============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB   ;RUN ;DASH ;FLY ;ACROBAT    BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================
;-----------------------------------------------------------------------
;RUN ;DASH FWD
[Statedef 100]
type = S
ctrl = 0
velset = 0,0

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno != 3
trigger1 = palno != 6
trigger1 = palno != 7
trigger1 = palno != 10
trigger1 = palno != 12
value = 101
ctrl = 1

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno = 12
value = 102
ctrl = 1

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = (PalNo = 3 || PalNo = 6 || PalNo = 7 || PalNo = 10)
value = 1044
ctrl = 1


;-----------------------------------------------------------------------
;RUN ;DASH FWD AIR
[Statedef 110]
type = S
ctrl = 0
velset = 0,0

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno != 3
trigger1 = palno != 6
trigger1 = palno != 7
trigger1 = palno != 10
trigger1 = palno != 12
value = 108
ctrl = 1

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno = 12
value = 102
ctrl = 1

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = (PalNo = 3 || PalNo = 6 || PalNo = 7 || PalNo = 10)
value = 330
ctrl = 1

;-----------------------------------------------------------------------
;RUN ;DASH BACKWARD
[Statedef 111]
type = S
ctrl = 0
velset = 0,0

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno != 12
value = 127
ctrl = 1

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno = 12
value = 103
ctrl = 1

;---------------------------------------------------------------------------
; Air Dash Back
;---------------------------------------------------------------------------
[Statedef 105]
type    = A
physics = N
anim = 109
sprpriority = 1
velset = 0,0


[State 108, 1]
type = AfterImage
trigger1 = time = 0
time 		= 15
timegap		= 2
framegap 	= 2
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .50, 0, .50
palcontrast 	= 100,50,150
trans 		= add

[State 108, 2]
type = VelSet
trigger1 = 1
x = const(velocity.run.back.x)

[State 108, 3] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 108, 4] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn


[State 107, 2]
type = VelSet
trigger1 = animtime=0
x = 0

[State 108, End]
type = ChangeState
trigger1 = animtime=0
value = 50

;-----------------------------------------------------------------------
;RUN ;DASH BACKWARD AIR
[Statedef 112]
type = S
ctrl = 0
velset = 0,0

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno != 12
value = 105
ctrl = 1

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno = 12
value = 103
ctrl = 1

;-----------------------------------------------------------------------
;Acrobat
[Statedef 113]
type = S
ctrl = 0
velset = 0,0

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno != 9
value = 125
ctrl = 1

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno = 9
value = 7777
ctrl = 1
;-----------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Run forward
[Statedef 101]
type    = S
physics = N
anim = 124
sprpriority = 1

[State 0, 4]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 8, 1

[State 100, Explod]
type = Explod
trigger1 = animelem = 1
anim = 116
ID = 116
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .8,.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Dust]
type = Explod
trigger1 = Time%4=0
anim = 111
ID = 111
pos = -20,-random%90
postype = p1  ;p2,front,back,left,right
facing = 1
velocity = -1,0
sprpriority = 20
ownpal = 1
removeongethit = 1

[State 0, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 1]
type = VelSet
trigger1 = time = 0
x = const(velocity.run.fwd.x)

[state veladd]
type = veladd
trigger1 = time >= 0 && vel X> 0
x = -0.1875



[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; FLY FORWARD
;---------------------------------------------------------------------------
[Statedef 102]
type    = A
physics = S
anim = 100
sprpriority = 1
ctrl = 0

[state 0, 0]
type = playsnd
trigger1 = time = 0
value = 0, 110


[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 0, jet]
type=helper
trigger1=!numhelper(6020)
trigger1=anim=100
helpertype=normal
stateno=6020
ID=6020
name="Jets"
postype=p1
ownpal=1

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 50

[State 100,5]
type = Changestate
trigger1 = time = 75
Value = 50

;---------------------------------------------------------------------------
; FLY BACKWARD
;---------------------------------------------------------------------------
[Statedef 103]
type=U
physics=U
anim=ifelse(statetype=A,103,102)
ctrl=0
sprpriority=1
velset=vel x*(statetype=A),vel y*(statetype=A)

[state 0, 0]
type = playsnd
trigger1 = time = 0
value = 0, 110

[State 0,as]
type=assertspecial
trigger1=1
flag=nowalk
flag2=noautoturn

[State 0, change]
type=changeanim
trigger1=(anim=[102,103])&&!animtime
value=ifelse(command="holdup",110,ifelse(command="holddown",115,109))

[State 0, statetype]
type=statetypeset
trigger1=anim=109||anim=110||anim=115
statetype=A
physics=N

[State 0, width]
type=width
trigger1=anim=109||anim=110||anim=115
value=10

[State 0, jet]
type=helper
trigger1=!numhelper(6020)
trigger1=anim=109||anim=110||anim=115
helpertype=normal
stateno=6020
ID=6020
name="Jets"
postype=p1
ownpal=1

[State 0, change]
type=changeanim
triggerall=anim=109
trigger1=var(59)<=0&&command="holdup"
trigger2=var(59)>=1&&p2dist y>50
value=110
persistent=0

[State 0, change]
type=changeanim
triggerall=anim=110
trigger1=var(59)<=0&&command!="holdup"&&command="holdback"
trigger2=var(59)>=1&&p2dist y<-50
value=109
persistent=0

[State 0, vel]
type=velset
trigger1=anim=109
x=const(velocity.run.back.x)
y=const(velocity.run.back.y)

[State 0, vel]
type=velset
trigger1=anim=110
x=.8*const(velocity.run.back.y)
y=.8*const(velocity.run.back.x)

[State 0, change]
type=changeanim
triggerall=time>12&&anim!=101
trigger1=time>=85
trigger2=var(59)<=0&&anim=109&&command!="holdback"
trigger3=var(59)<=0&&anim=110&&command!="holdup"
trigger4=var(59)>=1&&p2dist x<60
value=101
persistent=0

