; Garfield's 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]
;Amount of life to start with
life = 1000
;attack power (more is stronger)
attack = 88
;defensive power (more is stronger)
defence = 400
;Number of stocks * 1000 = total power
power = 5000
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 5
;Time which player lies down for, before getting up
liedown.time = 25
;Number of points for juggling
airjuggle = 9999
;Default hit spark number for HitDefs
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 100
;Variables with this index and above will not have their values
;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.
IntPersistIndex = 59
FloatPersistIndex = 40

[Size]
xscale = 1.24          ;Horizontal scaling factor.
yscale = 1.35         ;Vertical scaling factor.
ground.back = 15     ;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 = 50          ;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  = 2.4      ;Walk forward
walk.back = -2.4     ;Walk backward
run.fwd  = 5,-3.8    ;Run forward (x, y)
run.back = -5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;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 = 4,-8.1      ;.
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 = .40         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

[Quotes]
victory1 = "I hate fighting on an empty stomach!"
victory2 = "Fighting is fun, but I prefer some food please!"
victory3 = "Where's my Lasagna?"
victory4 = "That's what you get when you mess with Garfield the cat!"
victory5 = "Was today another Monday?"
[de.Quotes]
victory1 = "Ich hasse es, auf nüchternen Magen zu kämpfen!"
victory2 = "Kämpfen macht Spaß, aber ich bevorzuge bitte etwas zu essen!"
victory3 = "Wo ist meine Lasagne?"
victory4 = "Das bekommst du, wenn du dich mit Garfield, der Katze, anlegst!"
victory5 = "War es heute wieder ein Montag?"
[jp.Quotes]
victory1 = "空腹での戦いは嫌い！"
victory2 = "格闘は楽しいですが、私は食べ物が好きです！"
victory3 = "私のラザニアはどこですか？"
victory4 = "猫のガーフィールドをいじると、それが手に入ります！"
victory5 = "今日は別の月曜日でしたか？"
[ko.Quotes]
victory1 = "나는 공복에 싸우는 것을 싫어한다!"
victory2 = "파이팅은 재미 있지만 음식을 좀 더 선호합니다!"
victory3 = "라자냐는 어디에 있습니까?"
victory4 = "당신이 고양이 가필드를 엉망으로 만들 때 얻는 것입니다!"
victory5 = "오늘 또 월요일 이었나요?"
[zh.Quotes]
victory1 = "我討厭空腹而戰！"
victory2 = "戰鬥很有趣，但是我請一些食物！"
victory3 = "我的烤寬麵條在哪裡？"
victory4 = "那就是和貓加菲貓惹的禍了！"
victory5 = "今天是星期一嗎？"
;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that Garfield uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used for Win State Decider
; sysvar(3) - Various options for configuation to the user's consent.
; sysvar(4) - determines the language being used for the winscreen (only if the last sysvar(3) flag is enabled)
; Currently only 5 languages are available for use, feel free to contribute more languages if you wish to.
;---------------------------------------------------------------------------
; Helper and Projectile IDs
; 1110 - Hot Dog
; 1210 - Drumstick
; 3000 - Odie
; 3010 - Odie2
; 3120 - Projectile1
; 3122 - Projectile2
; 3124 - Projectile3
; 3126 - Projectile4
;-----------------------------------------------------------------------------
[Statedef 2]
type = S
movetype= I
physics = S
anim = 2

[State 2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
value = S15,0
volume = -100

[State 2, ChangeState]
type = ChangeState
trigger1 = life>100
value = 0
;-------------------------------------------------------------------------------
[Statedef 100]
type = A
movetype = I
physics = N
anim = 100
[State 0, VelSet]
type = VelSet
trigger1 = !time
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)
[State 0, Gravity]
type = Gravity
trigger1 = 1
[State 2, ChangeState]
type = ChangeState
trigger1 = vel y>0
trigger1 = pos y>=0
value = 52
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 105]
type = A
movetype = I
physics = N
anim = 105
[State 0, VelSet]
type = VelSet
trigger1 = !time
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
[State 0, Gravity]
type = Gravity
trigger1 = 1
[State 2, ChangeState]
type = ChangeState
trigger1 = vel y>0
trigger1 = pos y>=0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, playsnd]
type = playsnd
trigger1 = animelem = 5
value = 1,8
volume = 255

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

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

[State 180,0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,3

[State 180, 1]
type = ChangeState
trigger1 = var(1) = [0,1]
value = 181

[State 180, 1]
type = ChangeState
trigger1 = var(1) = [2,3]
value = 182

;---------------------------------------------------------------------------
; Win pose 1 - Cowabunga!!! (Garfello the cat turtle)
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, playsnd]
type = playsnd
trigger1 = time = 15
value = s15,5
volume = 150

