsnd  ; spidey's voice "ha"
trigger1 = time = 1
value = 1, 1

[State 440, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = C,NA
damage = 52,1
animtype = Medium
hitflag = MA
guardflag = MA
priority = 3, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-30
hitsound = S2,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,0
air.type = Low
air.hittime = 5
air.velocity = -5,0


[state 440, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1
var(6) =1
;-------------


;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 450
poweradd = 60
sprpriority = 2

[State 450, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2

[State 450, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = C,NA
damage = 72,1
animtype = High
hitflag = MA
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = s8830
guard.sparkno = s8840
sparkxy = -5,-10
hitsound = S2,2
guardsound = S3,0
ground.type = trip
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -5,-2
air.type = Low
air.hittime = 5
air.velocity = -7,3


[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;----------------------------------------------------------------------------
;start
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 505]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 505
poweradd = 40
sprpriority = 2

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

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2

[State 0, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Back
damage    = 68, 3
guardflag = MA
hitflag = MAF
pausetime = 12,12
guard.sparkno = S8840
sparkno = S8810
hitsound   = S2,2
guardsound = S3,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5,-5
air.velocity = -4.4,-5.2
air.hittime = 17
fall = 1
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
fall.recover = 28

[State 0, 4]
type = SprPriority
trigger1 = AnimElem = 1
value = 2

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Standing Medium punch
[Statedef 500]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 200
poweradd = 40
sprpriority = 2

[State 500, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,1



[State 501, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s8810
guard.sparkno = s8840
sparkxy = -10, -76
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3
airguard.velocity = -6
ground.cornerpush.veloff = -9
air.fall = 1
fall.recovertime = 16
air.type = High
air.hittime = 12

[State 500, ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = command = "x"
value = 502

[State 500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

-----------------
; combo Light Kick  1
[Statedef 502]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 502
poweradd = 20
sprpriority = 2

[State 502, 1]
type = PlaySnd
trigger1 = Time = 2
trigger2 = AnimElemTime(4) = 2
value = 0, 1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,0

[State 502, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 15, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s8810
guard.sparkno = s8840
sparkxy = -10, -76
hitsound = S2, 0			;Sound to play on hit
guardsound = S3, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 500, ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = command = "x"
value = 503

[State 500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

-------------------------------------------
; Standing super kick
[Statedef 503]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 503
poweradd = 60
sprpriority = 2

;[State 503, Width]
;type = Width
;trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
;value = 15,0

[State 503, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2

[State 503, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Back
damage    = 68, 2
guardflag = MA
hitflag = MAF
pausetime = 12,12
guard.sparkno = S8840
sparkno = S8830
hitsound   = S2,2
guardsound = S3,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5,-5
air.velocity = -4.4,-5.2
air.hittime = 17
fall = 1
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
fall.recover = 28


;[State 503, 3]
;type = ChangeAnim
;trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
;trigger1 = MoveContact
;ignorehitpause = 1
;persistent = 0
;value = 210
;elem = 6

[State 503, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 503, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Air basic atacs
;---------------------------------------------------------------------------
; Air Light Punch
[StateDef 600]
anim = 600
ctrl = 0
type = A
movetype = A
physics = A
poweradd = 25

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

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

[State 600, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A,NA
damage = 28,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8,8
sparkxy = -10,0
sparkno = s8810
guard.sparkno = s8840
hitsound = S2,0
guardsound = S3,0
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3
air.velocity = 0,((vel y)-.2)
[State 200, ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = command = "x"
value = 610

[State 200, ChangeState]
type = ChangeState
trigger1 = command = "a"
value = 630

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


;---------------------------------------------------------------------------
; Air Medium Punch
[StateDef 610]
anim = 610
ctrl = 0
type = A
movetype = A
physics = A
poweradd = 65


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

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

[State 1000, fx]
type = Explod
trigger1 = p2name = "superman" || p4name = "superman"
anim = 56701
postype =p1
scale = 1
sprpriority = 10

[State 610, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A,NA
damage = 52,1
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,0
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-35
hitsound = S2,1
guardsound = S3,0
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = 0,((vel y)-.2)


[State 200, ChangeState]
type = ChangeState
trigger1 = command = "a"
value = 640

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



;---------------------------------------------------------------------------
; Air Hard Punch
[StateDef 620]
anim = 620
ctrl = 0
type = A
movetype = A
physics = A
poweradd = 96

[State 620, swoosh]
type = PlaySnd
trigger1 = Time = 2
value = 0,2

[State 620, grunt]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2

[State 620, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A,NA
damage = 72,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkxy = -20,-25
sparkno = s8830
guard.sparkno = s8840
hitsound = S2,2
guardsound = S3,0
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 20
air.hittime = 25
ground.velocity = -9
air.velocity = -7,17
fall = (enemynear,statetype = A)
air.fall = 1
fall.recover =0




[state 620, 6]
type = screenbound
trigger1 = prevstateno = 610 || prevstateno = 630
value = 0
movecamera = 0, 0
ignorehitpause = 0
persistent = 1

[state 620,7]
type = veladd
trigger1 = movecontact
trigger1 = time < 9
y = -1

[state 620, 8]
type = varset
trigger1 = movehit
v = 21
value = 1

[state 620,9]
type = ctrlset
trigger1 = anim = 44
value = 1

[state 620, 10]
type = changestate
trigger1 = animtime = 0
value = 50


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





;Jump SUPER Punch
[Statedef 621]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 621
poweradd=60
sprpriority = 2

[State 1000, fx]
type = Explod
trigger1 = p2name = "superman" || p4name = "superman"
anim = 56705
postype =p1
scale = 1
sprpriority = 10

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2

[State 621, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 621, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 0