[State 0, statetype]
type=statetypeset
trigger1=anim=101
statetype=A
physics=A

[State 0, vel]
type=velmul
trigger1=anim=101
x=.5
persistent=0

[State 0, end]
type=changestate
trigger1=vel y>0&&pos y>=-5
value=52


;========================<JETS>=============================
[Statedef 6020]
physics=N
velset=0,0
anim=6020
sprpriority=2

[State 6020, trans]
type=trans
trigger1=1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 6020, pos]
type=bindtoroot
trigger1=1

[State 6020, facing]
type=turn
trigger1=facing!=root,facing

[State 6020, snd]
type=playsnd
trigger1=!time
value=0,110
channel=0

[State 6020, sndpos]
type=sndpan
trigger1=1
channel=0
pan=0
ignorehitpause=1

[State 6020, anim]
type=changeanim
trigger1=anim!=6020&&root,anim=100
value=6020

[State 6020, anim]
type=changeanim
trigger1=anim!=6021&&root,anim=109
value=6021

[State 6020, anim]
type=changeanim
trigger1=anim!=6022
trigger1=root,anim=110||root,anim=4001 ||root,anim=20200
value=6022


[State 6020, anim]
type=changeanim
trigger1=anim!=6023&&root,anim=115
value=6023

[State 6020, anim]
type=changeanim
trigger1=anim!=6025&&(root,anim=3400||root,anim=4000)
value=6025

[State 6020, image]
type=afterimage
trigger1=!time
time=999
timegap=1
framegap=1
length=12
palcontrast=128,256,128
paladd=0,0,0
palmul=.75,.75,.75
trans=add

[State 6020, stopsnd]
type=stopsnd
trigger1=(root,stateno!=[100,105])&&(root,stateno!=[3400,3401])&&(root,stateno!=[4000,4001])
trigger2=root,anim!=100&&root,anim!=109&&root,anim!=110&&root,anim!=115&&root,anim!=3400&&(root,anim!=[4000,4001])
trigger3=root,anim=4001&&root,animelemtime(56)<0
channel=0

[State 6020, end]
type=destroyself
trigger1=(root,stateno!=[100,105])&&(root,stateno!=[3400,3401])&&(root,stateno!=[4000,4001])
trigger2=root,anim!=100&&root,anim!=109&&root,anim!=110&&root,anim!=115&&root,anim!=3400&&(root,anim!=[4000,4001])
trigger3=root,anim=4001&&root,animelemtime(56)<0

;---------------------------------------------------------------------------
; Dash Forward
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Dash Forward            * the Following coding For Dashing back and Forwards
[statedef 104]              ; is pretty much all From jin kazama's megaman, so
type    = a                 ; if you want to Use it, give credit to him please
physics = a                 ; but not me.. thanks
anim = 104
ctrl = 0
velset = 6, -6

[state 0, 0]
type = playsnd
trigger1 = time = 3
value = 1, 2

[State 100, Explod]
type = Explod
trigger1 = animelem = 1
anim = 116
ID = 116
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .8,.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Dust]
type = Explod
trigger1 = Time%4=0
anim = 111
ID = 111
pos = -20,-random%90
postype = p1  ;p2,front,back,left,right
facing = 1
velocity = -1,0
sprpriority = 20
ownpal = 1
removeongethit = 1

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

[state 0, 3]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0


;---------------------------------------------------------------------------
;Dash Forward (Air)
[Statedef 108]
type = A
movetype = I
physics = N
ctrl = 1
anim = 1088
velset = 0,0

[State VarSet]
type = VarSet
trigger1 = time = 0
v = 1
value = 1

[State VelSet]
type = VelSet
trigger1 = animelemtime(4) = 0
x = 8
y = -2

[State VelAdd]
type = VelAdd
trigger1 = animelemtime(4) >= 0 && animelemtime(10) < 0
y = 0.1875

[State VelSet]
type = VelSet
trigger1 = animelemtime(10) = 0
trigger2 = command = "holdback"
x = 0
y = 0

[state 0, 0]
type = playsnd
trigger1 = time = 0
value = 9, 11


[State 0, Dust]
type = Explod
trigger1 = Time%4=0
anim = 111
ID = 111
pos = -20,-random%90
postype = p1  ;p2,front,back,left,right
facing = 1
velocity = -1,0
sprpriority = 20
ownpal = 1
removeongethit = 1

[state Turn]
type = turn
trigger1 = p2dist X<= -5
trigger1 = animtime = 0

[State Changestate]
type = ChangeState
trigger1 = animtime = 0
trigger2 = command = "holdback"
value = 50
ctrl = 1

;--------------------------------------------------------------------------
;Dash Backward (Air)
[Statedef 109]
type    = A
physics = A
anim = 109
sprpriority = 1
ctrl = 0

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

[State 0, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, 4]
type = ChangeState
trigger1 = Time = 0
trigger1 = command = "holdfwd"
value = 660

[State 0, 4]
type = ChangeState
trigger1 = Time = 30
value = 660
ctrl = 0



;---------------------------------------------------------------------------
;Dash Forward (Acrobat)
;---------------------------------------------------------------------------
[Statedef 125]
type    = S
physics = S
anim = 125
sprpriority = 1
ctrl = 0

[State 0, 1]
type = VelSet
trigger1 = 1
x = 7.5

[State 0, 2]
type = VelMul
trigger1 = 1
x = 0.7

[State 0, 4]
type = ChangeState
trigger1 = Time = 0
trigger1 = command = "holdback"
value = 127


[State 0, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 126
ctrl = 1

[statedef 126]              ; is pretty much all From jin kazama's megaman, so
type    = a                 ; if you want to Use it, give credit to him please
physics = a                 ; but not me.. thanks
anim = 126
ctrl = 0
velset = 3.2, -4.7

[state 0, 0]
type = playsnd
trigger1 = time = 3
value = 1, 2


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


[state 0, 3]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 50



; Taunt
[statedef 1995]
type = s
ctrl = 0
anim = 292
velset = 0,0
movetype = i
physics = s
sprpriority = 2


[state 195, 1]
type = playsnd
trigger1 = animelem = 1
value = 70,3;190,3
channel = 0



[State 3310, Explod]
type = Explod
trigger1 = animelem = 3
anim = 9999
ID = 9999
pos = 0,-45
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 66
sprpriority = 4
removeongethit = 1
supermovetime = 999999
pausemovetime = 999999