[State 181, Explod]
type = Explod
trigger1 = time = 15 && Facing = 1
anim = 8100
ID = 8100
pos = 0,-60
postype =  p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
ownpal = 1

[State 181, Explod]
type = Explod
trigger1 = time = 15 && Facing = -1
anim = 8150
ID = 8150
pos = 0,-60
postype =  p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
ownpal = 1

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

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

[State 182, 1]
type = assertspecial
trigger1 = Time = [0,500]
flag = roundnotover

[State 182, playsnd]
type = playsnd
trigger1 = time = 1
value = 1,2
volume = 200

[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S15,3
volume = 0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S15,1
volume = 0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
;
[State 191, Explod]
type = Explod
trigger1 = time = 1
anim = 193
ID = 193
pos = 0, 7
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1.2,1.2
sprpriority = 0
shadow = 0,0,0
ownpal = 1

[State 191, Explod]
type = Explod
trigger1 = animelem = 1 && facing = 1
anim = 8300
ID =8300
facing = 1
vfacing = 1
pos = -35,-100
postype = p1  ;p2,front,back,left,right
removetime = 243
sprpriority = 6

[State 191, Explod]
type = Explod
trigger1 = animelem = 1 && facing = -1
anim = 8300
ID =8300
facing = -1
vfacing = 1
pos = 15, -100
postype = p1  ;p2,front,back,left,right
removetime = 243
sprpriority = 6

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[State 195, playsnd]
type = playsnd
trigger1 = time = 25
value = 1, ifelse (random < 500, 4, 5)
channel = 2
volume = 100

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 6                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 20, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3;3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 10
sparkno = s20000+(teamside=2);s20000+(teamside=2);s20000+(teamside=2);                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = s5, 0                  ;Sound to play on hit
guardsound = s6, 0                ;Sound to play on guard
ground.type = low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = 0,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing medium punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 40,1
guardflag = MA
pausetime = 8,10
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
sparkxy = -10,-25
hitsound   = s5,1
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3.2
air.velocity = -2.5,-4

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing hard swat
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 75,1
guardflag = MA
pausetime = 8,10
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6.0
air.velocity = -2.5,-4

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

;---------------------------------------------------------------------------
; Standing charging swat
; CNS difficulty: easy
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = 225
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=2
value = 7,random%4
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = animelemtime(5)<0
trigger1 = command="z_hold"
sysfvar(3) = 0.25531914893617021276595744680851
[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(6)>=-1
sysfvar(3) = 0
[State 0, PalFX]
type = PalFX
trigger1 = animelemtime(5)<0
trigger1 = command="z_hold"
time = 1
add = floor(sin(time*(pi/180.0)*27.5)*60)+60,floor(sin(time*(pi/180.0)*27.5)*60)+60,floor(sin(time*(pi/180.0)*27.5)*60)+60
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1

[State 0, Offset]
type = Offset
trigger1 = animelemtime(5)<0
trigger1 = command="z_hold"
x = (random/900.0)*ifelse(random%2,-1,1)
y = (random/900.0)*ifelse(random%2,-1,1)
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = animelemtime(5)<0
trigger1 = command="z_hold"
value = (random/920.0)*ifelse(random%2,-1,1)
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelemtime(5)<=-2
trigger1 = command!="z_hold"
value = anim
elem = 5
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = Animelemtime(5) = 1
value = 0,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 100+floor(sysfvar(3)*5.27),8
guardflag = MA
pausetime = 15,16
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
sparkxy = -10,-25
hitsound   = s5,6
guardsound = s6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8.0-(sysfvar(3)*0.443),-2-(sysfvar(3)*0.19)
air.velocity = -4.5-(sysfvar(3)*0.415),-2-(sysfvar(3)*0.19)
fall = sysfvar(3)>5.0
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 0

[State 230, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 20,1
guardflag = MA
pausetime = 8,10
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = -10,-37
hitsound   = s5,3
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -2,0
air.velocity = -2.5,-2.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 0

[State 230, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 44,1
guardflag = MA
pausetime = 8,10
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = -10,-37
hitsound   = s5,4
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3,0
air.velocity = -2.5,-2.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 0

[State 230, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 80,1
guardflag = MA
pausetime = 8,10
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = -10,-37
hitsound   = s5,5
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3.5,-4
air.velocity = -2.5,-2.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 10
ctrl = 0
anim = 400
sprpriority = 2