[State 621, 3]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A, NA
damage = 70,1
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s8830
guard.sparkno = s8840
sparkxy = -10,-15
hitsound = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 21
ground.velocity = -9
guard.velocity = -13
airguard.velocity = -6
air.type = Low
air.velocity = -10,6
yaccel = 0.5
down.velocity = -4,-4
p2facing = 1

[State 6X0, Change to Fall]
type = ChangeState
trigger1 = AnimTime = 0
value = 660
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;Down Jump s

[Statedef 621]
type    = A
movetype= A
physics = A
poweradd= 60
ctrl = 0
;anim = 621
sprpriority = 2

[State 621, ChangeAnim 1]
type = ChangeAnim
trigger1 = (Time = 0) && (PrevStateNo != 3950)
value = 621

[State 621, ScreenBound]
type = ScreenBound
trigger1 = Var(9) = 1
trigger2 = PrevStateNo = 606
value = 0
movecamera = 0,0

[State 621, HitDef A]
type = HitDef
triggerall = Var(40) != 12
trigger1 = (AnimElem = 4) && (Var(9) != 1)
trigger2 = (AnimElem = 4) && (PrevStateNo != 606)
attr = A, NA
damage = 120,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-50
hitsound = S2, 1			;Sound to play on hit
guardsound = S3, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -9
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = -9,7.2
air.fall = 1
fall.recover = 0

[State 621, HitDef B]
type = HitDef
triggerall = Var(40) != 12
trigger1 = (AnimElem = 4) && (Var(9) = 1)
trigger2 = (AnimElem = 4) && (PrevStateNo = 606)
attr = A, NA
damage = ifelse(PrevStateNo = 606, 60, 120),0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-50
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -9
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = -14,7.2
fall.xvelocity = 0
fall.yvelocity = 0
air.fall = 1
fall.recover = 0

[State 621, Power Gem HitDef A]
type = HitDef
triggerall = Var(40) = 12
trigger1 = (AnimElem = 4) && (Var(9) != 1)
trigger2 = (AnimElem = 4) && (PrevStateNo != 606)
attr = A, NA
damage = 120,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-50
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -9
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = -9,7.2
air.fall = 1
fall.recover = 0

[State 621, Power Gem HitDef B]
type = HitDef
triggerall = Var(40) = 12
trigger1 = (AnimElem = 4) && (Var(9) = 1)
trigger2 = (AnimElem = 4) && (PrevStateNo = 606)
attr = A, NA
damage = ifelse(PrevStateNo = 606, 60, 120),0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-50
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -9
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = -14,7.2
fall.xvelocity = 0
fall.yvelocity = 0
air.fall = 1
fall.recover = 0

[State 621, Reality Gem C Helper]
type = Helper
triggerall = Var(40) = 13
trigger1 = (Time = 1) && (NumHelper(270) = 0) && (NumHelper(280) = 0) && (NumHelper(290) = 0)
name = "Reality C"
id = 290
postype = P1
pos = 48,-16
stateno = 295
ownpal = 1

[State 621, Yell]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,2
channel = 0

[State 621, Whoosh]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,2

[State 621, Super Jump HoldFwd]
type = VelAdd
triggerall = (Var(10) = 1) && (Vel X <= 4)
trigger1 = command = "holdfwd"
x = 0.25

[State 621, Super Jump HoldBack]
type = VelAdd
triggerall = (Var(10) = 1) && (Vel X >= -3)
trigger1 = command = "holdback"
x = -0.1

[State 621, Super Jump CtrlSet]
type = CtrlSet
trigger1 = (AnimElemTime(9) = 0) && (Var(10) = 1)
value = 1


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Air Light Kick
[StateDef 630]
anim = 630
ctrl = 0
type = A
movetype = A
physics = A
poweradd = 22

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

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

[State 600, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A,NA
damage = 28,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8,8
sparkxy = -10,-40
sparkno = s8810
guard.sparkno = s8840
hitsound = S2,0
guardsound = S3,0
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3
air.velocity = 0,((vel y)-.2)

[State 200, ChangeState]
type = ChangeState
trigger1 = command = "x"
value = 610

[State 200, ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = command = "a"
value = 640

[State 630, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Air Medium Kick
[StateDef 640]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 640
poweradd = 40
sprpriority = 2

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

[State 640, grunt]
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 610, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A,NA
damage = 52,1
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,0
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-35
hitsound = S2,1
guardsound = S3,0
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = 0,((vel y)-.2)

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

;---------------------------------------------------------------------------
;Jump Strong Kick

[Statedef 650]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 650
poweradd=60
sprpriority = 2

[State 650, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 650, 3]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A,NA
damage = 72,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s8830
guard.sparkno = s8840
sparkxy = -5,-35
hitsound = S2,1
guardsound = S3,0
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -9
air.velocity = -17,7
air.fall = 1
fall.recover =0


[State 6X0, Change to Fall]
type = ChangeState
trigger1 = AnimTime = 0
value = 660




;---------------------------------------------------------------------------
;jump super kick
[Statedef 651]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 651
poweradd=60
sprpriority = 2

[State 651, 0]
type = ChangeAnim
trigger1 = time = 0
value = 651 + var(1)

[State 651, 1]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A, NA
animtype  = Med
damage    = 75
guardflag = HA
pausetime = 8,11
sparkno = s8830
guard.sparkno = s8840
sparkxy = -15,-50
hitsound   = S2, 1
guardsound = S3, 0
ground.type = High
air.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4.5
air.velocity = -9, -3
guard.velocity = -8
air.fall = 1

[State 651, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 651, 3]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 651, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;jump super kick
[Statedef 652]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 220
poweradd=60
sprpriority = 2

[State 651, 0]
type = ChangeAnim
trigger1 = time = 0
value = 651 + var(1)

[State 651, 1]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A, NA
animtype  = Med
damage    = 75
guardflag = HA
pausetime = 8,11
guard.sparkno = S8840
sparkno = S8830
sparkxy = -15,-50
hitsound   = S2, 1
guardsound = S3, 0
ground.type = High
air.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4.5
air.velocity = -9, -3
guard.velocity = -8
air.fall = 1

