; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 16		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;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 = -5, -90	;Approximate position of head
mid.pos = -5, -60		;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  = 2.2		;Walk forward
walk.back = -2.75		;Walk backward
run.fwd  = 8.5, 0		;Run forward (x, y)
run.back = -6.3,-6	;Hop backward (x, y)
jump.neu = 0,-8.8		;Neutral jumping velocity (x, y)
jump.back = -3		;Jump back Speed (x, y)
jump.fwd = 2.5		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 5.5,-6.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 1		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .44		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Variables
; var(0)   : Won with full Life

;---------------------------------------------------------------------------
; Victory quotes

[Quotes]
victory0 = "They called me Bloods, don't know why tho, I don't bleed... or do I?"
victory1 = "They promised me Chicken Nuggies :,("
victory2 = "I, Kouma, got captured by some weird goofy-ahh 'NESTS' guys, shits wild man."
victory3 = "I have a cousin, Kings, I hate him, he always pranks me >:("
victory4 = "I'm not edgy I just don't care 'bout y'all, I'm built different y'know, differently, scientifically constructed ong >:)"
victory5 = "The reason for my weird outlook? I fell into a mixed paint bucket one time, little did I know, it was a bucket of 'Mixed-Permanent-Paint TM', never will I go to Home Depot ever again."
victory6 = "I refuse to use my flames, they anger me for some reason."
victory7 = "i ha3t burning :("
victory8 = "Why do I transform when I do anything other than existing aaaaaaaa"
victory9 = "Maybe they called me Bloods because I'm made out of Melty Blood chara-... OOOOOOOOOOOOOO-"

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
velset = 0,0

[State 170, PlaySnd]
type = PlaySnd
trigger1 = anim = 170 && animelem = 2
value = S170,0
channel = -1

[State 0, StopSnd]
type = StopSnd
trigger1 = anim = 170 && animelem = 3
channel = -1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 45
value = 170

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && var(0)
value = 185

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181+random%4

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S181,0
channel = 1

[State 181, WE AINT GOING TO THE NEXT ROUND WAIT TILL ITS OVER >:)]
type = AssertSpecial
trigger1 = Time = [0,350]
flag = roundnotover

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

;---------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S182,0
channel = 1

[State 182, AngleDraw]
type = AngleDraw
trigger1 = anim = 182
scale = .50,.50
ignorehitpause = 1

[State 182, Explod]
type = Explod
trigger1 = time = 300
anim = 1821
ID = 1821
pos = 0,-18
postype = p1
removetime = -1
facing = 1
scale = .25,.25
sprpriority = 3
ownpal = 0

[State 182, WE AINT GOING TO THE NEXT ROUND WAIT TILL ITS OVER >:)]
type = AssertSpecial
trigger1 = Time = [0,305]
flag = roundnotover

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 3
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 183, WE AINT GOING TO THE NEXT ROUND WAIT TILL ITS OVER >:)]
type = AssertSpecial
trigger1 = Time = [0,550]
flag = roundnotover
flag2 = nomusic

[State 183, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S183,0
channel = 1

[State 183, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S183,1
channel = 1

[State 183, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S221,0
channel = -1

[State 183, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2183
ID = 2183
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vel = -2,-3
accel = 0,0.2
removetime = 37
scale = 1,1
sprpriority = -1
ownpal = 0

[State 183, Explod]
type = Explod
trigger1 = animelem = 18
anim = 21831
ID = 21831
pos = 5,-57
postype = p1  ;p2,front,back,left,right
bindtime = -1
facing = 1
removetime = 283
scale = .3,.3
sprpriority = 5
ownpal = 0

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

;---------------------------------------------------------------------------
; Win pose 4
; CNS difficulty: basic
[Statedef 184]
type = S
ctrl = 0

[State 184, PlaySnd]
type = PlaySnd
trigger1 = anim = 184
value = S184,0+random%4
channel = 1

[State 184, ChangeAnim]
type = ChangeAnim
trigger1 = time = 100
value = 184

[State 184, AngleDraw]
type = AngleDraw
trigger1 = anim = 184
scale = 1.5,1.5

[State 184, WE AINT GOING TO THE NEXT ROUND WAIT TILL ITS OVER >:)]
type = AssertSpecial
trigger1 = Time = [0,250]
flag = roundnotover