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

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 8,8
sparkno = s20000+(teamside=2);s20000+(teamside=2);s20000+(teamside=2);
sparkxy = -8,-20
hitsound   = S5,7
guardsound = s6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 20
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 410, 2]
type = HitDef
trigger1 = !time
attr = C, NA
damage    = 40,1
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
sparkxy = -8,-20
hitsound   = S5,8
guardsound = s6,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -3
air.velocity = -3,-4

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 20
ctrl = 0
anim = 420
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 410, 2]
type = HitDef
trigger1 = !time
attr = C, NA
damage    = 75,1
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
sparkxy = -8,-20
hitsound   = S5,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -0.3,-2.5
air.velocity = -0.3,-1.5
fall = 1
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 25
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 0

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 22, 2
hitflag = MAFD
guardflag = L
pausetime = 6,7
sparkno = s20000+(teamside=2);s20000+(teamside=2);s20000+(teamside=2);
sparkxy = -5, 0
hitsound   = s5,3
guardsound = s6,0
sprpriority = 3
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,0
air.velocity = -1.2,-3

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 25
ctrl = 0
anim = 440
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 1

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 45, 2
hitflag = MAFD
guardflag = L
pausetime = 6,7
sparkno = s20000+(teamside=2);s20000+(teamside=2);s20000+(teamside=2);
sparkxy = -5, 0
hitsound   = s5,4
guardsound = s6,0
sprpriority = 3
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5,0
air.velocity = -2.2,-3

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching kick
; CNS difficulty: easy
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 25
ctrl = 0
anim = 450
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 2

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 80, 2
hitflag = MAFD
guardflag = L
pausetime = 8,8
sparkno = s20000+(teamside=2);s20000+(teamside=2);s20000+(teamside=2);
sparkxy = -5, 0
hitsound   = s5,5
guardsound = s6,0
sprpriority = 3
ground.type = low
ground.slidetime = 10
ground.hittime = 35
ground.velocity = -0.5,-12
air.velocity = -0.5,-10
air.hittime = 35
yaccel = 0.4484
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 10
ctrl = 0
anim = 600
sprpriority = 2

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3;3
pausetime = 8,8
sparkno = s20000+(teamside=2);s20000+(teamside=2);s20000+(teamside=2);
sparkxy = -10,-30
hitsound   = s5,0
guardsound = s6,0
animtype = light
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = 0,-3

[State 600, 3]
type = CtrlSet
trigger1 = animelem=5
value = 1
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 41,1
guardflag = HA
priority = 3;4
pausetime = 8,8
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = -5,-22
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

[State 600, 3]
type = CtrlSet
trigger1 = animelem=9
value = 1
;---------------------------------------------------------------------------
;Jump Headbutt
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = 620
sprpriority = 2

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

[State 610, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 75,1
hitflag = MAF
guardflag = HA
priority = 3;4
pausetime = 8,8
sparkno = s20000+(teamside=2)
sparkxy = -5,-22
hitsound   = s5,2
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,1
air.velocity = -16,16 ;Here if somehow a bug occurs.
air.fall = 1
p2stateno = 601
[State 600, 3]
type = CtrlSet
trigger1 = animelem=4
value = 1
;---------------------------------------------------------------------------
;Opponet getting spiked
[Statedef 601]
type    = A
movetype= H
physics = N
[State 0, PosFreeze]
type = PosFreeze
trigger1 = !hitshakeover
value = 1
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = hitshakeover
x = -16
y = 16
ignorehitpause = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = hitshakeover
y = 0.485
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !hitshakeover
value = 5061
elem = 1
ignorehitpause = 1
[State Ground Instant Recover]
type = ChangeState
trigger1 = vel y>0
trigger1 = pos y>=0
value = 602
ignorehitpause = 1
;---------------------------------------------------------------------------
;Opponet recovering from hard landing
[Statedef 602]
type    = A
movetype= H
physics = N
velset = vel x/2.3,-5.3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = F7,2
ignorehitpause = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.485
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 5160
elem = 1
ignorehitpause = 1
[State Landing]
type = SelfState
trigger1 = vel y>0
trigger1 = pos y>=0
value = 5110
ignorehitpause = 1
;---------------------------------------------------------------------------
;Jump Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = 630
sprpriority = 2

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

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 21,1
guardflag = HA
priority = 3;3
pausetime = 8,9
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = -5,-25
hitsound   = s5,3
guardsound = s6,0
animtype = medium
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -1.5,0
air.velocity = 0,-3
[State 600, 3]
type = CtrlSet
trigger1 = animelem=6
value = 1
;---------------------------------------------------------------------------
;Jump Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