[State 651, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 651, 3]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 651, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; Falling from air attack
[Statedef 660]
type    = A
movetype= I
physics = A
anim = 660
ctrl = 0
sprpriority = 1

[State 660, Turn]
type = Turn
trigger1 = Var(3) = 1 && P2Dist X < -5

[State 660, 1]
type = VelSet
trigger1 = var(3) = 1 && command = "holdback"
x = -2.5

[State 660, 1]
type = VelSet
trigger1 = var(3) = 1 && command = "holdfwd"
x = 2.5

[State 660, VelSet]
type = VelSet
trigger1 = FrontEdgeBodyDist <= 0
x = 0

[State 660, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 52


;------------------
;Speed Light Punch
[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= 20
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, Punches Helper]
type = Helper
trigger1 = Time = 3 && NumHelper(1101) != 1
helpertype = normal
name = "Punches"
ID = 1101
pos = 35,-50
postype = p1
facing = 1
stateno = 1101
ignorehitpause = 1

[State 1100, 2]
type = ChangeState
trigger1 = Time >= 66
;trigger1 = NumProjID(1101) = 0 && Animelem >= 3
trigger1 = Helper(1101), MoveContact = 1
value = 1102

[State 1100, 2]
type = ChangeState
trigger1 = Time = 67
;trigger1 = NumProjID(1101) = 0 && Animelem >= 3
trigger1 = Helper(1101), MoveContact = 0
value = 0
ctrl = 1

;Speed Light Punch Helper
[Statedef 1101]
type    = S
movetype= A
physics = S
poweradd= 100
anim = 1101
ctrl = 0
velset = 0, 0
sprpriority = 3

[State 1101, 0]
type = HitDef
trigger1 = parent, P2BodyDist X >= 5
trigger1 = Time >= 3
trigger1 = Time % 4 = 0
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = 10, 1
pausetime = 2,2
sparkno = s8830
guard.sparkno = s8840
hitsound = 5,4
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 2,0
air.velocity = 2, 0
sprpriority = 9
fall = 0
air.fall = 0

[State 1101, 0]
type = HitDef
trigger1 = parent, P2BodyDist X < 5
trigger1 = Time >= 3
trigger1 = Time % 4 = 0
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = 10, 1
pausetime = 2,2
sparkno = s8830
guard.sparkno = s8840
hitsound = 5,4
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 0,0
air.velocity = 0, 0
sprpriority = 9
fall = 0
air.fall = 0

[State 1101, 2]
type = DestroySelf
trigger1 = parent, stateno != 1100

;Speed Light Punch Uppercut
[Statedef 1102]
type    = A
movetype= A
physics = S
poweradd= 100
anim = 1102
ctrl = 0
velset = 0, 0
sprpriority = 2

[State 1100, 2]
type = StateTypeSet
trigger1 = AnimElem = 2
physics = A

[State 1100, 2]
type = Velset
trigger1 = AnimElem = 2
x = 3
y = -10

[State 1100, Afterimage]
type = AfterImage
trigger1 = AnimElem = 1
length = 13
PalBright   =  0, 0, 0
PalContrast =  70, 70, 20
PalAdd      = 20,20,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 15

[State 1100, 2]
type = Velset
trigger1 = AnimElem = 4
x = 2
y = 0

[State 1102, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Hard
damage    = 65, 10
priority  = 6
guardflag = MA
pausetime = 10,10
sparkno = s8830
guard.sparkno = s8840
sparkxy = -10,-60
hitsound   = 5,4
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 2, -10
air.velocity = 2, -10

[State 1102, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 65, 10
priority  = 6
guardflag = MA
pausetime = 20,20
sparkxy = -10,-60
sparkno = s8830
guard.sparkno = s8840
hitsound   = 5,4
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-10
air.velocity = -5,-10
fall = 1

[State 1100, 2]
type = ChangeState
trigger1 = Time = 100
value = 0
ctrl = 1

;------------------
;Charge A
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 15,0
anim = 1150
ctrl = 0
sprpriority = 2

[State 1150, 1]
type = VelSet
trigger1 = AnimElem = 1, >= 2
x = 7

[State 1150, Explod]
type = Explod
trigger1 = 1
anim = 6002
pos = 0, -80
random = 80, 80
ontop = 1

[State 1150, Afterimage]
type = AfterImage
trigger1 = AnimElem = 1
length = 13
PalBright   =  0, 0, 0
PalContrast =  70, 70, 20
PalAdd      = 10,10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 15

[State 1150, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 65, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
sparkno = s8830
guard.sparkno = s8840
hitsound   = 5,4
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -20,-10
air.velocity = -20,-10
fall = 0

[State 1150, 2]
type = VelSet
trigger1 = MoveHit || MoveGuarded
x = -3
y = -5

[State 1150, 2]
type = ChangeState
trigger1 = MoveHit || MoveGuarded
value = 50
ctrl = 0

[State 1150, 2]
type = ChangeState
trigger1 = AnimTime = 15
trigger1 = Pos Y = 0
value = 0
ctrl = 1

[State 1150, 2]
type = ChangeState
trigger1 = AnimTime = 15
trigger1 = Pos Y != 0
value = 50
ctrl = 1

;------------------
;Charge B
[Statedef 1160]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 15,0
anim = 1150
ctrl = 0
sprpriority = 2

[State 1160, 1]
type = VelSet
trigger1 = AnimElem = 1, >= 2
trigger1 = Pos Y = 0
x = 9

[State 1150, Explod]
type = Explod
trigger1 = 1
anim = 6002
pos = 0, -80
random = 80, 80
ontop = 1

[State 1160, 1]
type = VelSet
trigger1 = AnimElem = 1, >= 2
trigger1 = Pos Y != 0
x = 10
y = 7