[State 184, PlaySnd]
type = PlaySnd
trigger1 = time = 112
trigger2 = time = 119
trigger3 = time = 126
trigger4 = time = 129
trigger5 = time = 133
trigger6 = time = 137
trigger7 = time = 149
trigger8 = time = 153
trigger9 = time = 159
trigger10 = time = 169
trigger11 = time = 188
trigger12 = time = 200
trigger13 = time = 208
trigger14 = time = 211
trigger15 = time = 214
trigger16 = time = 216
trigger17 = time = 222
trigger18 = time = 229
trigger19 = time = 234
trigger20 = time = 238
trigger21 = time = 243
trigger22 = time = 245
trigger23 = time = 248
value = S184,4
channel = -1

[State 184, Explod]
type = Explod
trigger1 = time = 112
anim = 2184
ID = 2184
pos = 123,-84
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 119
anim = 2184
ID = 2184
pos = 34,-45
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 126
anim = 2184
ID = 2184
pos = 92,-85
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 129
anim = 2184
ID = 2184
pos = -2,-35
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 133
anim = 2184
ID = 2184
pos = -24,-75
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 137
anim = 2184
ID = 2184
pos = -94,-125
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 149
anim = 2184
ID = 2184
pos = -65,-14
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 153
anim = 2184
ID = 2184
pos = 131,-110
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 159
anim = 2184
ID = 2184
pos = -62,0
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 169
anim = 2184
ID = 2184
pos = -35,21
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 188
anim = 2184
ID = 2184
pos = -86,-124
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 200
anim = 2184
ID = 2184
pos = -55,55
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 208
anim = 2184
ID = 2184
pos = 23,107
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 211
anim = 2184
ID = 2184
pos = -28,-107
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 214
anim = 2184
ID = 2184
pos = 38,-85
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 216
anim = 2184
ID = 2184
pos = -4,-29
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 222
anim = 2184
ID = 2184
pos = -94,19
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 229
anim = 2184
ID = 2184
pos = -50,-130
postype = p1
facing = 1
removetime = 20
sprpriority = 2
ownpal = 1

[State 184, Explod]
type = Explod
trigger1 = time = 234
anim = 2184
ID = 2184
pos = 97,-69
postype = p1
facing = 1
removetime = 20
sprpriority = 2

[State 184, Explod]
type = Explod
trigger1 = time = 238
anim = 2184
ID = 2184
pos = 72,-31
postype = p1
facing = 1
removetime = 20
sprpriority = 2

[State 184, Explod]
type = Explod
trigger1 = time = 243
anim = 2184
ID = 2184
pos = -21,-81
postype = p1
facing = 1
removetime = 20
sprpriority = 2

[State 184, Explod]
type = Explod
trigger1 = time = 245
anim = 2184
ID = 2184
pos = -91,-11
postype = p1
facing = 1
removetime = 20
sprpriority = 2

[State 184, Explod]
type = Explod
trigger1 = time = 248
anim = 2184
ID = 2184
pos = 83,6
postype = p1
facing = 1
removetime = 20
sprpriority = 2

[State 184, EnvShake]
type = EnvShake
trigger1 = time = 104
time = 300
freq = 230
ampl = -8

[State 184, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 5 (perfect)
; CNS difficulty: basic
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 185, WE AINT GOING TO THE NEXT ROUND WAIT TILL ITS OVER >:)]
type = AssertSpecial
trigger1 = Time = [0,250]
flag = roundnotover

[State 185, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S185,0
channel = 1

[State 185, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,0
channel = -1

[State 185, Helper]
type = Helper
trigger1 = Time = 132
helpertype = normal ;player
name = "perfect_victory"
facing = facing
ID = 2185
stateno = 1851
pos = -2,-75
ownpal = 1
size.xscale = .3
size.yscale = .3

[State 185, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 5 (sign)
[Statedef 1851]
anim = 2185
sprpriority = 9

[State 185, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S185,1
channel = -1

[State 1851, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1851, Explod]
type = Explod
trigger1 = !Time
anim = 2186
ID = 2186
pos = 0,0
postype = p1
facing = facing
removetime = 97
pausemovetime = 0
scale = .3,.3
sprpriority = 10
ownpal = 1

