;[BLOODS SUPERS]
;---------------------------------------------------------------------------
;Eyecancer
[Statedef 3000]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3000
sprpriority = 4
poweradd = -1000

[State 3000, VelSet]
type = VelSet
trigger1 = 1
x = 0

[State 3000, SuperPause]
type = SuperPause
trigger1 = !Time
time = 30
sound = S10000,0
pos = 15,-75
move = 1
movetime = 30
darken = 1
unhittable = 1

[State 3000, Explod]
type = Explod
trigger1 = !Time
anim = 3002
pos = Ceil(GameWidth/2),Ceil(GameHeight/2)
postype = left
scale = .25,.25
ownpal = 1
persistent = 0
supermove = 1
pausemove = 1
pausemovetime = 1
bindtime = -1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,0
channel = 1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,1
channel = -1

[State 620, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = S3000,2
ignorehitpause = 1
persistent = 0
channel = -1

[State 3000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HP
damage = 250, 150
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit

sparkno = 3
sparkxy = -15, -55
hitsound = s5, 2
guardsound = s6, 0

pausetime = 3, 14
ground.type = Low
ground.slidetime = 9
ground.hittime  = 13
ground.velocity = -6,2
ground.cornerpush.veloff = -4
fall = 1
fall.recover = 0

guard.pausetime = 6, 15
guard.slidetime = 12
guard.hittime = 14
guard.velocity = -11

air.type = Low
air.hittime = 13
air.velocity = -3.8,4
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 3000, AllPalFX]
type = AllPalFX
trigger1 = animelem = 2
Time = 25
sinadd = Random%128,Random%128,Random%128,7
ignorehitpause = 1

[State 3000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3001
ID = 3001
pos = 22,-73
scale = 1,1
postype = p1
facing = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Ni...Reflecta
[Statedef 3100]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3100
sprpriority = 4
poweradd = -2000

[State 3100, VelSet]
type = VelSet
trigger1 = 1
x = 0

[State 3100, ReversalDef]
type = ReversalDef
trigger1 = !Time
attr = SCA,AA
reversal.attr = SCA,AA
pause,3
sparkno = 2
hitsound = S3100,4
p1stateno = 3101

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3100,0
channel = 1

[State 3100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ni...Reflecta (Connect)
; CNS difficulty: easy
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 3101
velset = 0,0

[State 3101, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HP
damage = 370, 240
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 3
sparkxy = -15, -70
hitsound = s5, 2
guardsound = s6, 0

pausetime = 8, 15
ground.type = Low
ground.slidetime = 11
ground.hittime  = 13
ground.velocity = -5,-2
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

guard.pausetime = 7, 19
guard.slidetime = 11
guard.hittime = 14
guard.velocity = -12

air.type = Low
air.hittime = 13
air.velocity = -3.8,-3
air.fall = 1
air.fall.recover = 0
airguard.velocity = -2,-.8

[State 3101, SuperPause]
type = SuperPause
trigger1 = !Time
time = 30
sound = S10000,0
pos = 15,-75
move = 1
movetime = 30
darken = 1
unhittable = 1

[State 3101, Explod]
type = Explod
trigger1 = !Time
anim = 3103
pos = Ceil(GameWidth/2),Ceil(GameHeight/2)
postype = left
scale = .25,.25
ownpal = 1
persistent = 0
supermove = 1
pausemove = 1
pausemovetime = 1
bindtime = -1

[State 3101, Pause]
type = Pause
trigger1 = !Time
time = ifElse(Anim = 3101, 1, 11)
movetime = ifElse(Anim = 3101, 1, 11)

[State 3101, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3100,1
channel = 1

[State 3101, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "AEGIS"
ID = 3102
stateno = 3102
pos = 24,-55
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 3101, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; AEGIS
[Statedef 3102]
movetype = a
physics = n
juggle  = 4
ctrl = 0
anim = 3102
velset = 0,0
sprpriority = 10

[State 3102, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3100,5
channel = -1

[State 3102, VelSet]
type = VelSet
trigger1 = !Time
x = 3

[State 3102, VelSet]
type = VelSet
trigger1 = time = 5
x = 0.8

[State 3102, VelSet]
type = VelSet
trigger1 = time = 8
x = 0.6

[State 3102, VelSet]
type = VelSet
trigger1 = time = 11
x = 0.2

[State 3102, VelSet]
type = VelSet
trigger1 = time = 13
x = 0

[State 3102, DestroySelf]
type = DestroySelf
trigger1 = Time = 32

;---------------------------------------------------------------------------
; Backflipping your Mom
; CNS difficulty: easy
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 3200
velset = 0,0
poweradd = -1000

