; CNS 1 For Goku Normal HD
; By EB
 
[Data]
life = 1000           
attack = 110          
defence = 100         
fall.defence_up = 50  
liedown.time = 60    
airjuggle = 15        
sparkno = 2        
guard.sparkno = 40  
KO.echo = 0           
volume = 0            

[Size]
xscale = 1           
yscale = 1            
ground.back = 15      
ground.front = 15     
air.back = 12         
air.front = 12      
z.width = 3          
height = 60	      
attack.width = 4,4    
attack.dist = 160   
proj.attack.dist = 90  
proj.doscale = 0     

[Velocity]
walk.fwd  = 2.3       
walk.back = -2.2     
run.fwd  = 8.6, 0    
run.back = -6.5,-3.8  
jump.neu = 0,-8.1    
jump.back = -2.55    
jump.fwd = 2.5        
runjump.back = -2.55,-8.1  
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1       
airjump.back = -2.55,-8.1  
airjump.fwd = 2.5,-8.1     

[Movement]
airjump.num = 1       
airjump.height = 35   
yaccel = .43          
stand.friction = .85   
crouch.friction = .82  

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1] ;Vitoria Normal
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 1
value = 189

[State 180, 1] ; Final
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 0
value = 9797

; Final 
;Anima鈬o do Final

[Statedef 9797]
type = S
ctrl = 0
velset = 0,0,0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9797
facing = 1
pos = 0,0
postype = left
sprpriority = 1;-2
bindtime = -1
ownpal = 1
supermove = 1
removetime = 99999999999999999999999999

; WIN
[Statedef 189]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 10,13

[State 180, 2] ;Win ( cumprimento )
type = VarSet
trigger1 = Matchover != 1
v = 10
value = 11

[State 180, 2] ;Win2 ( risada )
type = VarSet
trigger1 = Matchover = 1
v = 10
value = 12

[State 180, 2] ;Win3 ( ganha com pouco life )
type = VarSet
trigger1 = life <= 250
v = 10
value = 13

[State 180, 8]
type = ChangeState
trigger1 = Var(10) = 11
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(10) = 12
value = 182

[State 180, 9]
type = ChangeState
trigger1 = Var(10) = 13
value = 183

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 190, Ha!]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 2828
velset = 0,0,0

;[State 3000, 2]
;type = explod
;trigger1 = animelem = 1
;anim = 6015
;pos = 1,0
;postype = p1
;sprpriority = -2
;bindtime = 1
;supermove = 1
;time = 130

[state 182, 2]
type = AssertSpecial
trigger1 = time = [0,320]
flag = RoundNotOver

[State 190, Ha!]
type = PlaySnd
trigger1 = time = 35
value = 0,17
volume = 255

[State 190, Ha!]
type = PlaySnd
trigger1 = time = 70
value = 0,8
volume = 255

[State 190, begin]
type = AssertSpecial
trigger1 = time = [1,205]
flag = intro

[State 190, 3]
type = changestate
trigger1 = animtime = 200
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; WIN3
[Statedef 183]
type = S
ctrl = 0
anim = 1818
velset = 0,0,0

[State 170]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 5500, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = !SelfAnimExist(5500)
trigger1 = SelfAnimExist(5300)
value = 170

;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 400

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 400, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 20

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

;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 410

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 7

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 19

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2, [2, 5]
y = 0
x = 1

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 62
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 602, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-16
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 602, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 400, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 20

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 610

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 7

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 19

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-13
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

; Especial2
[Statedef 1800]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1000
juggle = 0
ctrl = 0
anim = 1700

[State 2000,NoHit]
type = NotHitBy
trigger1 = Time > 34
value = ,NP,SP,NA,SA

[State 1800, supsnd]
type = PlaySnd
trigger1 = AnimElem = 17
value = F20, 0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 17
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 1800, 2]
type = SuperPause
trigger1 = AnimElem = 17
pos = 15,-55
anim = 102

[State 1800, 6]
type = PlaySnd
trigger1 = AnimElem = 19
value = 0, 8

;[State 3000, aura]
;type = Explod
;trigger1 = Time = 3
;id = 950
;anim = 951
;pos = 0,0
;bindtime = -1
;sprpriority = 6
;removetime = 30
;supermove = 1

;[State 1700, ball]
;type = Explod
;trigger1 = Time = 30
;anim = 3002
;pos = 30,-51
;bindtime = -1
;sprpriority = 4
;removetime = 30
;supermove = 1

[State 1800, raio]
type = Projectile
trigger1 = AnimElem = 27
projanim = 1805
projhitanim = 6004
projhits = 15
projmisstime = 3
;projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 12,-72
attr = S, HP
damage   = 15,7
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = 0 
sparkxy = -500,-500   
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 3000] 
type = explod
trigger1 = projcontact(6004) = 1
anim = 6021
pos = 0,-60
postype = p2
sprpriority = 3
bindtime = 1