[state 195, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------------
;Air Dash Backward
;-----------------
[Statedef 330]
type = A
movetype = I
physics = N
ctrl = 1
anim = 1089
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1111
ID = 111
pos = 52,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State VarSet]
type = VarSet
trigger1 = time = 0
v = 1
value = 1

[State VelSet]
type = VelSet
trigger1 = animelemtime(4) = 0
x = 8
y = -2

[State VelAdd]
type = VelAdd
trigger1 = animelemtime(4) >= 0 && animelemtime(10) < 0
y = 0.1875

[State VelSet]
type = VelSet
trigger1 = animelemtime(10) = 0
trigger2 = command = "holdback"
x = 0
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = S3, 0


[State 0, Dust]
type = Explod
trigger1 = Time%4=0
anim = 111
ID = 111
pos = -20,-random%90
postype = p1  ;p2,front,back,left,right
facing = 1
velocity = -1,0
sprpriority = 20
ownpal = 1
removeongethit = 1

[state Turn]
type = turn
trigger1 = p2dist X<= -5
trigger1 = animtime = 0

[State Changestate]
type = ChangeState
trigger1 = animtime = 0
trigger2 = command = "holdback"
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Dash Backward (Acrobat)
[Statedef 127]
type    = A
physics = A
ctrl = 0
anim = 127
sprpriority = 1

;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 105, 1]
type = AfterImage
trigger1 = time = 0
time 		= 15
timegap		= 2
framegap 	= 2
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .50, 0, .50
palcontrast 	= 100,50,150
trans 		= add

[State 105, 2]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 12

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0;Time = 7
value = 0
ctrl = 1

; Dash Forward            * the Following coding For Dashing back and Forwards
[statedef 1044]              ; is pretty much all From jin kazama's megaman, so
type    = S
physics = N
anim = 104
sprpriority = 1

[State 0, 4]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 8, 1

[State 100, Explod]
type = Explod
trigger1 = animelem = 1
anim = 116
ID = 116
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .8,.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Dust]
type = Explod
trigger1 = Time%4=0
anim = 111
ID = 111
pos = -20,-random%90
postype = p1  ;p2,front,back,left,right
facing = 1
velocity = -1,0
sprpriority = 20
ownpal = 1
removeongethit = 1

[State 0, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 1]
type = VelSet
trigger1 = time = 0
x = const(velocity.run.fwd.x)

[state veladd]
type = veladd
trigger1 = time >= 0 && vel X> 0
x = -0.1875



[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Invisible
[Statedef 7777]
type    = S
movetype= I
physics = S
ctrl = 0
velset = (prevstateno = 9010)* 0,(prevstateno = 9010)* 0
facep2 = !(prevstateno = 9010)

[State 7777, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 2001
value = 7780

[State 7777, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 7777, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 20
trans = add
palfx = 200,200,200

[State 7777, TeleportFwd]
type = PosAdd
triggerall = AnimElem = 2
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
x = 400
y = 0

[State 7777, TeleportBack]
type = PosAdd
triggerall = AnimElem = 2
trigger1 = command = "holdback"
trigger1 = command != "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
x = -400
y = 0

[State 7777, Turn]
type = Turn
trigger1 = P2Dist X < 0

[State 7777, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7778
projremovetime = 10
projid = 7780
velocity = 0
offset = 0

[State 7777, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 7779
ctrl = 1

[State 7777, 7]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1

[State 7777, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,8


[Statedef 1044]
type    = S
physics = S
anim = 124
sprpriority = 1
ctrl = 0


[State 100, 1]
type = VelSet
trigger1 = Time > 5
x = const(velocity.run.fwd.x)


[State 100, Explod]
type = Explod
trigger1 = animelem = 1
anim = 918
ID = 918
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .8,.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 100, Explod]
type = Explod
trigger1 = animelem = 1
anim = 116
ID = 116
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .8,.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Dust]
type = Explod
trigger1 = Time%4=0
anim = 111
ID = 111
pos = -20,-random%90
postype = p1  ;p2,front,back,left,right
facing = 1
velocity = -1,0
sprpriority = 20
ownpal = 1
removeongethit = 1


[State 0, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk



[State 0, 4]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 8, 1

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 106, 4]
type = CtrlSet
trigger1 = p2bodydist X < 30
value = 1


[State 100, 4]
type = ChangeState
trigger1 = Time = 40
value = 1311
;----------------------------------------------------------------------------------------
;Teleportation- Reapparition
[Statedef 7779]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 7779
ctrl = 0
facep2 = 1

[State 7779, 0]
type = AfterImage
trigger1 = AnimElem = 1
time = 12
trans = add
palfx = 15,15,15

[State 7779, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,8

[State 7779, 2]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 7777
projremovetime = 10
velocity = 0
offset = 0

[State 7779, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Roll fw (attack)
[Statedef 4000]
type    = C
movetype= A
physics = C
juggle  = 5
velset = 9,0
ctrl = 0
anim = 8300
poweradd = 20
sprpriority = 2

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

[State 0, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 0, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, 4]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s8820
sparkxy = -10, -16
hitsound = S2,0
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 0, 5]
type = PlaySnd
trigger1 = Time = 0
value = 0, 0

[State 0, 6]
type = PlaySnd
trigger1 = Time = 4
value = 1, 2

[State 400, 3]
type = CtrlSet
trigger1 = Time = 35
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11



;---------------------------------------------------------------------------
; Custom AI Run Forward
;---------------------------------------------------------------------------
[Statedef 1222]
type    = S
physics = S
anim = 100
sprpriority = 1

;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 100, 1]
type = AfterImage
trigger1 = time = 0
time 		= 15
timegap		= 2
framegap 	= 2
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .50, 0, .50
palcontrast 	= 100,50,150
trans 		= add

[State 100, snd]
type = PlaySnd
trigger1 = time = 3
value = 1100,1
channel = 0


[State 100, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8333
ID = 8333
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 1,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .8,.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 100, dashfx1]
type = Explod
trigger1 = time < 15
trigger1 = (time % 4) = 1
ID = 41
anim = 8334
postype = p1
pos = -20, -40
bindtime = 1
removetime = -2
vel = -1, 0
ownpal = 1
random = 20, 60
sprpriority = 2