[State 1160, Afterimage]
type = AfterImage
trigger1 = AnimElem = 1
;length = 13
PalBright   =  0, 0,  0
PalContrast =  70, 70, 20
PalAdd      = 10,10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 20

[State 1160, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 40, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
sparkno = s8830
guard.sparkno = s8840
hitsound   = 5,4
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -20,-10
air.velocity = -20,-10
fall = 0

[State 1160, 2]
type = VelSet
trigger1 = MoveHit || MoveGuarded
x = -3
y = -5

[State 1160, 2]
type = ChangeState
trigger1 = MoveHit || MoveGuarded
value = 50
ctrl = 0

[State 1160, 2]
type = ChangeState
trigger1 = AnimTime = 20
trigger1 = Pos Y = 0
value = 0
ctrl = 1

[State 1160, 2]
type = ChangeState
trigger1 = AnimTime = 15
trigger1 = Pos Y != 0
value = 50
ctrl = 0

;------------------
;Charge C
[Statedef 1170]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 15,0
anim = 1150
ctrl = 0
sprpriority = 2

[State 1170, 1]
type = VelSet
trigger1 = AnimElem = 1, >= 2
x = 9
y = -5

[State 1150, Explod]
type = Explod
trigger1 = 1
anim = 6002
pos = 0, -80
random = 80, 80
ontop = 1

[State 1170, Afterimage]
type = AfterImage
trigger1 = AnimElem = 1
;length = 13
PalBright   =  0, 0,  0
PalContrast =  70, 70, 20
PalAdd      = 10,10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 15

[State 1170, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 45, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
sparkno = s8830
guard.sparkno = s8840
hitsound   = 5,4
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -20,-10
air.velocity = -20,-10
fall = 0

[State 1170, 2]
type = VelSet
trigger1 = MoveHit || MoveGuarded
x = -3
y = -5

[State 1170, 2]
type = ChangeState
trigger1 = MoveHit || MoveGuarded
value = 50
ctrl = 0

[State 1170, 2]
type = ChangeState
trigger1 = AnimTime = 15
value = 50
ctrl = 0


;------------------
;Mega Explosion
[Statedef 2010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
velset = 0,0
anim = 2010
ctrl = 0
sprpriority = 2

[State 2010, 3]
type = SuperPause
trigger1 = AnimElem = 1
time = 30
movetime = 23
anim = -1

[State 2000, Portrait]
type = Explod
trigger1 = AnimElem = 1
anim = 6100
postype = back
pos = 0,10
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermove = 1
removeongethit = 1

[State 2010, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 2030
pos = 10,-80
postype = p1
sprpriority = 10
supermove = 1
bindtime = 1

[State 2010, 3]
type = Projectile
trigger1 = AnimElem = 7
attr = S, SP
projID = 2015
projanim = 2015
projhitanim = 2015
projshadow = 68,68,68
projremovetime = 100
projheightbound = -300, 0
projhits = 20
projmisstime = 10
offset = 0,0
velocity = 0,0
damage = 20,10
animtype = Hard
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
hitsound   = S1000,2
guardsound = S1000,3
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2,-15
air.animtype = Back
air.velocity = -2.5,-15
fall = 1

[state 2010, black fadeout]
type = BGPalFx
trigger1 = ProjContact2015 = 1
add = 230,180,0
sinadd = -255,-255,-255,50
time = 10
ignorehitpause = 1
persistent = 1

[State 2010, Shake]
type = EnvShake
trigger1 = ProjContact2015 = 1
time = 10
freq = 40
ampl = -10

[State 2010, 4]
type = ChangeState
trigger1 = Time = 170
value = 0
ctrl = 1

;------------------
;Photon Nova
[Statedef 2020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
velset = 0,0
anim = 2020
ctrl = 0
sprpriority = 2

[State 2000, Portrait]
type = Explod
trigger1 = AnimElem = 1
anim = 6100
postype = back
pos = 0,10
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermove = 1
removeongethit = 1

[State 2020, 3]
type = SuperPause
trigger1 = AnimElem = 1
time = 30
movetime = 23
anim = -1

[State Dust, Dust]
type = Explod
trigger1 = Time = 0
anim = 6005
postype = p1
ID = 6005
pos = -20,10
supermovetime = 9999
removetime = -2
sprpriority = 4

[State 2020, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 2030
pos = 70,-80
postype = p1
sprpriority = 10
supermove = 1
bindtime = 1

[State 2020, HelperBall]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "PhotonNova"
ID = 2025
pos = 73,-96
postype = P1
facing = 1
stateno = 2025
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2020, 2]
type = ChangeState
trigger1 = AnimTime = 140
value = 0
ctrl = 1

;------------------
;Photon Nova Helper
[Statedef 2025]
type = S
movetype = A
psysics =
anim = 2025
sprpriority = 9

[State 2005, PosSet]
type = PosSet
trigger1 = parent, facing = 1
x = parent, Pos X + 73
y = parent, Pos Y - 96
ignorehitpause = 1

[State 2005, PosSet]
type = PosSet
trigger1 = parent, facing = -1
x = parent, Pos X - 79
y = parent, Pos Y - 96
ignorehitpause = 1

[State 2025, 0]
type = HitDef
trigger1 = Time >= 3 && Time < 89 && Time % 2 = 0
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = 10, 5
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
hitsound = 5,4
ground.type = High
ground.slidetime = 0
ground.hittime = 16
ground.velocity = 0,0
air.velocity = 0, 0
sprpriority = 9
fall = 0
air.fall = 0
hitonce = 1
numhits = 1

[State 2025, 2]
type = HitDef
trigger1 = Time = 88
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = 5, 2
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
hitsound = 5,4
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -10, -1
air.velocity = -2.5, -5
sprpriority = 9
fall = 1
air.fall = 1
hitonce = 1
numhits = 1