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

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 45,1
guardflag = HA
priority = 3;3
pausetime = 8,9
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = -5,-25
hitsound   = s5,4
guardsound = s6,0
animtype = medium
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -0.5,-3
air.velocity = -0.5,-3

[State 600, 3]
type = CtrlSet
trigger1 = animelem=6
value = 1
;---------------------------------------------------------------------------
;Jump Drop Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = 650
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 6
value = 0, 2

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 80,1
guardflag = HA
priority = 3;3
pausetime = 8,9
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = -5,-25
hitsound   = s5,5
guardsound = s6,0
animtype = hard
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -5,0
air.velocity = -16,16
air.fall = 1
p2stateno = 601
[State 600, 3]
type = CtrlSet
trigger1 = animelem=7
value = 1

;---------------------------------------------------------------------------
; Dodge Roll Forward
[Statedef 700]
type    = S
movetype= I
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 700

[State NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2)=-2
value = SCA
time = 24

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2)=-2
x = 15.0
ignorehitpause = 1

[State End]
type = ChangeState
Trigger1 = !animtime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Dodge Roll Back
[Statedef 701]
type    = S
movetype= I
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 701

[State NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2)=-2
value = SCA
time = 24

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2)=-2
x = -15.0
ignorehitpause = 1

[State End]
type = ChangeState
Trigger1 = !animtime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 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, NA
hitflag = M
priority = 1, Hit
sparkno = s20000+(teamside=2)
sprpriority = -5
p1facing = 1
p2facing = 1
hitsound = s5,1
ground.velocity = 0,-.5
fall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit
value = 810
ignorehitpause = 1


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

;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when Garfield lets go of him.
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
ctrl = 0
velset = 0
facep2 = 1
poweradd = 50
juggle  = 6
[State 0, TargetState]
type = TargetState
trigger1 = !time
trigger1 = numtarget
value = 820
ID = -1
ignorehitpause = 1
[State 0, TargetState]
type = TargetBind
trigger1 = !time
trigger1 = numtarget
pos = 30,0
ID = -1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time<10
trigger1 = target,command="recovery"
trigger2 = enemy,stateno=165
value = 50
ctrl = 1
ignorehitpause = 1

[State 810, 1]
type = targetlifeadd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 15
value = -9

[State 810, 1]
type = hitadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 15
value = 1

[State 815, GrabSpark]
type = Explod
trigger1 = AnimElem = 1
id = 1
anim = F1
pos = 21,-25
sprpriority = 7
ownpal = 0
facing = 1

[State 815, GrabSpark]
type = Explod
trigger1 = AnimElem = 14
id = 2
anim = F1
pos = 30,-25
sprpriority = 7
ownpal = 0
facing = 1

[State 815, GrabSpark]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
id = 3
anim = F1
pos = -5,-41
sprpriority = 7
ownpal = 0
facing = 1

[State 815, GrabSpark]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
id = 4
anim = F1
pos = 36,-23
sprpriority = 7
ownpal = 0
facing = 1

[State 810, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
value = s5, 7+random%2

[State 810, 3]
type = PlaySnd
trigger1 = AnimElem = 14
value = s5,3

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 810, 5]
type = SprPriority
trigger1 = animelem = 2
value = 5

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 15
value = 821
ID = -1

[State 810, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 0, SelfState]
type = SelfState
trigger1 = time<10
trigger1 = command="recovery"
trigger2 = enemy,stateno!=810
value = ifelse(command="recovery",5210,5050)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type    = A
movetype= H
physics = N
velset = -2.8,-7