[State 100, dashfx2]
type = Explod
trigger1 = time < 15
trigger1 = (time % 4) = 0
ID = 42
anim = 8334
postype = p1
pos = -20, -40
bindtime = 1
removetime = -2
vel = -.8, 0
ownpal = 1
random = 20, 60
sprpriority = 2


[State 100, 2]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 3] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 4] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, End]
type = ChangeState
trigger1 = animtime=0
value = 0





;---------------------------------------------------------------------------
; Custom AI Super Jump
;---------------------------------------------------------------------------
[statedef 7711]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1


[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 0,PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 9999,7



[State 0,super jump]
type = Explod
trigger1 =!time
anim = 8004
ID = 8004
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 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, ]
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 = Anim + 3

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


;---------------------------------------------------------------------------
; Up-wing
;---------------------------------------------------------------------------
; Bullet Jump
[Statedef 91078]
type    = A
physics = A
ctrl = 0

[State 0, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 104

[State 0, 3]
type = ChangeState
triggerall = Time > 6
trigger1 = Vel y > -2
trigger2 = command = "a"
trigger3 = command = "b"
trigger4 = command = "c"
value = 105001


;---------------------------------------------------------------------------
; Bullet Jump
[Statedef 91088]
type    = A
physics = A
ctrl = 0

[State 0, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 104

[State 0, 3]
type = ChangeState
triggerall = Time > 6
trigger1 = Vel y > -2
trigger2 = command = "a"
trigger3 = command = "b"
trigger4 = command = "c"
value = 910880




;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Voadoras
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1400
ctrl = 0

[State 1400 , 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3

[State 1400 , 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
value = 0,3

[State 1400 , 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4,0

[State 1400 , 2]
type = PosAdd
trigger1 = AnimElem = 6
x = 8

[State 1400 , 2]
type = PosAdd
trigger1 = AnimElem = 7
x = 8

[State 1400 , 8]
type = PosAdd
trigger1 = AnimElem = 8
x = 8

[State 1410 , 9]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, SA
animtype  = medium
damage    = 32
priority  = 6
guardflag = M
pausetime = 4,8
sparkxy = -10,-60
sparkno = s8820
guard.sparkno = s8840
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
guard.velocity = -2
air.velocity = -2,-3

[State 1410 , 10]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Back
damage    = 32,2
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
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 1400 , 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;Voadoras
[Statedef 1410]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1410
ctrl = 0

[State 1400 , 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3

[State 1400 , 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
value = 0,3

[State 1400 , 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4,0

[State 1410 , 2]
type = PosAdd
trigger1 = AnimElem = 6
x = 22

[State 1410 , 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 22

[State 1410 , 4]
type = PosAdd
trigger1 = AnimElem = 8
x = 22

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
damage = 32
guardflag = MA
pausetime = 4,13
hitsound = S2,1
guardsound = S3,0
guard.sparkno = S8840
sparkno = S8810
sparkxy = 0,-100
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
guard.velocity = -5
air.velocity = -3,-6

[State 1410 , 9]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
attr = S, SA
animtype  = medium
damage    = 32
priority  = 6
guardflag = M
pausetime = 6,15
sparkxy = -10,-60
sparkno = s8820
guard.sparkno = s8840
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
guard.velocity = -2
air.velocity = -2,-3



[State 1410 , 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 105
ctrl = 1

;Voadoras
[Statedef 1420]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1420
ctrl = 0

[State 1400 , 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3

[State 1400 , 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,3


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


[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 0
guardflag = MA
pausetime = 4,13
hitsound = S2,1
guardsound = S3,0
guard.sparkno = S8840
sparkno = S8820
sparkxy = 0,-100
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
guard.velocity = -5
air.velocity = -3,-6

[State 1420 , 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 1421
ctrl = 1

[Statedef 1421]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1421
ctrl = 0

[State 1400 , 0]
type = PlaySnd
trigger1 = time = 0
value = 0,3

[State 1400 , 1]
type = PlaySnd
trigger1 = time = 0
value = 4,0

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


[State 1410 , 10]
type = HitDef
trigger1 = AnimElem = 2
attr = A,NA
animtype = Hard
damage = 0
guardflag = MA
pausetime = 10, 28
sparkno = s8810
guard.sparkno = s8840
p1stateno = 105
p2stateno = 19905
sparkxy = -10,-15
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2
air.velocity = -2.2,-3.2
fall = 1

[State 1420 , 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;p2 state - alternative stand kick
[Statedef 19905]
type    = S
movetype= H
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 19905, 0]
type = ChangeAnim
trigger1 = Time = 0
value = 5012

[State 19905, 1]
type = posadd
trigger1 = time = 1
y = -20

[State 19905, 2]
type = velset
trigger1 = time = 1
x = -16

[State 19905, 3]
type = lifeadd
trigger1 = time = 5
value = -95

[State 19905, 4]
type = ChangeAnim2
trigger1 = Time > 10 && backedgedist <= 20
trigger1 = anim != 19905
value = 19905

[State 19905, snd]
type = PlaySnd
trigger1 = animelem = 1 && anim = 19905
value = F5,3

[State 19905, 5]
type = velset
trigger1 = anim = 19905
x = 0
y = 0

[State 19905, 6]
type = turn
trigger1 = anim = 19905 && animtime = 0

[State 19905, 7]
type = ChangeAnim
trigger1 = anim = 19905 && animtime = 0
value = 5050

[State 19905, 8]
type = velset
trigger1 = anim = 5050 && animelem = 1
x = -3
y = -1

[State 19905, 9]
type = veladd
trigger1 = anim = 5050
y = 0.5

[State 19905, FX1]
type = Explod
trigger1 = anim = 19905
persistent = 0
anim = F72
pos = 0, 90
postype = back
sprpriority = 3

[State 19905, FX2]
type = EnvShake
trigger1 = anim = 19905
persistent = 0
time = 20
ampl = -3
freq = 50
phase = 50