[State 2025, DestroySelf]
type = DestroySelf
trigger1 = Time = 100
trigger2 = parent, StateNo != 2020

;[State 2005, Spark]
;type = Explod
;trigger1 = (MoveHit || MoveGuarded) && NumExplod(2006) = 0
;anim = 2006
;ID = 2006
;pos = 0, -85
;postype = p2
;sprpriority = 3
;bindtime = 1
;ownpal = 1
;ontop = 1

[State 2000, black fadeout]
type = BGPalFx
trigger1 = (MoveContact || MoveGuarded) && Time % 10 = 0
add = 230,180,0
sinadd = -255,-255,-255,50
time = 12;20
ignorehitpause = 1
persistent = 1

[State 6200, Spark]
type = Explod
trigger1 = (MoveHit || MoveGuarded) && NumExplod(2006) = 0
anim = 2006
ID = 2006
pos = 0, -85
postype = p2
sprpriority = 3
bindtime = 1
ownpal = 1
ontop = 1





------------------------------------------------------------------------------

batarang Schwarzaile
;-----------------------------------
-----------------------------------------------------------
; Schwarzaile Y
[Statedef 1580]
type = U
ctrl = 0

[State 1215, 1]
type = VarSet
trigger1 = 1
var(2) = 1

[State 1215, 1]
type = ChangeState
trigger1 = 1
value = 1560

; Schwarzaile Z
[Statedef 1590]
type = U
ctrl = 0

[State 1225, 1]
type = VarSet
trigger1 = 1
var(2) = 2

[State 1225, 1]
type = ChangeState
trigger1 = 1
value = 1560

;---------------------------------------------------------------------------
;-------Beretta Counter
; (THANKS TO: MindChamber´s Alloy)
[Statedef 1560]
type    = S
movetype= A
physics = S
juggle  = 4
;velset = 0,0
anim = 1000
ctrl = 0

[State 1000, 1]; virar
type = Turn
trigger1 = time = 0
trigger1 = p2dist X < -5

[State 1500, 3]
type = Explod
trigger1 = time =0 && statetype!=A
anim = 1020
id=1020
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
removeongethit=1
removetime=-2
supermovetime = 66

[State 1225, 1]
type = VarSet
trigger1 = var(20)=1
var(2) = abs(p2bodydist y) > p2bodydist x

;som - rá!
[State 200, 1]
type = PlaySnd
trigger1 = animelem=18
value = 210, 0
volume = 255
;lowpriority = 1
channel = 0

[State 1000, 4]
type = Projectile
trigger1 = anim = 1000 && animelem = 20
projanim = 1535 + 10 * (var(2)=2)
ProjID = 1520
offset = 44 + 20 * (var(2)=2), -59 - 20 * (var(2)=2)
velocity = 5, -5 * (var(2)=2)
accel = 0, 0
; HitDef part of projectile info
;projpriority =3
attr = S, SP
damage    = 34,11
animtype  = Medium
getpower = 50
givepower = 40,20
guardflag = MA
pausetime = 0,0;12
sparkno = s8810
guard.sparkno = s8840
sparkxy = 0, 0
hitsound   = 200,0
;guardsound = S7,1
guard.hittime = 16
guard.slidetime = 3
ground.type = High
ground.slidetime = 15;floor(p2bodydist x);15
ground.hittime  = 16
ground.velocity = -8;24; * floor(p2bodydist x / 10)
airguard.velocity = -2
air.type = Low
air.velocity = -2,-2
;guard.velocity = -2,-2
air.juggle = 3
projshadow = -1,0,0
;projremovetime = 25
remvelocity = -0.5,1;10, 0
projhitanim = 1510;5;F3
projremanim = 1540;15;5;F3
projcancelanim = 1540;15;5;F3
p2stateno = 1565
kill=1
;sprpriority =-1
hitonce=1
p2facing=1

;som - corrente
[State 200, 1]
type = PlaySnd
trigger1 = anim = 1000 && animelem = 2
value = 1500, 1
volume = 128;255
;lowpriority = 1
channel = 1

[State 4000, helper - corrente]
type = Helper
trigger1 = animelem = 20 && numhelper(1570)=0 && var(2)=2
name = "corrente"
ID = 1570
pos = 64,-79
postype = p1
stateno = 1570
helpertype = normal
keyctrl = 0
ownpal = 1

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

; P2 State
[Statedef 1565]
type    = U
movetype= H;I
physics = N
juggle  = 4
anim = 5000
ctrl = 0;;;
velset=0,6

[State 3000, 4]
type = posset
trigger1 = pos y > 0
y = 0

[State 3000, 4]
type = velset
trigger1 = pos y > 0
y = 0

[State 2000, 5]
type = statetypeset
trigger1 = pos y = 0
statetype = S
;movetype = H
physics = S

[State 1000, 7]
type = selfstate
trigger1 = time > 90 && pos y = 0
value = 5030

;-----------------------------------
;anchors away(pun)
[statedef 1306]
type    = s
movetype= a
physics = s
anim = 1000
ctrl = 0
velset = 0,0

[state 100347]
type = playsnd
trigger1 = animelem = 6
trigger2 = animelem = 14
trigger3 = animelem = 22
trigger4 = animelem = 30
value = 0,15
freqmul = .8
volume = -200
channel = 4

[state 1837, 3]
type = helper
trigger1 = animelem = 36
stateno = 13005
id = 13005
name = "anchor"
pos = 77,-97
ownpal = 1

[state 100347]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 100347]
type = ctrlset
triggerall = numhelper(13005)
trigger1 = helper(13005), movehit
value = 1

[Statedef 5120]
type    = L
movetype= I
physics = N

;Prevents characters from cloning due to reversal def moves you never know 0___0
[State DestroyHelper]
type=destroyself
trigger1=ishelper
ignorehitpause=1
pausemovetime=9999999
supermovetime=9999999