[State 0, SelfState]
type = SelfState
trigger1 = time
value = 5050
ignorehitpause = 1
;---------------------------------------------------------------------------
; Cannon Ball Start
; CNS difficulty: medium
[Statedef 1000]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 30
[State Far]
type = ChangeState
trigger1 = !var(59)
trigger1 = command="a_hold"
trigger1 = AnimTime = 0
value = 1011
ctrl = 0
[State Short]
type = ChangeState
trigger1 = !var(59)
trigger1 = command="b_hold"
trigger1 = AnimTime = 0
value = 1012
ctrl = 0
[State High]
type = ChangeState
trigger1 = !var(59)
trigger1 = command="c_hold"
trigger1 = AnimTime = 0
value = 1013
ctrl = 0
[State Default]
type = ChangeState
trigger1 = !var(59)
trigger1 = AnimTime = 0
value = 1010
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = p2bodydist x=[110,199.99]
trigger1 = enemynear,pos x<120||enemynear,pos x>-120
trigger1 = AnimTime = 0
value = 1010
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = p2bodydist x>199.99
trigger1 = enemynear,pos x<120||enemynear,pos x>-120
trigger1 = AnimTime = 0
value = 1011
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = p2bodydist x=[0,199]
trigger1 = enemynear,pos x>120||enemynear,pos x<-120
trigger1 = AnimTime = 0
value = 1010
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = p2bodydist x=[0,80]
trigger1 = p2bodydist y=[-40,-20]
trigger1 = AnimTime = 0
value = 1013
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = AnimTime = 0
value = 1012
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball Default
; CNS difficulty: medium
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 6,-9
anim = 1001
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.56
[State 1001, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 90,1
guardflag = HA
priority = 3;5,hit
pausetime = 13,11
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
sparkxy = -8,-10
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,3
air.velocity = -6,3
fall = 1

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1020
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball Far
; CNS difficulty: medium
[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 8,-8
anim = 1001
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.56
[State 1001, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 98,1
guardflag = HA
priority = 3;5,hit
pausetime = 13,11
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
sparkxy = -8,-10
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,3
air.velocity = -6,3
fall = 1

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1020
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball Short
; CNS difficulty: medium
[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 4,-9
anim = 1001
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.56
[State 1001, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 98,1
guardflag = HA
priority = 3;5,hit
pausetime = 13,11
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
sparkxy = -8,-10
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,3
air.velocity = -6,3
fall = 1

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1020
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball High
; CNS difficulty: medium
[Statedef 1013]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 1.5,-13
anim = 1001
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.56
[State 1001, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 106,1
guardflag = HA
priority = 3;5,hit
pausetime = 13,11
sparkno = s20000+(teamside=2);s20000+(teamside=2);2
sparkxy = -8,-10
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,3
air.velocity = -6,3
fall = 1

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1020
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball Land
; CNS difficulty: medium
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1002
ctrl = 0
sprpriority = 5

[State 1002, 2]
type = Posset
trigger1 = time = 0
y = 0

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 0

[State 1002, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 100
ampl = -3
phase = 90

[State 1002, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hot Dog Throw Light
; CNS difficulty: medium
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 110
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(32*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 4
attr = S, SA
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = s5,1
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4

[State 1100, 2]
type = playsnd
trigger1 = animelemtime(3) = -1
value = 1,0
channel = 3
volume = 100

[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hot Dog Throw Medium
; CNS difficulty: medium
[Statedef 1101]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 110
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 2

[State 1101, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(32*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5.5
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = s5,1
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4

[State 1100, 2]
type = playsnd
trigger1 = animelemtime(3) = -1
value = 1,0
channel = 3
volume = 100

[State 1101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hot Dog Throw Hard
; CNS difficulty: medium
[Statedef 1102]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 110
velset = 0,0
anim = 1102
ctrl = 0
sprpriority = 2

[State 1101, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(32*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 6.75
attr = S, SA
damage   = 80, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = s5,1
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4

[State 1100, 2]
type = playsnd
trigger1 = animelemtime(3) = -1
value = 1,0
channel = 3
volume = 100

[State 1101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Drumstick Toss Light
; CNS difficulty: medium
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=11&&!!(sysvar(3)&16)
value = 1203
ignorehitpause = 1

[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 2.0, -9.5
accel = 0, 0.4
attr = S, SA
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,1
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Drumstick Toss Medium
; CNS difficulty: medium
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=11&&!!(sysvar(3)&16)
value = 1203
ignorehitpause = 1

[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 4.2, -7.0
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,1
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Drumstick Toss Hard
; CNS difficulty: medium
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1102
ctrl = 0
sprpriority = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=11&&!!(sysvar(3)&16)
value = 1203
ignorehitpause = 1

[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 7.5, -5.0
accel = 0, 0.4
attr = S, SA
damage   = 80, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,1
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Drumstick Toss Cheap
; CNS difficulty: medium
[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1103
ctrl = 0
sprpriority = 2

