;[BLOODS SPECIALS]
;---------------------------------------------------------------------------
; QCFX
; CNS difficulty: easy
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1000
velset = 0,0
poweradd = 70

[State 1000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 65, 35
animtype = Light
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 2, 13
ground.type = Low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -3,-3
fall = 1
fall.recover = 1

guard.pausetime = 2, 14
guard.slidetime = 13
guard.hittime = 20
guard.velocity = -11

air.type = High
air.hittime = 13
air.velocity = -2.2,-3
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,1
channel = -1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1000,0
channel = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1000,1
channel = -1

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "effect"
ID = 1001
stateno = 1001
pos = 53,-50
postype = p1
facing = 1
ownpal = 1

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1001]
movetype = a
juggle = 3
anim = 1001
sprpriority = 3

[State 1001, DestroySelf]
type = DestroySelf
trigger1 = Time = 9

;---------------------------------------------------------------------------
; QCFY
; CNS difficulty: easy
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1010
velset = 0,0
poweradd = 120

[State 1010, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 85, 55
animtype = Medium
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 4, 13
ground.type = Low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -4,-3
fall = 1
fall.recover = 1

guard.pausetime = 3, 14

guard.slidetime = 16
guard.hittime = 20
guard.velocity = -15

air.type = High
air.hittime = 13
air.velocity = -2.6,-3
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,1
channel = -1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1000,0
channel = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1000,1
channel = -1

[State 1010, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "effect"
ID = 1001
stateno = 1001
pos = 53,-50
postype = p1
facing = 1
ownpal = 1

[State 1010, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; QCFZ
; CNS difficulty: easy
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1020
velset = 0,0
poweradd = 170

[State 1020, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 105, 75
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 6, 15
ground.type = Low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5,-3
fall = 1
fall.recover = 1

guard.pausetime = 3, 14
guard.slidetime = 16
guard.hittime = 20
guard.velocity = -15

air.type = High
air.hittime = 13
air.velocity = -3.2,-2.4
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,1
channel = -1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1000,0
channel = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1000,1
channel = -1

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "effect"
ID = 1001
stateno = 1001
pos = 53,-50
postype = p1
facing = 1
ownpal = 1

[State 1020, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; QCFX+Y/Y+Z
; CNS difficulty: easy
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = -500
ctrl = 0
anim = 1050
velset = 0,0

[State 1050, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 155, 90
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 2
sparkxy = -15, -60
hitsound = s1050, 4
guardsound = s6, 0

pausetime = 11, 15
ground.type = High
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5,-4
fall = 1
fall.recover = 0

guard.pausetime = 8, 16
guard.slidetime = 16
guard.hittime = 20
guard.velocity = -17

air.type = High
air.hittime = 13
air.velocity = -4.2,4
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0
palfx.time = 30
palfx.add = 210,10,-200
palfx.mul = 180,170,160
palfx.sinadd = 132,118,220,16
palfx.color = 0
palfx.invertall = 1
getpower = 0

[State 1050, EnvShake]
type = EnvShake
trigger1 = MoveHit
ignorehitpause = 1
persistent = 0
time = 12
freq = 160
ampl = -9

[State 1050, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S50,2
channel = -1

[State 1050, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1050,0+random%4
channel = 1

[State 1050, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1050,5
channel = -1

[State 1050, AngleDraw]
type = AngleDraw
trigger1 = time = [0,41]
scale = .280,.280
ignorehitpause = 1

[State 1050, PalFX]
type = PalFX
trigger1 = !Time
time = 9
add = 150,150,0
mul = 256,256,256
color = 256
sinadd = 45,45,45,12
ignorehitpause = 1
persistent = 0

[State 1050, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 41
length = 5
palcolor = 256
timegap = 3
framegap = 3
trans = add
ignorehitpause = 1

[State 1050, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,0
channel = -1

[State 1050, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "FIRE_EFFECT"
ID = 1051
stateno = 1051
pos = 15,-55
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
ignorehitpause = 1
size.xscale = 1.2
size.yscale = 1

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; QCFEX_EFFECT
[Statedef 1051]
anim = 1051
sprpriority = 5

[State 1051, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1051, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 1051, DestroySelf]
type = DestroySelf
trigger1 = Time = 17