[State 19905, 10]
type = SelfState
trigger1 = time >= 5 && pos Y >= 0
value = 5100
ctrl = 0
;---------------------------------------------------------------------------
;;---------------------------------------------------------------------------
; Slide Kick
[Statedef 1430]
type    = C
movetype= A
physics = N
juggle  = 6
poweradd= 90
velset = 0,0
anim = 1430
ctrl = 0
sprpriority = 2

[State 1430, Friction]
type = VelMul
trigger1 = 1
x = .85 * ifelse (AnimElemTime(3) < 0, 1.1, .8)

[State 1430, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1430, 5]
type = VelSet
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 2, < 16
x = 6.5

[State 1430, 6]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 102, 5
getpower  = 0
priority  = 5
guardflag = L
pausetime = 8,7
sparkxy = -10,0
sparkno = s8820
guard.sparkno = s8840
hitsound   = 5,4
guardsound = 6,0
animtype = Low
ground.type = Trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2,-7
guard.velocity = -7
air.velocity = 2,-7
airguard.velocity = -5, -4
fall = 1

[State 1430, Dust]
type = MakeDust
trigger1 = AnimElem = 2, >= 0
pos = -25,-2
spacing = 2

[State 1430, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

;--------------------------------------
; Up-Front Kick
[Statedef 1435]
type = A
movetype= A
physics = N
juggle = 1
anim = 7530
poweradd= 40
ctrl = 0

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 9999, 8


[State 2105, 2]
type = VelSet
trigger1 = AnimElem = 2
x = -10
y = -5.5

[state 142, aft]
type = AfterImage
trigger1 = AnimElem = 1
time = 20
color = 0
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 142, Hit wall]
type = ChangeState
triggerall = Pos y < -0
trigger1 = BackEdgeBodyDist <= 25
trigger2 = FrontEdgeBodyDist <= 25
value = 2256

;--------------------------------------
; Up-Front Kick
[Statedef 1440]
type = A
movetype= A
physics = N
juggle = 1
anim = 1440
poweradd= 40
ctrl = 0

[State 2105, 2]
type = VelSet
trigger1 = AnimElem = 2
x = -10
y = -5.5

[state 142, aft]
type = AfterImage
trigger1 = AnimElem = 1
time = 20
color = 0
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 142, Hit wall]
type = ChangeState
triggerall = Pos y < -0
trigger1 = BackEdgeBodyDist <= 25
trigger2 = FrontEdgeBodyDist <= 25
value = 1450

[Statedef 1450]
type = A
movetype= A
physics = N
juggle = 1
anim = 1450
poweradd= 40
ctrl = 0


[State 142,6]
type = helper
trigger1 = AnimElem = 3
name = "JET"
id = 18805
pos = 0,0
postype = p1
stateno = 18805
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0

[State 142, Playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,110



[State 2105, 2]
type = VelSet
trigger1 = AnimElem = 2
x = 15
y = 0

[State 2105, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,9

[state 142, aft]
type = AfterImage
trigger1 = AnimElem = 1
time = 20
color = 0
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1



[State 142, 5]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
attr = A,NA
animtype = Heavy
damage = 30
guardflag = MA
pausetime = 5,20
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-15
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2
air.velocity = -2.2,-3.2
fall = 1

[State 2105, 2]
type = VelSet
trigger1 = AnimElem = 7
x = 10
y = 2

[State 2105, 2]
type = VelSet
trigger1 = AnimElem = 14
x = 7
y = 5

[State 142, 6]
type = ChangeState
trigger1 = time = 35
trigger2 = Pos Y >= 0
value = 50
anim = 47


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

 ;--------------------------------------
; Up-Front Kick
[Statedef 1460]
type = A
movetype= A
physics = N
juggle = 1
anim = 1440
poweradd= 40
ctrl = 0

[State 2105, 2]
type = VelSet
trigger1 = AnimElem = 2
x = -10
y = -5.5

[state 142, aft]
type = AfterImage
trigger1 = AnimElem = 1
time = 20
color = 0
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 142, Hit wall]
type = ChangeState
triggerall = Pos y < -0
trigger1 = BackEdgeBodyDist <= 25
trigger2 = FrontEdgeBodyDist <= 25
value = 1470

[Statedef 1470]
type = A
movetype= A
physics = N
juggle = 1
anim = 1450
poweradd= 40
ctrl = 0

[State 142,6]
type = helper
trigger1 = AnimElem = 3
name = "JET"
id = 17705
pos = 0,-20
postype = p1
stateno = 17705
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0


[State 142, Playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,110


[State 2105, 2]
type = VelSet
trigger1 = AnimElem = 2
x = 15

[State 2105, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,9

[state 142, aft]
type = AfterImage
trigger1 = AnimElem = 1
time = 20
color = 0
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 142, 5]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
attr = A,NA
animtype = Heavy
damage = 30
guardflag = MA
pausetime = 5,20
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-15
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2
air.velocity = -2.2,-3.2
fall = 1

[State 2105, 2]
type = VelSet
trigger1 = AnimElem = 7
x = 10
y = 2

[State 2105, 2]
type = VelSet
trigger1 = AnimElem = 14
x = 7
y = 5

[State 142, 6]
type = ChangeState
trigger1 = time = 35
trigger2 = Pos Y >= 0
value = 50
anim = 47

[Statedef 17705]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
SprPriority = -2
anim=60233

[State 17705,1]
type=bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause=1


;[State 1058,2]
;type = PlaySnd
;trigger1 = Time %11 = 0;17,18
;value = s5, 2

[State 17705,AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow
flag2 = noautoturn


[State 17705,3]
type = Destroyself
trigger1 = root,StateNo != 1470



;----------------------------------------------------------------------------
[Statedef 18805]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
SprPriority = -2
anim=60233

[State 18805,1]
type=bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause=1



;[State 1058,2]
;type = PlaySnd
;trigger1 = Time %11 = 0;17,18
;value = s5, 2

[State 18805,AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow
flag2 = noautoturn