[State 3200, SuperPause]
type = SuperPause
trigger1 = !Time
time = 95
sound = S10000,0
pos = 0,-75
move = 1
movetime = 95
darken = 1
unhittable = 1

[State 3200, Explod]
type = Explod
trigger1 = !Time
anim = 3204
pos = Ceil(GameWidth/2),Ceil(GameHeight/2)
postype = left
scale = .25,.25
ownpal = 1
persistent = 0
supermove = 1
pausemove = 1
pausemovetime = 1
bindtime = -1

[State 3200, 1]
type = HitDef
trigger1 = Time = 0
trigger2 = anim = 3201 && animelem = 18
trigger3 = anim = 3201 && animelem = 29
trigger4 = anim = 3201 && animelem = 40
attr = S, HA
damage = 55, 25
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 2
sparkxy = -15, -65
hitsound = s5, 1
guardsound = s6, 0

pausetime = 3, 8
ground.type = High
ground.slidetime = 11
ground.hittime  = 13
ground.velocity = -4
ground.cornerpush.veloff = 0

guard.pausetime = 6, 13
guard.slidetime = 8
guard.hittime = 14
guard.velocity = -4

air.type = High
air.hittime = 13
air.velocity = -1,-3
airguard.velocity = -2,-.8
kill = 0

[State 3200, 1]
type = HitDef
trigger1 = anim = 3202 && animelem = 7
attr = A, HA
damage = 85, 45
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 2
sparkxy = -15, -65
hitsound = s5, 2
guardsound = s6, 0

pausetime = 15, 12
ground.type = High
ground.slidetime = 11
ground.hittime  = 13
ground.velocity = -1,-8
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

guard.pausetime = 13, 15
guard.slidetime = 13
guard.hittime = 14
guard.velocity = -9

air.type = Low
air.hittime = 13
air.velocity = -2,-6
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3200,0
channel = 1

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = anim = 3201 && animelem = 7
trigger2 = anim = 3201 && animelem = 18
trigger3 = anim = 3201 && animelem = 29
trigger4 = anim = 3201 && animelem = 40
value = S50,1
channel = -1

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = anim = 3202 && animelem = 7
value = S50,2
channel = -1

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = anim = 3201 && animelem = 7
trigger2 = anim = 3201 && animelem = 18
trigger3 = anim = 3201 && animelem = 29
trigger4 = anim = 3201 && animelem = 40
value = S3200,1
channel = 1

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = anim = 3202 && animelem = 7
value = S3200,2
channel = 1

[State 3200, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3200 && animelem = 38
value = 3201

[State 3200, VelSet]
type = VelSet
trigger1 = anim = 3201
x = 3

[State 3200, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3201 && animelem = 44
value = 3202

[State 3200, VelSet]
type = VelSet
trigger1 = anim = 3202 && animelem = 7
x = 2
y = -6

[State 3200, StateTypeSet]
type = StateTypeSet
triggerall = anim = 3202
trigger1 = 1
statetype = A
physics = N

[State 3200, VelAdd]
type = VelAdd
trigger1 = anim = 3202 && animelemtime(10) > 0
y = .6
ignorehitpause = 0

[State 3200, HitBy]
type = HitBy
trigger1 = anim = 3201 && animelem = 1
value = SCA,AT,AP
time = 75

[State 3200, 5]
type = ChangeState
triggerall = anim = 3202 && AnimElemTime(10) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3201

;---------------------------------------------------------------------------
; QCBQCBX/Y (land)
[Statedef 3201]
type = S
physics = N
ctrl = 0
anim = 3203
velset = 0,0

[State 3201, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3201, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Cat-Strike: Kanger-Bone-Shattering-Punch
[Statedef 3300]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3300
sprpriority = 4
poweradd = -2000

[State 3300, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0

[State 3300, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 9

[State 3300, SuperPause]
type = SuperPause
trigger1 = !Time
time = 30
sound = S10000,0
pos = 5,-35
move = 1
movetime = 30
darken = 1
unhittable = 1

[State 3300, Explod]
type = Explod
trigger1 = !Time
anim = 3304
pos = Ceil(GameWidth/2),Ceil(GameHeight/2)
postype = left
scale = .25,.25
ownpal = 1
persistent = 0
supermove = 1
pausemove = 1
pausemovetime = 1
bindtime = -1