;---------------------------------------------------------------------------
; ChargeBackForwardX
; CNS difficulty: easy
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1100
velset = 0,0
poweradd = 100

[State 1100, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 80, 50
animtype = Light
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 9, 12
ground.type = Low
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -4,-2
ground.cornerpush.veloff = -1
fall = 1
fall.recover = 0

guard.pausetime = 8, 13
guard.slidetime = 11
guard.hittime = 14
guard.velocity = -9

air.type = High
air.hittime = 13
air.velocity = -6,-3
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1100, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 15

[State 1100, VelSet]
type = VelSet
trigger1 = animelem = 9 || animelem = 10
x = 10

[State 1100, VelSet]
type = VelSet
trigger1 = animelem = 13
x = 5

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1100,0
channel = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ChargeBackForwardY
; CNS difficulty: easy
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1110
velset = 0,0
poweradd = 150

[State 1110, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 100, 70
animtype = Medium
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 9, 12
ground.type = Low
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -5,-2
ground.cornerpush.veloff = -1
fall = 1
fall.recover = 0

guard.pausetime = 8, 13
guard.slidetime = 11
guard.hittime = 14
guard.velocity = -9

air.type = High
air.hittime = 13
air.velocity = -6,-3
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1110, VelSet]
type = VelSet
trigger1 = animelem = 8 || animelem = 9 || animelem = 10
x = 16

[State 1110, VelSet]
type = VelSet
trigger1 = animelem = 13
x = 6

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1100,0
channel = 1

[State 1110, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ChargeBackForwardZ
; CNS difficulty: easy
[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1120
velset = 0,0
poweradd = 200

[State 1120, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 120, 90
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

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

pausetime = 9, 12
ground.type = Low
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -6,-3
ground.cornerpush.veloff = -1
fall = 1
fall.recover = 0

guard.pausetime = 8, 13
guard.slidetime = 11
guard.hittime = 14
guard.velocity = -9

air.type = High
air.hittime = 13
air.velocity = -7,-2
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelem = 8 || animelem = 9 || animelem = 10
x = 18

[State 1120, VelSet]
type = VelSet
trigger1 = animelem = 11
x = 9

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1100,0
channel = 1

[State 1120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ChargeBackForwardEX
; CNS difficulty: easy
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1150
velset = 0,0
poweradd = -500

[State 1150, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 160, 100
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MADF
priority = 3, Hit

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

pausetime = 0, 12
ground.type = Low
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -4,-4
ground.cornerpush.veloff = -1
fall = 1
fall.recover = 0

guard.pausetime = 8, 13
guard.slidetime = 11
guard.hittime = 14
guard.velocity = -9

air.type = High
air.hittime = 13
air.velocity = -7,-2
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0
getpower = 0

[State 1150, PalFX]
type = PalFX
trigger1 = !Time
time = 9
add = 150,150,0
mul = 256,256,256
color = 256
sinadd = 45,45,45,12
ignorehitpause = 1
persistent = 0

[State 1150, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 41
length = 5
palcolor = 256
timegap = 3
framegap = 3
trans = add
ignorehitpause = 1

[State 1150, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,0
channel = -1

[State 1150, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1150,0+random%2
channel = 1

[State 1150, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 110

[State 1150, VelSet]
type = VelSet
trigger1 = animelem = 10
x = 2

[State 1150, AngleDraw]
type = AngleDraw
trigger1 = time = [17,19]
scale = 6,1.5

[State 1150, AngleDraw]
type = AngleDraw
trigger1 = time = 20
scale = 2.5,1

[State 1150, PosAdd]
type = PosAdd
trigger1 = animelem = 9
x = 50

[State 1150, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------------------
;DPX
[Statedef 1200]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
juggle = 10
anim = 1200
poweradd= 50

[State 1200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 75, 45
animtype = Light
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 2
sparkxy = 0, -40
hitsound = s5, 1
guardsound = s6, 0

pausetime = 7, 11
ground.type = High
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -2.45,-6
ground.cornerpush.veloff = 10
fall = 1
fall.recover = 0

guard.pausetime = 6, 14
guard.slidetime = 8
guard.hittime = 14
guard.velocity = -20

air.type = High
air.hittime = 13
air.velocity = -3.4,-7
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,0
channel = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,1
channel = -1