[State 2185, PalFX]
type = PalFX
trigger1 = !Time
time = 5
add = 256,256,256
color = 256

;---------------------------------------------------------------------------
; Intro state decider
; CNS difficulty: basic
[Statedef 190]
type = S

[State 190, 1]
type = ChangeState
trigger1 = Time = 0
value = 191+random%5

;---------------------------------------------------------------------------
; Introduction 1
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 2]
type = AssertSpecial
trigger1 = time = [0,260]
flag = nomusic
flag2 = nobardisplay

[State 191, Explod]
type = Explod
trigger1 = time = 38
anim = 2191
id = 2191
pos = Ceil(GameWidth/2),0
bindtime = -1
postype = left
sprpriority = 4
ownpal = 1

[State 191, EnvShake]
type = EnvShake
trigger1 = time = 40
time = 9
freq = 230
ampl = -3

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S191,0
channel = 1

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = F5,4
volume = 100
channel = -1

[State 191, Explod]
type = Explod
trigger1 = animelem = 38
anim = 2192
ID = 2192
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vel = -2,1
accel = 0,0.2
removetime = 20
scale = 1,1
sprpriority = -1
ownpal = 0

[State 191, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 2
; CNS difficulty: basic
[Statedef 192]
type = A
ctrl = 0
anim = 192
velset = 0,0

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic
flag3 = noshadow

[State 192, PosAdd]
type = PosAdd
trigger1 = !Time
y = 150

[State 192, VelAdd]
type = VelAdd
trigger1 = animelemtime(2) >= 0
y = .6

[State 192, VelSet]
type = VelSet
triggerall = 192
trigger1 = Time = 30
y = -12

[State 192, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 192, PlaySnd]
type = PlaySnd
trigger1 = time = 31
value = S192,0
channel = 1

[State 192, PlaySnd]
type = PlaySnd
trigger1 = time = 31
value = S192,1
channel = -1

[State 192, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1921

;---------------------------------------------------------------------------
; Intro 2 (land)
[Statedef 1921]
type = S
ctrl = 0
anim = 1921
velset = 0,0

[State 1921, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic

[State 1921, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1921, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S192,2
channel = -1

[State 1921,, AngleDraw]
type = AngleDraw
trigger1 = Time = 31
scale = 1,1.3

[State 1921,, AngleDraw]
type = AngleDraw
trigger1 = Time = 32
scale = 1,1.5

[State 1921,, AngleDraw]
type = AngleDraw
trigger1 = Time = 33
scale = 1,1.8

[State 1921,, AngleDraw]
type = AngleDraw
trigger1 = Time = 34
scale = 1,2

[State 1921,, AngleDraw]
type = AngleDraw
trigger1 = Time = 35
scale = 1,2.6

[State 1921,, AngleDraw]
type = AngleDraw
trigger1 = Time = 36
scale = 1,1

[State 1921, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 3
; CNS difficulty: basic
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 193, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193, 2]
type = AssertSpecial
trigger1 = time = [0,410]
flag = nomusic
flag2 = nobardisplay

[State 193, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S193,0
channel = 1

[State 193, Explod]
type = Explod
trigger1 = animelem = 175
anim = 2193
id = 2193
pos = Ceil(GameWidth/2),(GameHeight/2)
bindtime = -1
postype = left
sprpriority = 4
ownpal = 1
scale = .55,.55

[State 193, PlaySnd]
type = PlaySnd
trigger1 = numexplod(2193)
value = S193,1
persistent = 0
channel = -1

[State 193, StopSnd]
type = StopSnd
trigger1 = animelem = 175
channel = 1

[State 193, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 4
; CNS difficulty: basic
[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 194, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 2]
type = AssertSpecial
trigger1 = time = [0,200]
flag = nomusic

[State 194, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S194,0
channel = 1

[State 194, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S194,1
channel = -1

[State 194, Explod]
type = Explod
trigger1 = animelem = 21
anim = 2194
ID = 2194
pos = 6,0
postype = p1
facing = 1
removetime = -2
scale = 1,1
sprpriority = -1
ownpal = 1