[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 4.0, -7.0
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 4.5, -8.0
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Feline Stike Attempt Slow
; CNS difficulty: medium
[Statedef 1300]
type    = S
movetype= I
physics = N
juggle  = 4
anim = 1300
ctrl = 0
sprpriority = 2
[State 0, AfterImage]
type = AfterImage
trigger1 = animelemtime(3)=-1
time = 2
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 250,250,250
palpostbright = 0,0,0
paladd = -8,-8,-8
palmul = .85,.85,.85
timegap = 1
framegap = 2
trans = addalpha
alpha = 150,256
ignorehitpause = 1
[State 0, Vel]
type = VelSet
trigger1 = animelemno(0)=3
x = 3.1
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = !time
x = 0.13
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = animelemno(0)=4
x = 0.8
ignorehitpause = 1
[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Feline Stike Attempt Normal
; CNS difficulty: medium
[Statedef 1301]
type    = S
movetype= I
physics = N
juggle  = 4
anim = 1300
ctrl = 0
sprpriority = 2
[State 0, AfterImage]
type = AfterImage
trigger1 = animelemtime(3)=-1
time = 2
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 250,250,250
palpostbright = 0,0,0
paladd = -8,-8,-8
palmul = .85,.85,.85
timegap = 1
framegap = 2
trans = addalpha
alpha = 150,256
ignorehitpause = 1
[State 0, Vel]
type = VelSet
trigger1 = animelemno(0)=3
x = 4.05
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = !time
x = 0.13
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = animelemno(0)=4
x = 0.8
ignorehitpause = 1
[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Feline Stike Attempt Fast
; CNS difficulty: medium
[Statedef 1302]
type    = S
movetype= I
physics = N
juggle  = 4
anim = 1300
ctrl = 0
sprpriority = 2
[State 0, AfterImage]
type = AfterImage
trigger1 = animelemtime(3)=-1
time = 2
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 250,250,250
palpostbright = 0,0,0
paladd = -8,-8,-8
palmul = .85,.85,.85
timegap = 1
framegap = 2
trans = addalpha
alpha = 150,256
ignorehitpause = 1
[State 0, Vel]
type = VelSet
trigger1 = animelemno(0)=3
x = 6.5
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = !time
x = 0.13
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = animelemno(0)=4
x = 0.8
ignorehitpause = 1
[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Air Drumstick Toss Light
; CNS difficulty: medium
[Statedef 1400]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 90
anim = 1400
ctrl = 0
sprpriority = 2

[State 0, VelMul]
type = VelMul
trigger1 = time<30
x = 0.94
y = 0.75
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=[-1,0)
y = -1
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=(0,1]
y = 1
[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 5.2, -6.5
accel = 0, 0.4
attr = S, SA
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,1
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
;---------------------------------------------------------------------------
; Air Drumstick Toss Light
; CNS difficulty: medium
[Statedef 1401]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 90
anim = 1400
ctrl = 0
sprpriority = 2

[State 0, VelMul]
type = VelMul
trigger1 = time<30
x = 0.94
y = 0.75
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=[-1,0)
y = -1
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=(0,1]
y = 1
[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 4.4, -8.2
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,1
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
;---------------------------------------------------------------------------
; Air Drumstick Toss Light
; CNS difficulty: medium
[Statedef 1402]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 90
anim = 1400
ctrl = 0
sprpriority = 2

[State 0, VelMul]
type = VelMul
trigger1 = time<30
x = 0.94
y = 0.75
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=[-1,0)
y = -1
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=(0,1]
y = 1
[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 3.1, -9.9
accel = 0, 0.4
attr = S, SA
damage   = 80, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,1
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

;==========================================================================
;Super Kitty combo
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -25
anim = -1
sound = s3000,0
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 42
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30000
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30001
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.5,0.5
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time = 1
trigger1 = facing=1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time = 1
trigger1 = facing=-1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 320,0
bindtime = -1
facing = -1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = animelem = 8
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 23
trigger7 = animelem = 28
value = 0, 1

[State 2300, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = animelem = 9
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 23
attr = S, HA
animtype  = Medium
damage    = 48,1
guardflag = MA
pausetime = 5,45
sparkno = s20000+(teamside=2);s20000+(teamside=2);3
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = -2.5,-4
getpower = 0

[State 2300, 3]
type = HitDef
trigger1 = animelem = 28
attr = S, HA
animtype  = Medium
damage    = 100,3
guardflag = MA
pausetime = 20,20
sparkno = s20000+(teamside=2);s20000+(teamside=2);3
sparkxy = -10,-37
hitsound   = s5,6
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -2,-15
air.velocity = -1.5,-12
fall = 1
fall.recover = 0
getpower = 0