[State 3300, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 100, 150
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 3
sparkxy = -10, -20
hitsound = s5, 2
guardsound = s6, 0

pausetime = 0, 99999
ground.type = Low
ground.slidetime = 5
ground.hittime  = 99999
ground.velocity = -2
ground.cornerpush.veloff = -1

guard.pausetime = 10, 35
guard.slidetime = 13
guard.hittime = 14
guard.velocity = -13

air.type = Low
air.hittime = 13
air.velocity = -1.8,-3
airguard.velocity = -5,-.8
p1stateno = 3301
kill = 0

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S50,2
channel = -1

[State 3300, AngleDraw]
type = AngleDraw
trigger1 = time = [0,60]
scale = .50,.50
ignorehitpause = 1

[State 3300, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Cat-Strike: Kanger-Bone-Shattering-Punch
[Statedef 3301]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3301
sprpriority = 4

[State 3301, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 300, 0
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = -1
sparkxy = -10, -20
hitsound = s5, 2
guardsound = s6, 0

pausetime = 0, 25
ground.type = Low
ground.slidetime = 13
ground.hittime  = 25
ground.velocity = -3,-8
ground.cornerpush.veloff = -1

air.type = Low
air.hittime = 13
air.velocity = -4.8,-6
airguard.velocity = -2,-.8
fall = 1
fall.recover = 0
air.fall = 1
air.fall.recover = 0

[State 3301, EnvShake]
type = EnvShake
trigger1 = Time = 134
time = 120
freq = 120
ampl = -8
ignorehitpause = 1
persistent = 0

[State 3301, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,240]
flag = Nomusic
flag2 = nobardisplay
ignorehitpause = 1

[State 3301, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,145]
flag = nobg
ignorehitpause = 1

[State 3301, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3300,2
channel = -1

[State 3301, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3300,0
channel = -1

[State 3301, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S3300,1
channel = -1

[State 3301, AngleDraw]
type = AngleDraw
trigger1 = time = [0,253]
scale = .50,.50
ignorehitpause = 1

[State 3301, EnvShake]
type = EnvShake
trigger1 = !Time
time = 15
freq = 120
ampl = -7
ignorehitpause = 1
persistent = 0

[State 3301, PlaySnd]
type = PlaySnd
trigger1 = time = 75
value = S3300,3
channel = 1

[State 3301, PlaySnd]
type = PlaySnd
trigger1 = time = 134
value = S3300,4
channel = 1

[State 3301, StopSnd]
type = StopSnd
triggerall = 1
trigger1 = p2stateno = 5000
channel = 0
ignorehitpause = 1
persistent = 0

[State 3301, Helper]
type = Helper
trigger1 = Time = 111
helpertype = normal
name = "LIGHT"
ID = 3302
stateno = 3302
pos = 35,-30
postype = p1
facing = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 3301, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3302]
anim = 3302
sprpriority = 8

[State 3302, AngleDraw]
type = AngleDraw
trigger1 = Time < 99999
scale = (Time*.9999),(Time*.9999)

[State 3302, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256
ignorehitpause = 1

[State 3302, Explod]
type = Explod
trigger1 = time = 25
anim = 3303
id = 3303
pos = Ceil(GameWidth/2),(GameHeight/2)
bindtime = -1
postype = left
sprpriority = 15
ownpal = 1
scale = .25,.25

[State 3302, DestroySelf]
type = DestroySelf
trigger1 = Time = 35

;---------------------------------------------------------------------------
[Statedef 3400]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 3400
velset = 0,0
poweradd = -3000

[State 3400, SuperPause]
type = SuperPause
trigger1 = !Time
time = 45
sound = S10000,0
pos = 0,-75
move = 1
movetime = 45
darken = 1
unhittable = 1

[State 3400, Explod]
type = Explod
trigger1 = !Time
anim = 3404
pos = Ceil(GameWidth/2),Ceil(GameHeight/2)
postype = left
scale = .25,.25
ownpal = 1
persistent = 0
supermove = 1
pausemove = 1
pausemovetime = 1
bindtime = -1

[State 3400, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 80, 35
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = M
priority = 3, Hit

sparkno = 3
sparkxy = -15, -45
hitsound = s5, 2
guardsound = s6, 0

pausetime = 3, 12
ground.type = Low
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -1
ground.cornerpush.veloff = 0
p1stateno = 3401
kill = 0
getpower = 0

guard.pausetime = 15, 14
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -12

air.type = High
air.hittime = 13
air.velocity = -1.8,-3
airguard.velocity = -2,-.8