[State 194, EnvShake]
type = EnvShake
trigger1 = animelem = 22
time = 30
freq = 500
ampl = -5

[State 194, BGPalFX]
type = BGPalFX
trigger1 = animelem = 22
time = 30
add = 200,0,-190
mul = 180,170,160
sinadd = 132,118,220,6
invertall = 1
color = 0

[State 194, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 5
; CNS difficulty: basic
[Statedef 195]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 195, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 195, 2]
type = AssertSpecial
trigger1 = time = [0,345]
flag = nomusic
flag2 = nobardisplay

[State 195, Explod]
type = Explod
trigger1 = animelem = 1
anim = 2196
id = 2196
pos = Ceil(GameWidth/2),(GameHeight/2)
bindtime = -1
postype = left
sprpriority = 4
ownpal = 1
scale = .25,.25

[State 195, Explod]
type = Explod
trigger1 = animelem = 1
anim = 2195
id = 2195
pos = Ceil(GameWidth/2),(GameHeight/2)
bindtime = -1
postype = left
sprpriority = 4
ownpal = 1
scale = .25,.25

[State 195, PlaySnd]
type = PlaySnd
trigger1 = time = 55
value = S196,0
channel = -1

[State 195, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 196]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 196, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S195,0
channel = 1

[State 196, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand LA
; CNS difficulty: easy
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 200

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 20, 0
animtype = Light
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 0
sparkxy = -15, -75
hitsound = s5, 0
guardsound = s6, 0

pausetime = 8, 10
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -5
ground.cornerpush.veloff = -1

guard.pausetime = 9, 12
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -6

air.type = High
air.hittime = 13
air.velocity = -1.8,-3
airguard.velocity = -2,-.8
envshake.time = 4
envshake.ampl = -2
envshake.freq = 64

[State 200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 50,0
channel = -1

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

;---------------------------------------------------------------------------
; Stand MA
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 210

[State 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 35, 0
animtype = Medium
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 1
sparkxy = -15, -25
hitsound = s5, 1
guardsound = s6, 0

pausetime = 9, 12
ground.type = Low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -5
ground.cornerpush.veloff = -2.4

guard.pausetime = 11, 13
guard.slidetime = 9
guard.hittime = 16
guard.velocity = -6

air.type = High
air.hittime = 13
air.velocity = -2.1,-4
airguard.velocity = -2.3,-.8
envshake.time = 4
envshake.ampl = -3
envshake.freq = 70

[State 210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 210,0
channel = 1

[State 210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,1
channel = -1

[State 210, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 3

[State 210, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 2

[State 210, PosAdd]
type = PosAdd
trigger1 = animelem = 5
x = 1

[State 210, PosAdd]
type = PosAdd
trigger1 = animelem = 6
x = 10

[State 210, PosAdd]
type = PosAdd
trigger1 = animelem = 7
x = 8

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

;---------------------------------------------------------------------------
; Stand MA (forward)
; CNS difficulty: easy
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 211

[State 211, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 35, 0
animtype = Medium
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 1
sparkxy = -15, -75
hitsound = s5, 1
guardsound = s6, 0

pausetime = 11, 13
ground.type = Low
ground.slidetime = 6
ground.hittime  = 15
ground.velocity = -5
ground.cornerpush.veloff = -1.7

guard.pausetime = 12, 13
guard.slidetime = 8
guard.hittime = 16
guard.velocity = -5

air.type = Low
air.hittime = 13
air.velocity = -2.4,-5
airguard.velocity = -2.3,-.8
envshake.time = 4
envshake.ampl = -3
envshake.freq = 70

[State 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 211,0
channel = 1

[State 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,1
channel = -1

[State 211, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand SA
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 220

[State 220, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 50, 0
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 10, 13
ground.type = Low
ground.slidetime = 7
ground.hittime  = 16
ground.velocity = -7

guard.pausetime = 14, 15
guard.slidetime = 9
guard.hittime = 18
guard.velocity = -9

air.type = High
air.hittime = 13
air.velocity = -2.6,-5
airguard.velocity = -3,-.8
envshake.time = 9
envshake.ampl = -5
envshake.freq = 80

[State 220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 50,1
channel = -1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand SA (forward)
; CNS difficulty: easy
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 221