[State 1200, HitBy]
type = HitBy
trigger1 = animelem = 1
value = SCA,AT
time = 5

[State 1200, VelSet]
type = VelSet
triggerall = 1200
trigger1 = animelem = 2
x = 1
y = -4

[State 1200, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1200
trigger1 = time = 28
statetype = A
physics = N

[State 1200, VelAdd]
type = VelAdd
trigger1 = animelemtime(4) >= 0
y = .6
ignorehitpause = 0

[State 1200, AngleDraw]
type = AngleDraw
trigger1 = time = [0,35]
scale = 2,2
ignorehitpause = 1

[State 1200, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;-----------------------------------------------------------------------------------------
;DPY
[Statedef 1210]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
juggle = 10
anim = 1200
poweradd= 100

[State 1210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 75, 45
animtype = Light
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 2
sparkxy = 0, -40
hitsound = s5, 1
guardsound = s6, 0

pausetime = 7, 11
ground.type = High
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -2.45,-8
ground.cornerpush.veloff = 10
fall = 1
fall.recover = 0

guard.pausetime = 6, 14
guard.slidetime = 8
guard.hittime = 14
guard.velocity = -20

air.type = High
air.hittime = 13
air.velocity = -3.4,-5
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,0
channel = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,1
channel = -1

[State 1210, HitBy]
type = HitBy
trigger1 = animelem = 1
value = SCA,AT
time = 5

[State 1210, VelSet]
type = VelSet
triggerall = 1200
trigger1 = animelem = 2
x = 1.5
y = -6

[State 1210, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1200
trigger1 = time = 28
statetype = A
physics = N

[State 1210, VelAdd]
type = VelAdd
trigger1 = animelemtime(4) >= 0
y = .6
ignorehitpause = 0

[State 1210, AngleDraw]
type = AngleDraw
trigger1 = time = [0,43]
scale = 2,2
ignorehitpause = 1

[State 1210, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;-----------------------------------------------------------------------------------------
;DPZ
[Statedef 1220]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
juggle = 10
anim = 1200
poweradd= 150

[State 1220, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 75, 45
animtype = Light
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 2
sparkxy = 0, -40
hitsound = s5, 1
guardsound = s6, 0

pausetime = 7, 11
ground.type = High
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -2.45,-9
ground.cornerpush.veloff = 10
fall = 1
fall.recover = 0

guard.pausetime = 6, 14
guard.slidetime = 8
guard.hittime = 14
guard.velocity = -20

air.type = High
air.hittime = 13
air.velocity = -3.4,-7
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,0
channel = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,1
channel = -1

[State 1220, HitBy]
type = HitBy
trigger1 = animelem = 1
value = SCA,AT
time = 5

[State 1220, VelSet]
type = VelSet
triggerall = 1200
trigger1 = animelem = 2
x = 2.5
y = -8

[State 1220, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1200
trigger1 = time = 28
statetype = A
physics = N

[State 1220, VelAdd]
type = VelAdd
trigger1 = animelemtime(4) >= 0
y = .7
ignorehitpause = 0

[State 1220, AngleDraw]
type = AngleDraw
trigger1 = time = [0,46]
scale = 2,2
ignorehitpause = 1

[State 1220, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;---------------------------------------------------------------------------
;DP (land)
[Statedef 1201]
type = S
physics = N
ctrl = 0
anim = 1201
velset = 0,0

[State 1201, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 1201, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1201, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; DPX+Y/Y+Z (KBD)
; CNS difficulty: easy
[Statedef 1250]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
anim = 1254
velset = 0,0

[State 1250, VelSet]
type = VelSet
trigger1 = anim = 1254 && time = [0,95]
x = -3

[State 1250, VelSet]
type = VelSet
trigger1 = anim = 1254 && animelem = 54
x = 0

[State 1250, 5]
type = ChangeState
triggerall = anim = 1254 && time = [0,95]
trigger1 = command != "hold_x+y"
trigger1 = command != "hold_y+z"
value = 1251
ctrl = 1

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 13
trigger3 = animelem = 23
trigger4 = animelem = 33
trigger5 = animelem = 43
value = S192,0
channel = 3