[State 3400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S50,2
channel = -1

[State 3400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3400,0
channel = 1

[State 3400, HitBy]
type = HitBy
trigger1 = animelem = 1
value = SCA,AT,AP
time = 60

[State 3400, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3401]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 3401
velset = 0,0

[State 3401, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 80, 35
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = M
priority = 3, Hit

sparkno = 3
sparkxy = -15, -76
hitsound = s5, 0+random%2
guardsound = s6, 0

pausetime = 1, 12
ground.type = High
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -1
ground.cornerpush.veloff = 0
kill = 0
getpower = 0

guard.pausetime = 15, 14
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -12

air.type = High
air.hittime = 13
air.velocity = -1.8,-3
airguard.velocity = -2,-.8

[State 3401, 1]
type = HitDef
trigger1 = animelem = 13
attr = S, HA
damage = 80, 35
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = M
priority = 3, Hit

sparkno = 3
sparkxy = -15, -55
hitsound = s5, 0+random%2
guardsound = s6, 0

pausetime = 1, 12
ground.type = Low
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -1
ground.cornerpush.veloff = 0
kill = 0
getpower = 0

guard.pausetime = 15, 14
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -12

air.type = High
air.hittime = 13
air.velocity = -1.8,-3
airguard.velocity = -2,-.8

[State 3401, 1]
type = HitDef
trigger1 = animelem = 23
attr = S, HA
damage = 80, 35
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = M
priority = 3, Hit

sparkno = 3
sparkxy = -45, -60
hitsound = s5, 0+random%2
guardsound = s6, 0

pausetime = 3, 12
ground.type = Low
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -1
ground.cornerpush.veloff = 0
kill = 0
getpower = 0

guard.pausetime = 15, 14
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -12

air.type = High
air.hittime = 13
air.velocity = -1.8,-3
airguard.velocity = -2,-.8

[State 3401, 1]
type = HitDef
trigger1 = animelem = 33
attr = S, HA
damage = 80, 35
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = M
priority = 3, Hit

sparkno = 3
sparkxy = -45, -55
hitsound = s5, 0+random%2
guardsound = s6, 0

pausetime = 5, 12
ground.type = Low
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -1
ground.cornerpush.veloff = 0
kill = 0
getpower = 0

guard.pausetime = 15, 14
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -12

air.type = High
air.hittime = 13
air.velocity = -1.8,-3
airguard.velocity = -2,-.8

[State 3401, 1]
type = HitDef
trigger1 = animelem = 42
attr = S, HA
damage = 80, 35
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = M
priority = 3, Hit

sparkno = 3
sparkxy = -15, -60
hitsound = s5, 1
guardsound = s6, 0

pausetime = 11, 19
ground.type = Low
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -2,-7
ground.cornerpush.veloff = 0
kill = 0
getpower = 0

guard.pausetime = 15, 14
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -12

air.type = High
air.hittime = 13
air.velocity = -1.8,-3
airguard.velocity = -2,-.8

[State 3401, 1]
type = HitDef
trigger1 = animelem = 46
attr = S, HA
damage = 80, 35
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 3
sparkxy = -5, -90
hitsound = s5, 2
guardsound = s6, 0

pausetime = 14, 20
ground.type = Low
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -2,-5
ground.cornerpush.veloff = 0
kill = 0
getpower = 0
fall = 1
fall.recover = 0
air.fall = 1
air.fall.recover = 0

guard.pausetime = 15, 14
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -12

air.type = High
air.hittime = 13
air.velocity = -0.5,-8
airguard.velocity = -2,-.8

[State 3401, 1]
type = HitDef
Trigger1 = animelem = 59
attr = A, HA
guardflag = M
hitflag = MAF
priority = 6, Hit
guard.sparkno = 4
sparkno = 3
sparkxy = 55, -95
guardsound = 6, 0
guard.pausetime = 13, 14
ground.slidetime = 11
ground.hittime  = 13
ground.velocity = -11
sprpriority = 4
p1facing = 1
p2facing = 1
p1stateno = 3402
p2stateno = 3403
fall = 1

[State 3401, PlaySnd]
type = PlaySnd
trigger1 = animelem = 54
value = S3400,1
channel = 1

[State 3401, EnvShake]
type = EnvShake
trigger1 = animelem = 7
ignorehitpause = 1
persistent = 0
time = 5
freq = 130
ampl = -4