[State 1800, envshake]
type = EnvShake
trigger1 = AnimElem = 27;Time = 60
time = 70

[State 3021, 3]
type = ChangeState
trigger1 = Time = 200;120
trigger1 = Pos Y < 0
value = 1500

[State 1800, end]
type = ChangeState
trigger1 = Time = 200;120
value = 0
ctrl = 1

;---------------------------------------------------------------------
; SSJ Sequence
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0
anim = 1050

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=90
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3
trigger2 = AnimElem = 5 
value = 0, 4
trigger3 = AnimElem = 7
value = 0, 3
trigger4 = AnimElem = 9
value = 0, 4
trigger5 = AnimElem = 11
value = 0, 3
trigger6 = AnimElem = 13
value = 0, 4
trigger7 = AnimElem = 15
value = 0, 3

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 12
trigger2 = AnimElem = 5 
value = 0, 10
trigger3 = AnimElem = 7
value = 0, 12
trigger4 = AnimElem = 9
value = 0, 10
trigger5 = AnimElem = 11
value = 0, 12
trigger6 = AnimElem = 13
value = 0, 10
trigger7 = AnimElem = 15
value = 0, 12

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 5
trigger2 = AnimElem = 6 
value = 0, 4
trigger3 = AnimElem = 8
value = 0, 5
trigger4 = AnimElem = 10
value = 0, 4
trigger5 = AnimElem = 11
value = 0, 5
trigger6 = AnimElem = 12
value = 0, 4
trigger7 = AnimElem = 13
value = 0, 5

[State 1050, 2]
type = veladd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 0

[State 1050, 3]
type = veladd
trigger1 = AnimElem = 3
x = 0

[State 1050, 4]
type = veladd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 4

[State 1050, 5]
type = veladd
trigger1 = AnimElem = 5
x = -4

[State 1050, 6]
type = veladd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
x = 4

[State 1050, 7]
type = veladd
trigger1 = AnimElem = 7
x = -4

[State 1050, 8]
type = veladd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = 4

[State 1050, 9]
type = veladd
trigger1 = AnimElem = 9
x = -4

[State 1050, 10]
type = veladd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
x = 4

[State 1050, 11]
type = veladd
trigger1 = AnimElem = 11
x = -4

[State 1050, 12]
type = veladd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
x = 4

[State 1050, 13]
type = veladd
trigger1 = AnimElem = 13
x = -4

[State 1050, 14]
type = veladd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 15
x = 4

[State 1050, 15]
type = veladd
trigger1 = AnimElem = 15
x = -4

[State 1050, 12]
type = veladd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 17
x = 4

[State 1050, 13]
type = veladd
trigger1 = AnimElem = 17
x = -4

[State 1050, 14]
type = veladd
trigger1 = AnimElem = 18
x = 4

[State 1050, 15]
type = veladd
trigger1 = AnimElem = 18
x = -4


[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 1

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 1

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1050, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
;Jink Dami
[Statedef 1900]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 1900
velset = 0

[State 2999, 1]
type = SuperPause
trigger1 = Time = 0
time = 350
Pos = 99999, -99999
movetime = 350
Darken = 0

[State 1700, ball]
type = Explod
trigger1 = AnimElem = 2
anim = 1905
pos = 5,-290
velocity = 0,0.4
bindtime = 3
sprpriority = 4
removetime = 390
supermove = 1

[State 2000,NoHit]
type = NotHitBy
trigger1 = Time > 34
value = ,NP,SP,NA,SA

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1900, 3]
type = PlaySnd
trigger1 = Time = 1
value = 0,26

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9991
facing = 1
pos = 0,-22
postype = left
sprpriority = -2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 700

[State 1900, 4]
type = AfterImage
trigger1 = Time = 1	
Time = 45
TimeGap  = 1
FrameGap = 4

[State 1900, 3]
type = PlaySnd
trigger1 = time = 350
value = 0, 27

[State 3021,ProjUp]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Command = "holdup"
ProjAnim = 1905
ProjHitAnim = 1910
ProjRemAnim = 1910
offset = 25, -50
velocity = 8,-8
remvelocity = 0,0
velmul = 1.005, 1
accel = 0, 0
ProjPriority = 6
;HitDef part
attr = S, HP
damage    = 950,950
animtype  = Hard
getpower = 0
givepower = 200
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S0,3
guardsound = S0,3
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-15
guard.velocity = -3.5
airguard.velocity = -3.5,-3.75
air.type = Low
air.velocity = -20,-12
fall = 1