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1250,3+random%6
channel = 2

[State 1250, StopSnd]
type = StopSnd
trigger1 = anim = 1254 && animelem = 54
channel = 2

[State 1250, AngleDraw]
type = AngleDraw
trigger1 = anim = 1254 && time = [0,94]
scale = .50,.50
ignorehitpause = 1

[State 1250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; DPX+Y/Y+Z
; CNS difficulty: easy
[Statedef 1251]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
anim = 1250
velset = 0,0
poweradd = -500

[State 1251, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 150, 90
animtype = Heavy
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit

sparkno = 2
sparkxy = -15, -76
hitsound = s1250, 2
guardsound = s6, 0

pausetime = 9, 13
ground.type = High
ground.slidetime = 9
ground.hittime  = 15
ground.velocity = -1,-10
y.accel = .4
fall = 1
fall.recover = 0

guard.pausetime = 4, 15
guard.slidetime = 7
guard.hittime = 14
guard.velocity = -6

air.type = High
air.hittime = 13
air.velocity = -1.5,-6.8
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0
palfx.time = 45
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 96,96,96,4
palfx.color = 64
palfx.invertall = 1
y.accel = .4
getpower = 0

[State 1251, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = S1250,1
ignorehitpause = 1
persistent = 0
channel = -1

[State 1251, AngleDraw]
type = AngleDraw
trigger1 = time = [0,37]
scale = .50,.50
ignorehitpause = 1

[State 1251, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1250,0
channel = 1

[State 1251, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S50,2
channel = -1

[State 1251, HitBy]
type = HitBy
trigger1 = animelem = 1
value = SCA,AT
time = 10

[State 1251, Explod]
type = Explod
trigger1 = Movehit
anim = 1251+random%2
ID = 1251+random%2
pos = Ceil(GameWidth/2),Ceil(GameHeight/2)
postype = left
removetime = -2
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = .54,.33
bindtime = -1

[State 1251, PlaySnd]
type = PlaySnd
trigger1 = numexplod(1251)
value = S1251,0
ignorehitpause = 1
persistent = 0
channel = -1

[State 1251, VelSet]
type = VelSet
triggerall = 1250
trigger1 = animelem = 4
x = 8
y = -7

[State 1251, VelSet]
type = VelSet
triggerall = 1250
trigger1 = animelem = 6
x = 2

[State 1251, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1250
trigger1 = animelem = 5
statetype = A
physics = N

[State 1251, VelAdd]
type = VelAdd
trigger1 = animelemtime(5) >= 0
y = .5
ignorehitpause = 0

[State 1250, PalFX]
type = PalFX
trigger1 = !Time
time = 9
add = 150,150,0
mul = 256,256,256
color = 256
sinadd = 45,45,45,12
ignorehitpause = 1
persistent = 0

[State 1250, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 18
length = 5
palcolor = 256
timegap = 3
framegap = 3
trans = add
ignorehitpause = 1

[State 1251, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,0
channel = -1

[State 1251, StopSnd]
type = StopSnd
trigger1 = stateno = 1251 && prevstateno = 1250
channel = 2

[State 1250, StopSnd]
type = StopSnd
trigger1 = stateno = 1251 && prevstateno = 1250
channel = 3

[State 0, EnvShake]
type = EnvShake
trigger1 = MoveHit
time = 10
freq = 120
ampl = -8
ignorehitpause = 1
persistent = 0


[State 1251, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;---------------------------------------------------------------------------
;HCBX/Y/Z
[Statedef 1300]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1300
poweradd= 120

[State 1300, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
guardflag = MA
hitflag = MAF
priority = 6, Hit
guard.sparkno = 4
sparkno = 2
sparkxy = -15, -55
guardsound = s6, 0
guard.pausetime = 13, 14
ground.slidetime = 11
ground.hittime  = 13
ground.velocity = -11
sprpriority = 4
p1facing = 1
p2facing = 1
p1stateno = 1301
p2stateno = 1302
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 5

[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 1300, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; eatin the opponent
[Statedef 1301]
type    = S
movetype= A
physics = S
anim = 1301
velset = 0,0
poweradd = 0

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1300,0
channel = 1

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1300,1
channel = 1

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S1300,2
channel = -1

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1300,3
channel = -1

[State 1301, Bind 11]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
pos = 50, 0