[State 221, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 50, 0
animtype = Heavy
air.animtype = back
guardflag = LA
hitflag = MHA
priority = 3, Hit

sparkno = 2
sparkxy = -15, -30
hitsound = s5, 1
guardsound = s6, 0

pausetime = 7, 13
ground.type = Low
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -11

guard.pausetime = 15, 14
guard.slidetime = 9
guard.hittime = 18
guard.velocity = -10

air.type = High
air.hittime = 14
air.velocity = -3.1,-3
airguard.velocity = -3,-.8
envshake.time = 7
envshake.ampl = -5
envshake.freq = 70

[State 221, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 221,0
channel = -1

[State 221, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 50,1
channel = -1

[State 221, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash Attack
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 65, 15
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 1
sparkxy = -15, -45
hitsound = s5, 1
guardsound = s6, 0

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

guard.pausetime = 9, 12
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -6

air.type = High
air.hittime = 13
air.velocity = -3,-3
airguard.velocity = -2,-.8
envshake.time = 8
envshake.ampl = -4
envshake.freq = 70
fall = 1
fall.recover = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S230,0+random%3
channel = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S50,2
channel = -1

[State 230, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 10

[State 230, PosAdd]
type = PosAdd
trigger1 = animelem = 5
x = 2

[State 230, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 15

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Meter Charge Start
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 240

[State 240, 5]
type = ChangeState
triggerall = animelem = 3
trigger1 = command = "hold_a"
value = 241
ctrl = 1

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------------------
; Meter Charge
[Statedef 241]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 241

[State 241, PowerAdd]
type = PowerAdd
trigger1 = 1
value = 6

[State 241, Explod]
type = Explod
trigger1 = animelem = 1
anim = 243
ID = 243
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = 99999
sprpriority = 5
ownpal = 1
removeongethit = 1
persistent = 1

[State 240, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S240,0
channel = 6

[State 241, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S240,1
channel = 7

[State 241, 5]
type = ChangeState
trigger1 = command != "hold_a" && Time >= 1
trigger2 = Power = 3000
value = 242
ctrl = 1

;-----------------------------------------------------------------------------------------
; Meter Charge (End)
[Statedef 242]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 242

[State 242, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 243
ignorehitpause = 1
persistent = 0

[State 242, StopSnd]
type = StopSnd
trigger1 = 1
channel = 6
ignorehitpause = 1
persistent = 0

[State 241, Explod]
type = Explod
trigger1 = animelem = 1
anim = 244
ID = 244
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = 8
sprpriority = 5
ownpal = 1
removeongethit = 1
persistent = 1

[State 242, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Launcher
[Statedef 250]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
anim = 250

[State 250, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 60, 0
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 11, 9
ground.type = Low
ground.slidetime = 6
ground.hittime  = 16
ground.velocity = -3,-9

guard.pausetime = 10, 14
guard.slidetime = 11
guard.hittime = 17
guard.velocity = -9

air.type = Low
air.hittime = 16
air.velocity = -4,-6
airguard.velocity = -2.3,-.8
fall = 1
fall.recover = 1
air.fall = 1
air.fall.recover = 1
envshake.time = 9
envshake.ampl = -5
envshake.freq = 80

[State 250, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 50,1
channel = -1

[State 250, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 250,0
channel = 1

[State 250, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 3

[State 250, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 0

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch LA
; CNS difficulty: easy
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 400

[State 400, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 20, 0
animtype = Light
air.animtype = back
guardflag = L
hitflag = MAF
priority = 3, Hit

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

pausetime = 9, 10
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -5
ground.cornerpush.veloff = -2

guard.pausetime = 10, 14
guard.slidetime = 6
guard.hittime = 15
guard.velocity = -5

air.type = High
air.hittime = 13
air.velocity = -1.3,-2.6
airguard.velocity = -2,-.8
envshake.time = 4
envshake.ampl = -2
envshake.freq = 64

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50,0
channel = -1

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch MA
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
anim = 410