[State 3401, EnvShake]
type = EnvShake
trigger1 = animelem = 13
ignorehitpause = 1
persistent = 0
time = 5
freq = 130
ampl = -4

[State 3401, EnvShake]
type = EnvShake
trigger1 = animelem = 23
ignorehitpause = 1
persistent = 0
time = 5
freq = 130
ampl = -4

[State 3401, EnvShake]
type = EnvShake
trigger1 = animelem = 33
ignorehitpause = 1
persistent = 0
time = 5
freq = 130
ampl = -4

[State 3401, EnvShake]
type = EnvShake
trigger1 = animelem = 42
ignorehitpause = 1
persistent = 0
time = 5
freq = 130
ampl = -4

[State 3401, EnvShake]
type = EnvShake
trigger1 = animelem = 46
ignorehitpause = 1
persistent = 0
time = 5
freq = 130
ampl = -4

[State 3401, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 23
trigger4 = animelem = 33
trigger5 = animelem = 42
trigger6 = animelem = 46
value = S50,2
channel = -1

[State 3401, VelSet]
type = VelSet
triggerall = 3401
trigger1 = animelem = 59
x = 5
y = -8

[State 3401, StateTypeSet]
type = StateTypeSet
triggerall = anim = 3401
trigger1 = time = 155
statetype = A
physics = N

[State 3401, VelAdd]
type = VelAdd
trigger1 = animelemtime(59) >= 0
y = .6
ignorehitpause = 0

[State 3401, VelSet]
type = VelSet
trigger1 = time = [16,69]
x = 3

[State 3401, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;---------------------------------------------------------------------------
; Throwing the opponent
[Statedef 3402]
type    = A
movetype= A
physics = N
anim = 3402
poweradd = 0

[State 3401, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 60
freq = 200
ampl = -10

[State 3402, Explod]
type = Explod
trigger1 = animelem = 10
anim = 3407
ID = 3407
pos = 45,-7
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 3402, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S3400,2
channel = -1

[State 3402, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S3400,3
channel = -1

[State 3402, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3400,4
channel = -1

[State 3402, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S3400,5
channel = -1

[State 3402, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S50,2
channel = -1

[State 3402, Bind 11]
type = TargetBind
trigger1 = AnimElem = 1
pos = -6, -93

[State 3402, Bind 11]
type = TargetBind
trigger1 = AnimElem = 2
pos = -37, -75

[State 3402, Bind 11]
type = TargetBind
trigger1 = AnimElem = 3
pos = -41, -60

[State 3402, Bind 11]
type = TargetBind
trigger1 = AnimElem = 4
pos = -41, -60

[State 3402, Bind 11]
type = TargetBind
trigger1 = AnimElem = 5
pos = -41, -60

[State 3402, Bind 11]
type = TargetBind
trigger1 = AnimElem = 6
pos = -41, -60

[State 3402, Bind 11]
type = TargetBind
trigger1 = AnimElem = 7
pos = -41, -60

[State 3402, Bind 11]
type = TargetBind
trigger1 = AnimElem = 8
pos = 13, -116

[State 3402, Bind 11]
type = TargetBind
trigger1 = AnimElem = 9
pos = 47, -39

[State 3402, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -200

[State 3402, Throw 11]
type = TargetState
trigger1 = AnimElem = 10
value = 3404

[State 3402, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2.2
y = -5

[State 3402, VelSet]
type = VelSet
trigger1 = animelem = 10
x = 0.8
y = -5.5

[State 3402, StateTypeSet]
type = StateTypeSet
triggerall = anim = 3402
trigger1 = animelem = 9
statetype = A
physics = N

[State 3402, VelAdd]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = .3
ignorehitpause = 0

[State 3402, HitAdd]
type = HitAdd
trigger1 = animelem = 10
value = 1

[State 3402, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3405

;---------------------------------------------------------------------------
; Opponent Thrown
[Statedef 3403]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3404, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 3403, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3403

;---------------------------------------------------------------------------
; Opponent getting slam dunked
[Statedef 3404]
type    = A
movetype= H
physics = N
velset = -3.8,25

[State 3404, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 3404, PalFX]
type = PalFX
trigger1 = time = 0
time = 55
add = 240,10,-200
mul = 180,170,160
sinadd = 132,118,220,16
invertall = 1
color = 0

[State 3404, 1]
type = VelAdd
Trigger1 = 1
y = .4

[State 3404, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; (land)
[Statedef 3405]
type = S
physics = N
ctrl = 0
anim = 3405
velset = 0,0

[State 3405, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3405, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