[State 1301, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -90

[State 1301, Throw 11]
type = TargetState
trigger1 = AnimElem = 5
value = 1303

[State 1301, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1302
ID = 1302
pos = 30,-55
postype = p1
sprpriority = 6
ownpal = 1

[State 1301, VelSet]
type = VelSet
trigger1 = animelem = 6
x = -4

[State 1301, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0

[State 1301, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Opponent Thrown
[Statedef 1302]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1302, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1303

;---------------------------------------------------------------------------
; Opponent Thrown
[Statedef 1303]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1303, 2] ;Hit ground
type = SelfState
trigger1 = anim = 1303 && !Animtime
trigger1 = Pos Y >= 0
value = 5110 ;Hit ground

;---------------------------------------------------------------------------
;HCBEX
[Statedef 1350]
type    = S
movetype= A
physics = S
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1350

[State 1350, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
guardflag = MA
hitflag = MAF
priority = 6, Hit
guard.sparkno = 4
sparkno = 2
sparkxy = -15, -55
guardsound = 6, 0
guard.pausetime = 13, 14
ground.slidetime = 11
ground.hittime  = 13
ground.velocity = -11
sprpriority = 4
p1facing = 1
p2facing = 1
p1stateno = 1351
p2stateno = 1352
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1350, PalFX]
type = PalFX
trigger1 = !Time
time = 9
add = 150,150,0
mul = 256,256,256
color = 256
sinadd = 45,45,45,12
ignorehitpause = 1
persistent = 0

[State 1350, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 55
length = 5
palcolor = 256
timegap = 3
framegap = 3
trans = add
ignorehitpause = 1

[State 1350, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,0
channel = -1

[State 1350, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 3

[State 1350, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0

[State 1350, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; spinning the opponent
[Statedef 1351]
type    = S
movetype= A
physics = S
anim = 1351
velset = 0,0
poweradd = 0

[State 1351, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1300,2
channel = -1

[State 1351, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 20
trigger5 = AnimElem = 26
trigger6 = AnimElem = 32
trigger7 = AnimElem = 38
trigger8 = AnimElem = 44
value = S50,1
channel = -1

[State 1351, PlaySnd]
type = PlaySnd
trigger1 = animelem = 48
value = S50,2
channel = -1

[State 1351, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1350,0
channel = 1

[State 1351, Bind 11]
type = TargetBind
trigger1 = AnimElem = 1
pos = 33, 0

[State 1351, Bind 11]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 20
trigger5 = AnimElem = 26
trigger6 = AnimElem = 32
trigger7 = AnimElem = 38
trigger8 = AnimElem = 44
pos = 39, -59

[State 1351, Bind 11]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
trigger3 = AnimElem = 15
trigger4 = AnimElem = 21
trigger5 = AnimElem = 27
trigger6 = AnimElem = 33
trigger7 = AnimElem = 39
trigger8 = AnimElem = 45
pos = 11, -90

[State 1351, Bind 11]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 16
trigger4 = AnimElem = 22
trigger5 = AnimElem = 28
trigger6 = AnimElem = 34
trigger7 = AnimElem = 40
pos = 11, -90

[State 1351, Bind 11]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 23
trigger5 = AnimElem = 29
trigger6 = AnimElem = 35
trigger7 = AnimElem = 41
pos = -32, -49

[State 1351, Bind 11]
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 36
trigger7 = AnimElem = 42
pos = -18, -16

[State 1351, Bind 11]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
trigger7 = AnimElem = 43
pos = 25, -25

[State 1351, Bind 11]
type = TargetBind
trigger1 = animelem = 46
pos = 11, -90

[State 1351, Bind 11]
type = TargetBind
trigger1 = animelem = 47
pos = 11, -88

[State 1351, Bind 11]
type = TargetBind
trigger1 = animelem = 48
pos = -14, -85

[State 1351, Throw 11]
type = TargetState
trigger1 = AnimElem = 48
value = 1353

[State 1351, Turn]
type = Turn
trigger1 = animelem = 56

[State 3201, Hurt 11]
type = TargetLifeAdd
trigger1 = time = [13,54]
value = -2
kill = 0

[State 3201, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 48
value = -100