[State 410, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 35, 0
animtype = Medium
air.animtype = back
guardflag = L
hitflag = MAF
priority = 3, Hit

sparkno = 1
sparkxy = -15, -48
hitsound = s5, 1
guardsound = s6, 0

pausetime = 10, 11
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5

guard.pausetime = 11, 13
guard.slidetime = 7
guard.hittime = 16
guard.velocity = -5

air.type = High
air.hittime = 14
air.velocity = -1.8,-3

airguard.velocity = -2.3,-.8
envshake.time = 4
envshake.ampl = -3
envshake.freq = 70

[State 410, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,1
channel = -1

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch MA (forward)
[Statedef 411]
type    = C
movetype= A
physics = C
juggle  = 2
ctrl = 0
anim = 411

[State 411, 1]
type = HitDef
trigger1 = Time = 0
trigger2 = animelem = 9
attr = C, NA
damage = 13, 0
animtype = Heavy
guardflag = L
hitflag = MAD
priority = 3, Hit

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

pausetime = 3, 16
ground.type = Low
ground.slidetime = 2
ground.hittime  = 19
ground.velocity = -1,0
kill = 0

guard.pausetime = 9, 14
guard.slidetime = 3
guard.hittime = 17
guard.velocity = -1.5

air.type = Low
air.hittime = 16
air.velocity = -1,0.3

airguard.velocity = -1.3,-.8

[State 411, 1]
type = HitDef
trigger1 = animelem = 13
attr = C, NA
damage = 16, 0
animtype = Heavy
guardflag = L
hitflag = MAD
priority = 3, Hit

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

pausetime = 13, 11
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -6,2
ground.cornerpush.veloff = -15

guard.pausetime = 11, 12
guard.slidetime = 8
guard.hittime = 17
guard.velocity = -5

air.type = Low
air.hittime = 16
air.velocity = -3,0.3
air.fall = 1
air.recover = 0

airguard.velocity = -3.3,-.8

[State 411, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 8
trigger3 = animelem = 12
value = 50,1
channel = -1

[State 411, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 411,0
channel = 1

[State 411, EnvShake]
type = EnvShake
trigger1 = animelem = 5
trigger2 = animelem = 9
time = 3
freq = 80
ampl = -5
ignorehitpause = 1

[State 411, EnvShake]
type = EnvShake
trigger1 = animelem = 13
time = 6
freq = 120
ampl = -5
ignorehitpause = 1

[State 411, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
value = F7
volume = 255

[State 411, Explod]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
anim = 412
pos = 15,5
postype = p1
facing = 1
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 411, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch SA
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
anim = 420

[State 420, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 50, 0
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 1
sparkxy = -15, -35
hitsound = s5, 2
guardsound = s6, 0

pausetime = 11, 13
ground.type = Trip
ground.slidetime = 6
ground.hittime  = 16
ground.velocity = -3,-3

guard.pausetime = 10, 14
guard.slidetime = 11
guard.hittime = 17
guard.velocity = -9

air.type = Low
air.hittime = 16
air.velocity = -3,-4

airguard.velocity = -2.3,-.8
envshake.time = 9
envshake.ampl = -5
envshake.freq = 80

[State 420, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,1
channel = -1

[State 420, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 420,0+random%3
channel = 1

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump LA
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 600

[State 600, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 20, 0
animtype = Light
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 8, 9
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -4

guard.pausetime = 9, 10
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -6

air.type = High
air.hittime = 13
air.velocity = -1.9,-1
airguard.velocity = -2,-.8
envshake.time = 4
envshake.ampl = -2
envshake.freq = 64

[State 600, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 50,0
channel = -1

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 0

;---------------------------------------------------------------------------
; Jump MA
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 610

[State 610, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 35, 0
animtype = Medium
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 1
sparkxy = -15, -75
hitsound = s5, 1
guardsound = s6, 0

pausetime = 9, 10
ground.type = High
ground.slidetime = 7
ground.hittime  = 16
ground.velocity = -6

guard.pausetime = 11, 11
guard.slidetime = 9
guard.hittime = 17
guard.velocity = -8

air.type = High
air.hittime = 13
air.velocity = -2.2,1
airguard.velocity = -2.3,-.8
envshake.time = 4
envshake.ampl = -3
envshake.freq = 70

[State 610, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 610,0
channel = 1

[State 610, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,1
channel = -1

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 0

;---------------------------------------------------------------------------
; Jump SA
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 620