[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, roll fwd]
type = ChangeState
trigger1 = AnimElem = 1
trigger1 = command = "holdfwd"
value = 8300
ctrl = 0

[State 5120, roll fwd]
type = ChangeState
trigger1 = AnimElem = 1
trigger1 = command = "holdback"
value = 8301
ctrl = 0


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

;-----------------------------------
;anchors away(pun)
[statedef 13005]
type    = a
movetype= a
physics = n

[state 8203, 1]
type = playsnd
trigger1 = time = 0
value = 5,1
freqmul = 1.2
channel = 2

[state 8203, 1]
type = velset
trigger1 = time = 0
trigger1 = parent, stateno = 1305
x = 7

[state 8203, 1]
type = velset
trigger1 = time = 0
trigger1 = parent, stateno = 1306
x = 5
y = -5

[state 8203, 1]
type = changeanim
trigger1 = time = 0
trigger1 = parent, stateno = 1305
value = 1306

[state 8203, 1]
type = changeanim
trigger1 = time = 0
trigger1 = parent, stateno = 1306
value = 1307

[state 2033, 2]
type = hitdef
trigger1 = time = 0
attr = a, sp
damage    = 90,4
animtype = hard
getpower = 60
givepower = 40,10
guarDFlag = m
hitflag = maf
priority = 7
pausetime = 0,4
sparkno = s8820
guard.sparkno = s8840
sparkxy = 0,0
hitsound = s0,6
guardsound = s0,8
hitonce = 1
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.slidetime = 12
air.hittime = 12
air.velocity = -0,-0
down.velocity = -2,-3
guard.slidetime = 10
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -4.3
airguard.velocity = -4.3
p2stateno = 13007

[state 13033, nothitby]
type = nothitby
trigger1 = 1
time = 1
value = sca, na, sa, ha, nt, st, ht
ignorehitpause = 1

[state 13033, enDFromproj]
type = hitby
trigger1 = 1
value = sca, np, sp, hp, ap
ignorehitpause = 1

[state 13033, enDFromproj]
type = hitoverride
trigger1 = 1
slot = 7
time = 1
stateno = 13005
attr = sca, np, sp, ap
ignorehitpause = 1

[state 13033, enDFromproj]
type = hitoverride
trigger1 = 1
slot = 7
time = 1
stateno = 13006
attr = sca, hp
ignorehitpause = 1

[state 8203, 1]
type = Destroyself
trigger1 = time = 90

[state 8203, 1]
type = changestate
trigger1 = movehit
value = 13006

;---------------------------------------------------------------------------
; success
[statedef 13006]
type = U
movetype = i
physics = n
velset = 0,0
ctrl = 0

[state 3001, explod]
type = explod
trigger1 = time = 0
anim = 13040+var(2)
ownpal = 1
postype = p2
pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear,const(size.mid.pos.y))
bindtime = -1
sprpriority = 3
removetime = 100
id = 6022

[state 1003,z]
type = assertspecial
trigger1 = 1
flag = invisible

[state 1003,z]
type = nothitby
trigger1 = 1
value = sca
time = 10

[state 1003]
type = removeexplod
trigger1 = time > 2
trigger1 = enemynear, stateno != 13007
ID = 6022

[state 1003, 1]
type = Destroyself
trigger1 = enemynear, stateno != 13007
;---------------------------------------------------------------------------
; s. roundhouse grabber gothit
[statedef 13007]
type = U
movetype = i
physics = n
velset = 0,0
ctrl = 0

[state 10250, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 13080

[state 10250, statetypeset]
type = statetypeset
trigger1 = pos y = 0
value = s

[state 10250, gravity]
type = gravity
trigger1 = pos y < 0

[state 10250, velset]
type = velset
trigger1 = pos y >= 0
y = 0

[state 10250, posset]
type = posset
trigger1 = pos y > 0
y = 0

[state 10250, selfstate]
type = selfstate
trigger1 = roundstate != 2
value = 5050

[state 10250, selfstate]
type = selfstate
trigger1 = time = 100
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Counter
[Statedef 8100]
type    = A
physics = S
movetype = A
ctrl = 0
velset = 0, 0
anim = 8100
poweradd = -1000

[State -10, ]
type = Width
trigger1 = 1
edge = 0,0
player = 50,0
;ignorehitpause = 0
;persistent = 1

[State 8100, Darken]
type = BGPalFX
trigger1 = Time = 5
time = 25
add = -100,-100,-100

[State -10, ]
type = PalFX
trigger1 = (GameTime % 4) = 0
time = 1
add = 96,96,256

[State 8100, Pause]
type = Pause
trigger1 = Time = 0
time = 10
movetime = 10
darken = 1
unhittable = 1

[State 8100, 3]
type = Projectile
trigger1 = Time = 0
attr = S, SP
projID = 8105
projanim = 8105
projhitanim = 8105
projshadow = 68,68,68
projremovetime = -1
projheightbound = -300, 0
pausemovetime = 999999
offset = 80,0
velocity = 0,0
damage = 2,2
animtype = Hard
guardflag = MA
pausetime = 0,9
sparkno = s8820
guard.sparkno = s8840
hitsound   = 5,4
guardsound = S3,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -10, -1
air.animtype = Back
air.velocity = -2.5,-5
fall = 1

[State 8002, Land]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Code by MystikBlaze)
[Statedef 8200]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 8200
sprpriority = 2

[State 8200, Explod]
type = Explod
trigger1 = Time = 0
anim = 6004
pos = 27, -90
ontop = 1
bindtime = 99999

[State 8200, Explod]
type = Explod
trigger1 = Time = 0
anim = 6004
pos = 50, -80
ontop = 1
bindtime = 99999

[State 8200, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 8200, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 8200, Width]
type = Width
trigger1 = 1
value = 10,0