[State 1351, HitAdd]
type = HitAdd
trigger1 = time = [13,54]
value = 1

[State 1351, HitAdd]
type = HitAdd
trigger1 = AnimElem = 48
value = 1

[State 1351, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0

[State 1351, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Opponent Thrown
[Statedef 1352]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1352, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1352, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1352

;---------------------------------------------------------------------------
; Opponent thrown into the air
[Statedef 1353]
type    = A
movetype= H
physics = N
velset = 7,-20
poweradd = 0

[State 0, Turn]
type = Turn
trigger1 = !Time

[State 1353, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .8

[State 1353, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, VelSet]
type = VelSet
trigger1 = time = 10
x = -1


[State 1353, 2] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;-----------------------------------------------------------------------------------------
;QCBX
[Statedef 1400]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
juggle = 10
anim = 1400
poweradd= 50

[State 1400, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 105, 45
animtype = Heavy
air.animtype = back
guardflag = HA
hitflag = MAF
priority = 3, Hit

sparkno = 2
sparkxy = -15, -30
hitsound = s5, 3
guardsound = s6, 0

pausetime = 10, 13
ground.type = High
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -6
ground.cornerpush.veloff = 10
fall = 1
fall.recover = 0

guard.pausetime = 12, 15
guard.slidetime = 8
guard.hittime = 14
guard.velocity = -12

air.type = High
air.hittime = 13
air.velocity = -5,5
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1400,0
channel = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,1
channel = -1

[State 1400, HitBy]
type = HitBy
trigger1 = animelem = 1
value = SCA,AT
time = 5

[State 1400, VelSet]
type = VelSet
triggerall = 1400
trigger1 = animelem = 4
x = 4
y = -5

[State 1400, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1400
trigger1 = animelem = 5
statetype = A
physics = N

[State 1400, VelAdd]
type = VelAdd
trigger1 = animelemtime(7) >= 0
y = .6
ignorehitpause = 0

[State 1400, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal ;player
name = "CLAW_EFFECT"
ID = 1402
stateno = 1402
pos = 54,-70
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 1
size.xscale = .5
size.yscale = .5

[State 1400, PosAdd]
type = PosAdd
trigger1 = animelem = 5
x = 12

[State 1400, PosAdd]
type = PosAdd
trigger1 = animelem = 12
x = -4

[State 1400, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1401

;---------------------------------------------------------------------------
;QCBX/Y/Z (land)
[Statedef 1401]
type = S
physics = N
ctrl = 0
anim = 1401
velset = 0,0

[State 1401, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 1401, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1401, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; QCBX/Y/Z_EFFECT
[Statedef 1402]
anim = 1402
sprpriority = 5

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 99999
facing = 1
pos = 30,-45
ignorehitpause = 1
persistent = 0

[State 1402, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -45

[State 1402, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1051, Trans]
type = Trans
trigger1 = 1
trans = sub
alpha = 256,256

[State 1402, DestroySelf]
type = DestroySelf
trigger1 = Time = 14

;---------------------------------------------------------------------------
; QCBEX
; CNS difficulty: easy
[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1450
velset = 0,0
poweradd = -500

[State 1450, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 175, 100
animtype = Heavy
air.animtype = back
guardflag = HA
hitflag = MAFD
priority = 3, Hit

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

pausetime = 8, 14
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,7
down.bounce = 1
fall.xvelocity = -2
fall.yvelocity = -8
fall = 1
fall.recover = 1

guard.pausetime = 11, 17
guard.slidetime = 15
guard.hittime = 20
guard.velocity = -11

air.type = High
air.hittime = 13
air.velocity = -5,11
airguard.velocity = -2,-.8
air.fall = 1
air.fall.recover = 0
getpower = 0

[State 1450, PalFX]
type = PalFX
trigger1 = !Time
time = 9
add = 150,150,0
mul = 256,256,256
color = 256
sinadd = 45,45,45,12
ignorehitpause = 1
persistent = 0

[State 1450, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 55
length = 5
palcolor = 256
timegap = 3
framegap = 3
trans = add
ignorehitpause = 1

[State 1450, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,0
channel = -1

[State 1450, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S50,1
channel = -1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1450,0
channel = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = MoveHit
time = 15
freq = 185
ampl = -8
ignorehitpause = 1
persistent = 0


[State 1450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