;弾（中、地上）
[State 3021,GroundProjStraight]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Pos Y >= 0
trigger1 = Command != "holdup"
ProjAnim = 1905
ProjHitAnim = 1910
ProjRemAnim = 1910
offset = 25, -50
velocity = 8, 0
remvelocity = 0,0
velmul = 1.005, 1
accel = 0, 0
ProjPriority = 6
;HitDef part
attr = S, HP
damage    = 999,499
animtype  = Hard
getpower = 0
givepower = 200
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S0, 3
guardsound = S0, 3
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-10
guard.velocity = -3.5
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -20,-8
fall = 1

;弾（中、空中）
[State 3021,AirProjStraight]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Pos Y < 0
trigger1 = Command != "holdup"
trigger1 = Command != "holddown"
ProjAnim = 1905
ProjHitAnim = 1910
ProjRemAnim = 1910
offset = 25, -50
velocity = 8, 0
remvelocity = 0,0
velmul = 1.005, 1
accel = 0, 0
ProjPriority = 6
;HitDef part
attr = S, HP
damage    = 999,499
animtype  = Hard
getpower = 0
givepower = 200
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S0, 3
guardsound = S0, 3
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-10
guard.velocity = -3.5
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -20,-8
fall = 1

;弾（下）
[State 3021,ProjDown]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Command != "holdup"
trigger1 = Command = "holddown"
trigger1 = Pos Y < 0
ProjAnim = 1905
ProjHitAnim = 1910
ProjRemAnim = 1910
ProjID = 555
offset = 25, -50
velocity = 8,8
remvelocity = 0,0
velmul = 1.005, 1
accel = 0, 0
ProjPriority = 6
;HitDef part
attr = S, HP
damage    = 999,499
animtype  = Hard
getpower = 0
givepower = 200
hitflag = MAFD
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S0, 3
guardsound = S0, 3
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,8
guard.velocity = -3.5
airguard.velocity = -3.5,2.75
air.type = Low
air.velocity = -20,15
fall = 1
fall.damage = 25

[State 1500, 3]
type = ChangeState
trigger1 = Time = 440
trigger1 = Pos Y < 0
value = 1500

[State 1900, 6]
type = ChangeState
trigger1 = Time = 440
value = 0
ctrl = 1
;---------------------------------------------------------------------------

; Bal縊 (inicio)
[Statedef 800]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
priority = 2, miss
sparkno = -1
snap = 32,0,0,1
p1stateno = 810
p2stateno = 820

[State 1600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------
; Bal縊 ( sucesso )
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0,0

[State 1601, Invincibility]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1601, SFX1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,4

[State 1601, Push]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1601, Damage]
type = TargetLifeAdd
trigger1 = animtime = 0
value = -60

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 10,0

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 10,0

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 10,0

[State 1601, 12]
type = TargetState
trigger1 = AnimElem = 4
value = 821

[State 1602, Turn]
type = Turn
trigger1 = AnimElem = 5

[State 1601, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw_d (hit by, on ground)
[Statedef 820]
type    = A
movetype= H ;Get hit
physics = N
velset = 0,0
ctrl = 0

[State 930, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 930, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

;-------------------------------------------------------------------------
; Player 2 estado
[Statedef 821]
type    = A
movetype= H ;Get hit
physics = N
velset = 3.5,-8
anim = 5050
ctrl = 0

[State 931, 1]
type = PosAdd
Trigger1 = Time = 0
x =  10
y = -20

[State 931, 2] ;Gravity
type = VelAdd
Trigger1 = Time > 0
y = .4

[State 931, 3]
type = LifeAdd
Trigger1 = Time = 0
value = -60

[State 931, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
; Voar Come輟

; Voar Come輟
[Statedef 1510]
type = A
movetype = A
physics = A
juggle  = 7
velset = 0, -8, 0
poweradd= 70
ctrl = 0
anim = 1510

[State 1510, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1510, 2]
type = AfterImageTime
trigger1 = Time = 3
time = 15
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1510, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 28

[State 1510, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1500
ctrl = 1

;Voar
; Voar Come輟
[Statedef 1510]
type = A
movetype = A
physics = A
juggle  = 7
velset = 0, -8, 0
poweradd= 70
ctrl = 0
anim = 1510

[State 1510, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1510, 2]
type = AfterImageTime
trigger1 = Time = 3
time = 15
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1510, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 12

[State 1510, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1500
ctrl = 1

;Voar
[Statedef 1500]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1500
velset = 0,0