[State 620, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 50, 0
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 11, 13
ground.type = Low
ground.slidetime = 9
ground.hittime  = 17
ground.velocity = -8

guard.pausetime = 12, 15
guard.slidetime = 9
guard.hittime = 18
guard.velocity = -11

air.type = High
air.hittime = 13
air.velocity = -3.6,4
air.fall = 1
air.fall.recover = 1
airguard.velocity = -3,-.8
envshake.time = 9
envshake.ampl = -5
envshake.freq = 80

[State 620, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,1
channel = -1

[State 620, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 620,0
channel = 1

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 0

;---------------------------------------------------------------------------
; Jump 4SA - READ, BLACK MAN
; CNS difficulty: easy
[Statedef 621]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 621

[State 621, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40, 0
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 2
sparkxy = -15, -15
hitsound = s5, 2

guardsound = s6, 0

pausetime = 7, 13
ground.type = Low
ground.slidetime = 9
ground.hittime  = 17
ground.velocity = -8

guard.pausetime = 12, 15
guard.slidetime = 9
guard.hittime = 18
guard.velocity = -11

air.type = High
air.hittime = 13
air.velocity = -2.5
air.fall = 1
air.fall.recover = 1
airguard.velocity = -3,-.8
envshake.time = 7
envshake.ampl = -5
envshake.freq = 70

[State 621, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50,1
channel = -1

[State 621, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 621,0
channel = 1

[State 621, 5]
type = CtrlSet
trigger1 = Time = 20
value = 0

;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throwing the opponent
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 0

[State 810, Explod]
type = Explod
trigger1 = animelem = 4
anim = F2
pos = 55,-60
postype = p1  ;p2,front,back,left,right
facing = 1
sprpriority = 4
ownpal = 1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S1300,2
channel = -1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S810,0
channel = 1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S810,1
channel = -1

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
pos = 35, 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -80

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 4
value = 821

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Opponent Thrown
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;---------------------------------------------------------------------------
; Opponent thrown into the air
[Statedef 821]
type    = A
movetype= H
physics = N
velset = -5.5,-3
poweradd = 0

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;Hit ground
;---------------------------------------------------------------------------
; Perfect Voice
[Statedef 9999]
type    = S
anim = 9999
sprpriority = 0

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = winko
trigger1 = roundstate = 3
trigger1 = parent,life = lifemax
value = S7,2
volume = 255
abspan = 0
ignorehitpause = 1
persistent = 0

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

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

[State -2, StopSnd]
type = StopSnd
trigger1 = prevstateno = [191,192]
trigger2 = prevstateno = [193,194]
trigger3 = prevstateno = 195
channel = 1

[State -2, Dizzy]
type = PlaySnd
trigger1 = Anim = 5300
trigger1 = AnimElem = 2
value = 7,3
loop = 1
channel = 5
abspan = 0
ignorehitpause = 1

[State -2, StopSnd]
type = StopSnd
trigger1 = Anim != 5300
channel = 5
ignorehitpause = 1

[State -2, StopSnd]
type = StopSnd
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080
trigger2 = stateno != 1250
channel = 2
ignorehitpause = 1

[State -2 GetHit Sound]
type = PlaySnd
triggerall = life
triggerall = !Time
triggerall = random < 500
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080
value = 5000,0+random%7
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = anim = 5 && animelem = 2
trigger2 = anim = 6 && animelem = 2
value = S7,1
channel = 1
abspan = 0

[State -2, VarSet]
type = VarSet
trigger1 = roundstate >= 3 && !var(0)
var(0) = life = lifemax
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = !numhelper(9999)
helpertype = normal
name = "perfect_voice"
ID = 9999
stateno = 9999
pos = 0,0
postype = p1
facing = 1
ignorehitpause = 1
ownpal = 1

[State -2, StopSnd]
type = StopSnd
trigger1 = Time && stateno != 241
channel = 6

[State -2, StopSnd]
type = StopSnd
trigger1 = Time && stateno != 241
channel = 7

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

[State -3, Jump Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = anim = 41
trigger2 = anim = 42
trigger3 = anim = 43
value = 40, 0

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 40, 1

[State -3, StopSnd]
type = StopSnd
trigger1 = Time = 1 && stateno != 100
channel = 8