[State 18805,3]
type = Destroyself
trigger1 = root,StateNo != 1450



;---------------------------------------------------------------------------
;----------------------------------------------------------------------------
;---------------------------------------------------------------------------
;----------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Bullet Kick start
[Statedef 103002]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
poweradd = 30

[State 103002, 1]
type = VarSet
trigger1 = time = 0
fvar(10) = ifelse(command = "c", -12.4, ifelse(command = "b", -10.8, -8.5))

[State 103002, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = fvar(10)

[State 103002, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 103202
ctrl = 1

;---------------------------------------------------------------------------
; Bullet Kick Jump
[Statedef 103202]
type    = A
physics = A
ctrl = 0

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 9999, 6

[State 103202, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 41

[State 103202, 3]
type = ChangeState
triggerall = Time > 6
trigger1 = Vel y > -2
trigger2 = command = "a"
trigger3 = command = "b"
trigger4 = command = "c"
value = 103502

;---------------------------------------------------------------------------
; Bullet Kick / Air Bullet Kick
[Statedef 103502]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 92
ctrl = 0
anim = 652
sprpriority = 2
velset = 7.2, 5.2

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1




[State 620, HitDef]
type = hitdef
trigger1 = time = 0
attr = a, na
animtype = heavy
damage    = 115, 7
getpower  = 50
givepower = 25
guarDFlag = ha
priority = 3
pausetime = 10,9
sparkxy = -20,-25
sparkno = s8820
guard.sparkno = s8840
hitsound = S2,2
p1stateno = 105
guardsound = S3,0
guard.velocity = -8
guard.slidetime = 24
guard.hittime = 24
guard.ctrltime = 24
ground.type = high
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -7.5
airguard.ctrltime = 4
air.velocity = 0,6
air.type = low
air.animtype = heavy
fall.animtype = heavy
airguard.velocity = -6.5
airguard.ctrltime = 8


;---------------------------------------------------------------------------
; Bullet Kick / Air Bullet Kick
[Statedef 103503]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 92
ctrl = 0
anim = 652
sprpriority = 2
velset = 7.2, 5.2

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 9999, 6


[State 103503, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 103503, 6]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 115, 7
getpower  = 0
priority  = 5
guardflag = HA
pausetime = 12,8
sparkxy = -10,0
sparkno = s8820
guard.sparkno = s8840
hitsound   = 5,4
guardsound = 6,0
animtype = Back
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
guard.velocity = -2
air.velocity = -2,-3
fall = 1



;---------------------------------------------------------------------------
; Up-wing
;---------------------------------------------------------------------------
; Bullet Jump
[Statedef 91078]
type    = A
physics = A
ctrl = 0

[State 0, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 104

[State 0, 3]
type = ChangeState
triggerall = Time > 6
trigger1 = Vel y > -2
trigger2 = command = "a"
trigger3 = command = "b"
trigger4 = command = "c"
value = 105001

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

;wing!
[Statedef 105001]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 100
ctrl = 0
anim = 108
sprpriority = 0

[State 64001]
type = PlaySnd
trigger1 = Time = 1
value = 9, 11

[State 9901]
type = VelSet
trigger1 = Time >= 27
x = 1.5

[State 9901]
type = Veladd
trigger1 = Time >= 27
Y = -0.3

[State 9901, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 50
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 9901, afterimage]
type = AfterImage
trigger1 = Pos Y >= -10
time = 1
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 64001]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
damage = 30
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-70
hitsound   = S3,0
guardsound = 6,0
ground.type = High
ground.slidetime = 50
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2,-3
envshake.time =  10
envshake.freq = 10
envshake.ampl = 5
envshake.phase = 5

;---------------------------------------------------------------------------
; Bullet Jump
[Statedef 91088]
type    = A
physics = A
ctrl = 0

[State 0, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 104

[State 0, 3]
type = ChangeState
triggerall = Time > 6
trigger1 = Vel y > -2
trigger2 = command = "a"
trigger3 = command = "b"
trigger4 = command = "c"
value = 910880

;---------------------------------------------------------------------------
;wing2
[Statedef 910880]
type    = A
movetype= A
physics = A
juggle  = 1
velset = 1.5,0
ctrl = 0
anim = 108
poweradd = 30

[state 9101, 3]
type = VelMul
Trigger1 = Time >= 6
x = 1.02

[State 91100, 5]
type = velset
Trigger1 = AnimElem = 5
y = 1.5

[State 9200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
damage = 11,7
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-70
hitsound   = S3,0
guardsound = 6,0
ground.type = High
ground.slidetime = 50
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2,-3
envshake.time =  10
envshake.freq = 10
envshake.ampl = 5
envshake.phase = 5



[State 91105, 1]
type = PlaySnd
trigger1 = Time = 1
value = 9, 11

[State 91112, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
type = SelfState
value =0


;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Bullet Jump
[Statedef 91098]
type    = A
physics = A
ctrl = 0

[State 0, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 104

[State 0, 3]
type = ChangeState
triggerall = Time > 6
trigger1 = Vel y > -2
trigger2 = command = "a"
trigger3 = command = "b"
trigger4 = command = "c"
value = 910980

;---------------------------------------------------------------------------
;wing3
[Statedef 910980]
type    = A
movetype= A
physics = A
juggle  = 1
velset = 3,0
ctrl = 0
anim = 108
poweradd = 30

[State 91100, 5]
type = velset
Trigger1 = AnimElem = 5
y = 1

[state 9101, 3]
type = VelMul
Trigger1 = Time >= 6
x = 1.02

[State 0, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 50
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 9200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
damage = 11,7
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s8820
guard.sparkno = s8840
sparkxy = -5,-70
hitsound   = S3,0
guardsound = 6,0
ground.type = High
ground.slidetime = 50
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2,-3
envshake.time =  10
envshake.freq = 10
envshake.ampl = 5
envshake.phase = 5


[State 91105, 1]
type = PlaySnd
trigger1 = Time = 1
value = 9, 11

[State 91112, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
type = SelfState
value =0



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ali
[Statedef 104001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0
anim = 320
sprpriority = -1