[State 2300, VelSet]
type = VelSet
trigger1 = animelem = 27
x = 6
y = 0

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;==========================================================================
;Super Kitty combo EX
[Statedef 2010]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2
poweradd = -2000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -25
anim = -1
sound = s3001,0
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 42
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30010
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30011
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.5,0.5
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time = 1
trigger1 = facing=1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time = 1
trigger1 = facing=-1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 320,0
bindtime = -1
facing = -1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = animelem = 8
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 23
trigger7 = animelem = 28
value = 0, 1

[State 2300, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = animelem = 9
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 23
attr = S, HA
animtype  = Medium
damage    = 48,1
guardflag = MA
pausetime = 5,45
sparkno = s20000+(teamside=2);s20000+(teamside=2);3
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = -2.5,-4
getpower = 0

[State 2300, 3]
type = HitDef
trigger1 = animelem = 28
attr = S, HA
animtype  = Medium
damage    = 100,3
guardflag = MA
pausetime = 20,20
sparkno = s20000+(teamside=2);s20000+(teamside=2);3
sparkxy = -10,-37
hitsound   = s5,6
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = 0,-8
air.velocity = 0,-7.5
fall = 1
fall.recover = 0
getpower = 0

[State 2300, VelSet]
type = VelSet
trigger1 = animelem = 27
x = 6
y = 0

[State 2300]
type = ChangeAnim
trigger1 = movehit
trigger1 = anim=2000
trigger1 = AnimTime = 0
value = 2010
[State 2300]
type = ChangeState
trigger1 = !movehit
trigger1 = anim=2000
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[State 2300]
type = ChangeState
trigger1 = anim=2010
trigger1 = AnimTime = 0
value = 2011
;==========================================================================
;Super Kitty combo EX 2
[Statedef 2011]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,-12
anim = 2011
ctrl = 0
sprpriority = 2
getpower = 0
[State 2300, 3]
type = HitDef
trigger1 = 1
attr = S, HA
animtype  = Medium
damage    = 0,0
guardflag = MA
pausetime = 0,50
sparkno = -1
hitsound  = -1
guardsound = -1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
fall.recover = 0
getpower = 0
[State 2300]
type = ChangeState
trigger1 = movecontact
value = 2012
;==========================================================================
;Super Kitty combo EX 3
[Statedef 2012]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 2012
ctrl = 0
sprpriority = 2
[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = animelem = 6
trigger3 = animelemtime(8)=2
trigger4 = animelemtime(10)=2
value = 0, 1
[State 0, VelMul]
type = VelMul
trigger1 = time<2
y = 0.1
[State 2300, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = animelem = 7
trigger3 = animelem = 9
attr = S, HA
animtype  = Medium
damage    = 14,1
guardflag = MA
pausetime = 5,45
sparkno = s20000+(teamside=2);s20000+(teamside=2);3
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 0