[State 8200, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State Dust, Dust]
type = Explod
trigger1 = Time = 0
anim = 6005
postype = p1
ID = 6005
pos = -20,10
supermovetime = 9999
removetime = -2
sprpriority = 4

[State 8200, Guard Push Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 8201
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 8200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Helper)
[Statedef 8201]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 8201
sprpriority = -4

[State 8201, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 8201, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 8201, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 8201, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 8201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8201, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18


;---------------------------------------------------------------------------
; Recovery Roll
; Adapted from code by FlowaGirl (flowergirl@cutey.com / http://blargh.i-xcell.com)
[Statedef 800]
type = L
movetype = I
physics = N
anim = 8300
velset = 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 1
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 0

[State 800: NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 800: PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 800: PosSet]
type = PosSet
trigger1 = (!Time)
y = 0

[State 800: VelSet]
type = VelSet
trigger1 = (!Time)
x = 6.5 ;4.5
y = 0

[State 800: ChangeState]
type = ChangeState
trigger1 = ((Time > 25) && (Command != "holdfwd")) || ((Time > 35) && (Command = "holdfwd"))
value = 5120


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Finish Hit Explod (based on FlowaGirl and Ethan Lives codes)
; (taken with permission from McCready's StrongGuy char)
[Statedef 8900]
type = S
movetype = I
physics = N
anim = 8930

[State 0, PalFXWiz]
type = PalFX
trigger1 =1
time = 10
add = 100,0,100
mul = 120,20,124
sinadd = 85,110,55,10
invertall = 0
color = 0
ignorehitpause = 0

[state 8900, a1]
type = assertspecial
trigger1 = 1
flag = NoBarDisplay
flag2 = Noshadow

;[State 8900, 1]
;type = Pause
;trigger1 = (!Time)
;time = 12
;movetime = 12

[State 8900, 1]
type = EnvShake
trigger1 = (!Time)
time = 12
freq = 120;10
ampl = -3;2
phase = 90

[State 8901, 2]
type = Explod
triggerall = (NumExplod(8900) < 1)
trigger1 = !time
pos = -160,120
anim = 41110
ID = 8901
postype = right
sprpriority = -9
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removetime = 70
supermove = 1
scale = 1, 1

[State 8900, 2]
type = Explod
triggerall = (NumExplod(8900) < 1)
trigger1 = Time = 0
persistent = 0
anim = 8900
ID = 8900
pos = 0,0
postype = back
;facing = 1
bindtime = -1
supermovetime = 999
pausemovetime= 999
sprpriority = 20
removetime = -2
ignorehitpause = 1
scale = .5,.5
removeongethit = 1
ownpal = 1

[State 8900, 3]
type = PlaySnd
trigger1 = (NumExplod(8900) != 0)
value = 9999, 4
persistent = 0
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1

[State 8900, done]
type = DestroySelf
trigger1 = RoundState = 4

; END
;>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


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

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

[State -2, blood spark]
type = explod
trigger1 = ProjHit3300 = 1
anim = 11114
pos = 30,-75
facing = -1
postype = P2
sprpriority = 2
bindtime = 75
removetime = 75



 [State 0, StopSnd]
type = StopSnd
trigger1 = roundstate = 2
channel = 2

[State 0, StopSnd]
type = StopSnd
trigger1 = roundstate = 2
channel = 4



[State 0, StopSnd]
type = StopSnd
trigger1 = roundstate = 2
channel = 9


[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) < 3, 24, ifelse(enemynear, gethitvar(hitcount) >= 24, 2, 26 - enemynear, gethitvar(hitcount))) / 24.0
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 1
trigger1 = stateno =5000 ||stateno =5010 || stateno =5020 || stateno =5030
v = 1
value = var(3)

[State 0, VarAdd]
type = VarAdd
triggerall = numenemy > 0
trigger1 = enemy, Moveguarded
trigger1 = time = 1
trigger1 = anim =150 ||anim =152 || anim =154
v = 2
value = 30 + var(3)


[State 0, VarAdd]
type = VarAdd
trigger1 = var(1) <=300
trigger1 = var(1) > 0
trigger1 = roundstate = 2
trigger1 = movetype = I
trigger1 = gametime % 2 =1
v = 1
value = -1

[State 0, VarAdd]
type = VarAdd
trigger1 = var(2) <=400
trigger1 = var(2) > 0
trigger1 = roundstate = 2
trigger1 = movetype = I
trigger1 = gametime % 2 =1
v = 2
value = -1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(2)=%d, var(1)=%d, var(50)=%d, var(59)=%d, p2bodydist y=%d"
params = var(2), var(1), var(50), var(59), floor(p2bodydist y)

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno!=[3000,3999]
trigger1 = NumExplod(10010)>0
id =10010
;ignorehitpause =
;persistent =





;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -2, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 8, 1


[State 0, ]
type = DefenceMulSet
trigger1 = palno = 0
value = .75
ignorehitpause = 0
persistent = 0

[State 0, ]
type = EnvShake
triggerall = palno = 0
trigger1 = anim = 47
trigger2 = stateno = 52
trigger3 = stateno = 5100
freq = 100
ampl = -10
time = 10

[State 0, ]
type = velset
triggerall = palno = 0
triggerall = time = 1
trigger1 = anim = 47
trigger2 = stateno = 52
trigger3 = stateno = 5110
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = Explod
triggerall = palno = 0
triggerall = stateno = 20
trigger1 = animelem = 2
anim = 7110
pos = 10,0
supermove = 999
pausemovetime = 999
scale = .25, .05
ownpal = 1

[State 0, ]
type = Explod
triggerall = palno = 0
triggerall = stateno = 20
trigger1 = animelem = 4
anim = 7110
pos = 7,7
supermove = 999
pausemovetime = 999
scale = .25, .05
ownpal = 1