[State 21001]
type = PlaySnd
trigger1 = Time = 5
value = 9, 11

[State 19201, polvere]
type = Explod
trigger1 = AnimElem = 3
pos = -1,0
anim = 401
sprpriority = -2
ownpal = 1
supermove = 1
scale = .8,.8

[State 21001]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
attr = A,NA
animtype = Heavy
damage = 30
guardflag = MA
pausetime = 5,20
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-15
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2
air.velocity = -2.2,-3.2
fall = 1

[State 21001]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
attr = S, SA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 2,9
sparkno = s8820
guard.sparkno = s8840
sparkxy = 0,-70
hitsound   = S1,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5
envshake.time =  10
envshake.freq = 10
envshake.ampl = 5
envshake.phase = 5
Fall = 1

[State 21001]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0


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


;Ali
[Statedef 114001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0
anim = 321
sprpriority = -1

[State 21001]
type = PlaySnd
trigger1 = Time = 5
value = 9, 11

[State 19201, polvere]
type = Explod
trigger1 = AnimElem = 3
pos = -1,0
anim = 401
sprpriority = -2
ownpal = 1
supermove = 1
scale = .8,.8

[State 19201]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
attr = A,NA
animtype = Heavy
damage = 30
guardflag = MA
pausetime = 5,20
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-15
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2
air.velocity = -2.2,-3.2
fall = 1

[State 19201]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S, SA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 2,9
sparkno = s8820
guard.sparkno = s8840
sparkxy = 0,-70
hitsound   = S1,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5
envshake.time =  10
envshake.freq = 10
envshake.ampl = 5
envshake.phase = 5
Fall = 1

[State 21001]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


;Ali
[Statedef 124001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0
anim = 322
sprpriority = -1

[State 21001]
type = PlaySnd
trigger1 = Time = 5
value = 9, 11

[State 19201, polvere]
type = Explod
trigger1 = AnimElem = 3
pos = -1,0
anim = 401
sprpriority = -2
ownpal = 1
supermove = 1
scale = .8,.8

[State 19201]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
attr = A,NA
animtype = Heavy
damage = 30
guardflag = MA
pausetime = 5,20
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-15
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2
air.velocity = -2.2,-3.2
fall = 1

[State 19201]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S, SA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 2,9
sparkno = s8820
guard.sparkno = s8840
sparkxy = 0,-70
hitsound   = S1,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5
envshake.time =  10
envshake.freq = 10
envshake.ampl = 5
envshake.phase = 5
Fall = 1


[State 21001]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

;---guard push
[Statedef 1900]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 1900
sprpriority = 2

[State 1900, 0]
type = Explod
trigger1 = Time = 0
anim = 8888
pos = 80,-40
postype = p1
sprpriority = 6
ownpal = 1

[State 1900, 1]
type = PlaySnd
trigger1 = Time = 5
value = 1900, 0

[State 1900, 2]
type = PlaySnd
trigger1 = Time = 0
value = 250, 0

[State 1900, 3]
type = VelMul
trigger1 = 1
x = 0.75

[State 1900, 4]
type = VelSet
trigger1 = Time = 10
x = 0

[State 1900, 5]
type = Width
trigger1 = 1
value = 10,0

[State 1900, 6]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NT,ST,HT
time = 35

[State 1900, 7]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -7,0
stateno = 1901
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 1900, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1902]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 1902
sprpriority = 2

[State 1902, 0]
type = Explod
trigger1 = Time = 0
anim = 8888
pos = 75,-60
postype = p1
sprpriority = 6
ownpal = 1

[State 1902, 1]
type = PlaySnd
trigger1 = Time = 5
value = 250, 0

[State 1902, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1900, 0

[State 1902, 3]
type = VelMul
trigger1 = 1
x = 0.75

[State 1902, 4]
type = VelSet
trigger1 = Time = 10
x = 0

[State 1902, 5]
type = Width
trigger1 = 1
value = 10,0

[State 1902, 6]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NT,ST,HT
time = 35

[State 1902, 7]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -7,0
stateno = 1901
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 1902, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1903]
type    = A
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 1903
sprpriority = 2

[State 1903, 0]
type = Explod
trigger1 = Time = 0
anim = 8888
pos = 50,-60
postype = p1
sprpriority = 6
ownpal = 1

[State 1903, 1]
type = PlaySnd
trigger1 = Time = 5
value = 250, 0

[State 1903, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1900, 0

[State 1903, 3]
type = VelMul
trigger1 = 1
x = -0.75

[State 1903, 4]
type = VelSet
trigger1 = Time = 10
x = -0

[State 1903, 5]
type = Width
trigger1 = 1
value = 10,0

[State 1903, 6]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NT,ST,HT
time = 35

[State 1903, 7]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -7,0
stateno = 1901
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 1903, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Helper)
[Statedef 1901]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1901
sprpriority = -4

[State 901, 0]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 901, 1]
type = VelSet
trigger1 = Time >= 0
x = 21

[State 901, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 901, 4]
type = DestroySelf
trigger1 = Time = 30


;----------------------------------------------------------------------------
;-----------------------------------
;Spider-Sting (light)
[statedef 18060]
type = A
movetype = A
physics = N
anim = 18060
poweradd = 50
juggle = 5
velset = 0,0
ctrl = 0

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

[State 0, VelSet]
type = VelSet
trigger1 = time <= 6
y = 0
ignorehitpause = 1
persistent = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 7
y = -2
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelSet
trigger1 = animelem = 3
trigger2 = time > 6
x = 8
y = -8
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelAdd
trigger1 = time > 10 && vel x > 0
x = -1

[State 0, ]
type = VelSet
trigger1 = animelem = 8
x = 0

[State 0, Gravity]
type = StateTypeSet
trigger1 = animelem = 3
trigger2 = vel y != 0
trigger3 = vel y !=  0 && pos y <= 0
trigger4 = pos y != 0
trigger5 = time > 6
statetype = A
physics = A
ignorehitpause = 0