[State 2300, 3]
type = HitDef
trigger1 = animelem = 11
attr = S, HA
animtype  = Medium
damage    = 70,2
guardflag = MA
pausetime = 20,20
sparkno = s20000+(teamside=2);s20000+(teamside=2);3
sparkxy = -10,-37
hitsound   = s5,6
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -8,-2
air.velocity = -8,18
fall = 1
fall.recover = 0
getpower = 0
[State 2300]
type = StateTypeSet
trigger1 = animelem=12
physics = A
;==========================================================================
;Giant Hot Dog
[Statedef 2100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2
pos = 0, -25
anim = -1
sound = s3000,0
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 42
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30000
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30001
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.5,0.5
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
trigger1 = facing=1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
trigger1 = facing=-1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 320,0
bindtime = -1
facing = -1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemtime(3)=2
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 6,0
accel = 0, 0
attr = S, HA
damage   = 34,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 5
hitsound = s5,6
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0 
ctrl = 1
;==========================================================================
;Double Giant Hot Dog
[Statedef 2110]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 2
poweradd = -2000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2
pos = 0, -25
anim = -1
sound = s3001,0
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 42
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30010
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30011
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.5,0.5
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
trigger1 = facing=1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
trigger1 = facing=-1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 320,0
bindtime = -1
facing = -1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemtime(3)=2
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = sin((pi/180.0)*85)*6,cos((pi/180.0)*85)*6
accel = 0, 0
attr = S, HA
damage   = 26,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 5
hitsound = s5,6
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelemtime(3)=2
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = sin((pi/180.0)*85)*6,cos((pi/180.0)*95)*6
accel = 0, 0
attr = S, HA
damage   = 26,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 5
hitsound = s5,6
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0 
ctrl = 1
;==========================================================================
;Drumstick Barrage
[Statedef 2200]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2200
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -25
anim = -1
sound = s3000,0
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 42
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30000
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30001
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.5,0.5
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time=1
trigger1 = facing=1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time=1
trigger1 = facing=-1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 320,0
bindtime = -1
facing = -1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 1200, Projectile]
type = Projectile
trigger1 = time>3&&time%6=1
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 2.0+(random/222.0), -5.0-(random/333.0)
accel = 0, 0.4
attr = S, HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
getpower = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = time=60
value = 2201 
ctrl = 0
;==========================================================================
;Drumstick Fury
[Statedef 2210]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2200
ctrl = 0
sprpriority = 2
poweradd = -2000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -25
anim = -1
sound = s3001,0
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 42
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30010
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30011
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.5,0.5
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time=1
trigger1 = facing=1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time=1
trigger1 = facing=-1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 320,0
bindtime = -1
facing = -1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 1200, Projectile]
type = Projectile
trigger1 = time>3&&time%3=1
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 8.0+(random/255.0), -4.0-(random/444.0)
accel = 0, 0.4
attr = S, HA
damage   = 22,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000+(teamside=2);s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
getpower = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = time=70
value = 2201 
ctrl = 0
;==========================================================================
;Drumstick Barrage/Fury End
[Statedef 2201]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 2201
ctrl = 0
sprpriority = 2
getpower = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time=60
value = 0
ctrl = 1
;==========================================================================
;Super Kitty Butt Slam Lv1
[Statedef 2300]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2300
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2
pos = 0, -25
anim = -1
sound = s3000,0
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 42
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30000
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-12
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30001
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-12
bindtime = 1
scale = 0.5,0.5
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = AnimElemtime(2) = 2
trigger1 = facing=1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = AnimElemtime(2) = 2
trigger1 = facing=-1
anim = 31100
postype = left
sprpriority = -3
supermovetime = -1
removetime = -1
pos = 320,0
bindtime = -1
facing = -1
scale = 0.5,0.5
ID = 300000
removeongethit = 1
[State 2300, 1]
type = PlaySnd
trigger1 = anim=2300
trigger1 = AnimElem = 4
value = s1,6

[State 2300, 1]
type = HitDef
trigger1 = anim=2300
trigger1 = AnimElem = 4
attr = S, HA
animtype  = Medium
damage    = 19,1 ;Doesn't do much when rising up but when hes falling, oh boy.
guardflag = MA
hitflag = MAFD
pausetime = 5,15
sparkno = s20000+(teamside=2)
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.788888,-9.2
air.velocity = -2.788888,-9.2
fall = 1
getpower = 0
[State 2300, 1]
type = HitDef
trigger1 = anim=2301
trigger1 = animelemtime(1)=3
attr = S, HA
animtype  = Medium
damage    = 344,8
guardflag = MA
hitflag = MAFD
pausetime = 18,18
sparkno = s20000+(teamside=2)
sparkxy = -10,-25
hitsound   = s5,6
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,21
air.velocity = -8,21
getpower = 0
fall = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = anim=2300&&animelemno(0)=4
trigger2 = anim=2301
value = 0
ignorehitpause = 1
[State 2300, VelSet]
type = VelSet
trigger1 = anim=2300
trigger1 = animelemtime(4)=-2
x = 3
y = -12.5
[State 2300, VelSet]
type = VelSet
trigger1 = anim=2301
x = 4
y = 18
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=2300
trigger1 = pos y<-420
value = 2301
elem = 1
ignorehitpause = 1
[State 2300]
type = ChangeState
trigger1 = anim=2301
trigger1 = pos y>=0
trigger1 = vel y>0
value = 2301
;==========================================================================
;Landing from Lv1 Butt Smash
[Statedef 2301]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 2302
ctrl = 0
sprpriority = 2
getpower = 0
[State 2300, VelSet]
type = PosSet
trigger1 = 1
y = 0
[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 0
[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = F7,2
volume = 250
[State 1002, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 20
freq = 100
ampl = -3
phase = 90
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; AI Walk
[Statedef 21]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = enemy,movetype!=A
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = enemy,movetype=A
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
;---------------------------------------------------------------------------
; AI Jump Start
[Statedef 41]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = var(59)&&random<500&&enemy,movetype!=A
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = var(59)&&random<500&&enemy,movetype!=A
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = var(59)&&random<500&&enemy,movetype=A
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Super Jump
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = !time
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command="holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command="holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -11.3

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 0, Explod]
type = Explod
trigger1 = animtime=-1
anim = 20100
ID = 40000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = .48,.48
sprpriority = 0
ontop = 1
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime=-1
value = 20100,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1