[State 0, ]
type = Helper
triggerall = palno = 0
triggerall = time = 1
trigger1 = anim = 47
trigger2 = stateno = 52
trigger3 = stateno = 5100
trigger4 = stateno = 5110
name = "shockwave"
ID = 7110
pos = 0,0
stateno = 7110
supermovetime = 999
pausemovetime = 999
size.xscale = .75
size.yscale = .15
ownpal = 1

;INVISIBILITY
[State -2, NoBGM]
type = Poweradd
trigger1 = (power <= 500) && (RoundState > 1)
Value = 1

[State -2, NoBGM]
type = AssertSpecial
trigger1 = Var(26) = 1
flag = nomusic
flag2 = globalnoshadow

;Raiden Got Tripped.
[State -2, Tripped]
type = VarSet
trigger1 = anim = 5070
v = 15
value = 1000

[State -2, hit]
type = VarSet
triggerall = var(17) = 1
trigger1 = movetype = H
var(17) = 0

[state -2, invisibility]
type = AssertSpecial
triggerall = var(17) = 1
trigger1 = 1
trigger2 = stateno = 22237
trigger2 = Time < 150
flag = invisible


;Raiden Recovered or got hit out of Tripped.
[State -2, notTripped]
type = VarSet
trigger1 = anim = [5000, 5040]
trigger2 = anim = 5120
trigger3 = anim = 5200
trigger4 = anim = 5210
v = 15
value = 0

;This allows the Sweep to hit fallen opponents It is set by a jump kick.
[State -2, 100]
type = VarSet
triggerall = var(13) = 1
trigger1 = Time >= 6
trigger1 = (stateno = 0) || (stateno = 11)
;trigger2 = anim = [41, 45]
v = 13
value = 0

;This is the MK Punchies counter. When you leave the punching state reset it.
[State -2, 100]
type = VarSet
triggerall = var(2) > 0
trigger1 = (stateno != [200,204]) && (stateno != [220,224])
v = 2
value = 0


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

[State -3, Finish Hit Explod - Helper]
type = Helper
triggerall = WinKO && NumHelper(8900) = 0
trigger1 = RoundState = 3
helpertype = Normal
name = "Finish Hit Explod"
id = 8900
pos = 0, -1500
postype = back
facing = 0
stateno = 8900
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 8900
trigger2 = MoveType = H
trigger3 = (WinKO)
ID = 32711
ignorehitpause = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 8900
trigger2 = MoveType = H
trigger3 = (WinKO)
ID = 8603
ignorehitpause = 1

; "Win by hyper" effect
[State -3, Explod]
type = Explod
trigger1 = (RoundState = 3) && (Life > 0) && (NumExplod(12000) = 0)
anim = 12000
ID = 12000
pos = 0,0
postype = left
bindtime = 100
sprpriority = -1
ownpal = 1

[State -3]
type = Explod
triggerall = roundstate > 1
triggerall = numenemy > 0
triggerall = alive = 1 && var(17) < 10
trigger1 = enemynear, screenpos y <0
trigger2 = enemynear, screenpos y > 220 - (const(size.head.pos.y))
trigger3 = P2bodyDist y > 200
anim = 8612 - ((enemy,id)<id)
id = 8611
pos = ceil((enemynear,screenpos x)),20+(enemynear, screenpos y>0)*200
postype = left;back
sprpriority = 4
ignorehitpause = 1
ontop = 1
bindtime = -1
persistent = 1
;facing = (facing)
removetime = 1
scale= const(size.xscale),const(size.yscale)

; Põe um símbolo no P2 (>)-próprio
[State -3]
type = Explod
triggerall = roundstate > 1
triggerall = numenemy > 0
triggerall = alive = 1 && var(17) < 10
trigger1 = enemynear, screenpos y <0
trigger2 = enemynear, screenpos y > 220 - (const(size.head.pos.y))
trigger3 = P2bodyDist y > 200
anim = 8614 - ((enemy,id)<id)
id = 8613
pos = ceil((enemynear,screenpos x)),20+(enemynear, screenpos y>0)*200
postype = left;back
sprpriority = 4
ignorehitpause = 1
ontop = 1
bindtime = -1
persistent = 1
facing = (enemy,facing);-1
removetime = 1
scale= const(size.xscale),const(size.yscale)

;Põe um símbolo em você
; Põe um símbolo no P1 (O)-próprio
[State -3]
type = Explod
triggerall = roundstate > 1
triggerall = numenemy > 0
trigger1 = screenpos y <0
triggerall = var(39)=var(37) && alive = 1 && var(17) < 10
trigger2 = screenpos y > 220 - (const(size.head.pos.y))
trigger1 = var(39)=var(37)
trigger3 = P2bodyDist y < -200
anim = 8611 + ((enemy,id)<id)
id = 8611
pos = ceil(screenpos x),20+(screenpos y>0)*200
postype = left;back
sprpriority = 4
ignorehitpause = 1
ontop = 1
bindtime = -1
persistent = 1
;facing = (facing)
removetime = 1
scale= const(size.xscale),const(size.yscale)

;Põe um símbolo em você
; Põe um símbolo no P1 (>)-próprio
[State -3]
type = Explod
triggerall = roundstate > 1
triggerall = numenemy > 0
trigger1 = screenpos y <0
triggerall = var(39)=var(37) && alive = 1 && var(17) < 10
trigger2 = screenpos y > 220 - (const(size.head.pos.y))
trigger3 = P2bodyDist y < -200
anim = 8613 + ((enemy,id)<id)
id = 8613
pos = ceil(screenpos x),20+(screenpos y>0)*200
postype = left;back
sprpriority = 4
ignorehitpause = 1
ontop = 1
bindtime = -1
persistent = 1
facing = facing;1
removetime = 1
scale= const(size.xscale),const(size.yscale)



[State -3, VelAdd] ;to fall slower during super jump
type = VelAdd
trigger1 = Var(3) = 1 && Vel Y > 0
y = -0.2