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S1,1


[State 0, ]
type = PlaySnd
trigger1 = animelem = 6
value = S1,2

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 790
ID = 790
pos = 0,0
facing = -1
vel = 2,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 795
ID = 790
pos = 50,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 4
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = S,NA
animtype = up
air.animtype = up
fall.animtype = up
ground.type = high
air.type = low
priority = 6,Hit   ;Hit,Miss,Dodge
hitflag = MAF
guardflag = MA
damage = 90,10
pausetime = 10,8
guard.pausetime = 5,4
guard.sparkno = S8840
sparkno = S8820
sparkxy = 0,-120
hitsound = S2,2
guardsound = S3,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -0.25,-6
guard.velocity = -3
air.velocity = -0.25,-4
airguard.velocity = -2,-2
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
getpower  = 40
givepower = 20
fall = 1
air.fall = 1


[State 0, ]
type = ChangeState
triggerall = hitcount = 1 && time >= 12 && vel y = [-3,3]
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
trigger7 = var(0) && random <=250
value = 14025

[State 0, StateTypeSet]
type = Changestate
trigger1 = vel y > 0 && pos y > 0
value = 52
persistent = 1

;Spider-Sting (medium)
[statedef 18070]
type = A
movetype = A
physics = N
anim = 18060
poweradd = 60
juggle = 5
velset = 0,0
ctrl = 0

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

[State 0, VelSet]
type = VelSet
trigger1 = time <= 6
y = 0
ignorehitpause = 1
persistent = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 7
y = -2
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelSet
trigger1 = animelem = 3
trigger2 = time >= 6
x = 10
y = -9
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelAdd
trigger1 = time >= 10 && vel x >0
x = -1

[State 0, ]
type = VelSet
trigger1 = animelem = 8
x = 0

[State 0, Gravity]
type = StateTypeSet
trigger1 = animelem = 3
trigger2 = vel y != 0
trigger3 = vel y !=  0 && pos y <= 0
trigger4 = pos y != 0
trigger5 = time > 6
statetype = A
physics = A
ignorehitpause = 0

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S1,1


[State 0, ]
type = PlaySnd
trigger1 = animelem = 6
value = S1,2

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 790
ID = 790
pos = 0,0
facing = -1
vel = 2,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 795
ID = 790
pos = 50,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 4
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = S,NA
animtype = up
air.animtype = up
fall.animtype = up
ground.type = high
air.type = low
priority = 6,Hit   ;Hit,Miss,Dodge
hitflag = MAF
guardflag = MA
damage = 110,10
pausetime = 11,9
guard.pausetime = 5,4
guard.sparkno = S8840
sparkno = S8820
sparkxy = -15,-90
hitsound = S2,2
guardsound = S3,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -0.25,-8
guard.velocity = -3
air.velocity = -0.25,-4
airguard.velocity = -2,-2
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
getpower  = 40
givepower = 20
fall = 1
air.fall = 1


[State 0, ]
type = ChangeState
triggerall = hitcount = 1 && time >= 12 && vel y = [-4,4]
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
trigger7 = var(0) && random <=250
value = 14025

[State 0, StateTypeSet]
type = Changestate
trigger1 = vel y > 0 && pos y > 0
value = 52
persistent = 1

;Spider-Sting (fierce)
[statedef 18080]
type = A
movetype = A
physics = N
anim = 18060
poweradd = 70
juggle = 5
velset = 0,0
ctrl = 0

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

[State 0, VelSet]
type = VelSet
trigger1 = time <= 6
y = 0
ignorehitpause = 1
persistent = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 7
y = -2
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelSet
trigger1 = animelem = 3
trigger2 = time >= 6
x = 12
y = -12
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelAdd
trigger1 = time >= 10 && vel x > 0
x = -1

[State 0, ]
type = VelSet
trigger1 = animelem = 8
x = 0

[State 0, Gravity]
type = StateTypeSet
trigger1 = animelem = 3
trigger2 = vel y != 0
trigger3 = vel y !=  0 && pos y <= 0
trigger4 = pos y != 0
trigger5 = time > 6
statetype = A
physics = A
ignorehitpause = 0

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S1,1



[State 0, ]
type = PlaySnd
trigger1 = animelem = 6
value = S1,2

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 790
ID = 790
pos = 0,0
facing = -1
vel = 2,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 795
ID = 790
pos = 50,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 4
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = S,NA
animtype = up
air.animtype = up
fall.animtype = up
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
priority = 6,Hit   ;Hit,Miss,Dodge
damage = 110,10
pausetime = 11,9
guard.pausetime = 5,4
guard.sparkno = S8840
sparkno = S8820
sparkxy = -15,-90
hitsound = S2,2
guardsound = S3,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -0.25,-10
guard.velocity = -3
air.velocity = -0.25,-4
airguard.velocity = -2,-2
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
getpower  = 40
givepower = 20
fall = 1
air.fall = 1


[State 0, ]
type = ChangeState
triggerall = hitcount = 1 && time >= 12 && vel y = [-6,4]
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
trigger7 = var(0) && random <=250
value = 14025

[State 0, StateTypeSet]
type = Changestate
trigger1 = vel y > 0 && pos y > 0
value = 52
persistent = 1

[statedef 14025]
type = A
movetype = A
physics = A
anim = 1405
velset = 0,-1
ctrl = 0

[State 0, ]
type = PosFreeze
trigger1 = time <= 12
value = 1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 0,3

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 4
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movehit = 0
attr = A,NA
animtype = hard
air.animtype = hard
fall.animtype = back
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
damage = 25,10
pausetime = 13,11
guard.pausetime = 5,4
guard.sparkno = S8840
sparkno = S8820
sparkxy = -15,-90
hitsound = S2,1
guardsound = S3,0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
air.hittime = 20
ground.velocity = -3
guard.velocity = -2
air.velocity = -2,14
airguard.velocity = -2,1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower  = 40
givepower = 20
persistent = 0
air.fall = 1

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
trigger1 = animelem = 4
attr = A,NA
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
damage = 25,10
pausetime = 13,11
guard.pausetime = 5,4
guard.sparkno = 40
sparkxy = -15,-90
hitsound = S2,1
guardsound = S3,0
guard.sparkno = S8840
sparkno = S8820
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
air.hittime = 20
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,15
airguard.velocity = -2,1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower  = 40
givepower = 20
air.fall = 1


[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0