[State 1500, VarSet]
type = VarSet
Trigger1 = Time = 0
var(3) = 1

[State 1500, Block1]
type = ReversalDef
Trigger1 = command = "holdback"
Trigger2 = command = "BB"
reversal.attr = SCA, NA, SA, HA
pausetime = 0,15
hitsound = S20, 3
p1stateno = 150

[State 1500, RunSnd]
type = PlaySnd
Trigger1 = command = "FF"
Trigger2 = command = "BB"
Trigger3 = command = "DD"
Trigger4 = command = "UU"
value = 21, 0

[State 1500, Stop1]
type = VelSet
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdback"
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = var(2) = 0
Trigger2 = Pos Y < -405
x = 0
y = 0

[State 1500, Stop2]
type = ChangeAnim
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = Anim != 1500
value = 1500

[State 1500,fuwavar(1)]
type = VarSet
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdback"
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = var(2) != 2
Trigger2 = var(2) = 2
Trigger2 = Vel Y >= 2.4
v = 2
value = 1

[State 1500,fuwavar(2)]
type = VarSet
Triggerall = var(2) = 1
Trigger1 = Vel Y <= -2.4
Trigger2 = P2BodyDist Y > 250
Trigger2 = Vel Y < 0
v = 2
value = 2

[State 1500,fuwaUp]
type = VelAdd
Trigger1 = var(2) = 1
y = -0.3

[State 1500,fuwaDown]
type = VelAdd
Trigger1 = var(2) = 2
y = 0.3

[State 1500,fuwaEnd]
type = VelSet
Triggerall = var(2) != 0
Trigger1 = command = "holdfwd"
Trigger2 = command = "holdback"
Trigger3 = command = "holdup"
Trigger4 = command = "holddown"
y = 0

[State 1500,fuwaEndVar]
type = VarSet
Trigger1 = command = "holdfwd"
Trigger2 = command = "holdback"
Trigger3 = command = "holdup"
Trigger4 = command = "holddown"
v = 2
value = 0

[State 1500, UpBorder1]
type = PosSet
Trigger1 = Pos Y < -400
y = -400

[State 1500, UpBorder2a]
type = PosAdd
Trigger1 = P2BodyDist Y > 250
Trigger1 = Vel Y < 0
y = 1

[State 1500, UpBorder2b]
type = VelSet
Trigger1 = P2BodyDist Y > 250
Trigger1 = Vel Y < 0
y = 0

[State 1500, Runeffect]
type=AfterImage
type = AfterImage
Trigger1 = Command = "FF"
Trigger1 = Vel X < 8.6
Trigger2 = Command = "BB"
Trigger2 = Vel X > -7
Trigger3 = Command = "DD"
Trigger3 = Vel Y < 8.6
Trigger4 = Command = "UU"
Trigger4 = Vel Y > -7
time=20
trans = add
PalContrast =  80,80,255
PalBright = 10,10,10


[State 1500, RunFwd]
type = VelSet
Trigger1 = Command = "FF"
Trigger1 = Vel X < 8.6
x = 8.6

[State 1500, RunBack]
type = VelSet
Trigger1 = Command = "BB"
Trigger1 = Vel X > -7
x = -7

[State 1500, RunDown]
type = VelSet
Trigger1 = Command = "DD"
Trigger1 = Vel Y < 8.6
y = 8.6

[State 1500, RunUp]
type = VelSet
Trigger1 = Command = "UU"
Trigger1 = Vel Y > -7
y = -7

[State 1500, GoDown1]
type = VelAdd
Trigger1 = command = "holddown"
y = 0.4

[State 1500,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = Vel Y < 0 
y = 0

[State 1500, GoUp1]
type = VelAdd
Trigger1 = command = "holdup"
y = -0.3

[State 1500,GoUp2]
type = VelSet
Trigger1 = command = "holdup"
Trigger1 = Vel Y > 0 
y = 0

[State 1500, GoUpAnim]
type = ChangeAnim
Trigger1 = Anim != 1504
Trigger1 = command = "holdup"
value = 1504

[State 1500, GoBack1]
type = VelAdd
Trigger1 = command = "holdback"
x = -0.3

[State 1500,GoBack2]
type = VelSet
Trigger1 = command = "holdback"
Trigger1 = Vel X > 0 
x = 0

[State 1500, GoBackAnim]
type = ChangeAnim
Triggerall = Anim != 1502
Trigger1 = command = "holdback"
Trigger2 = command = "holddown"
value = 1502

[State 1500, GoFwd1]
type = VelAdd
Trigger1 = command = "holdfwd"
x = 0.4

[State 1500,GoFwd2]
type = VelSet
Trigger1 = command = "holdfwd"
Trigger1 = Vel X < 0 
x = 0

[State 1500, GoFwdAnim]
type = ChangeAnim
Trigger1 = Anim != 1501
Trigger1 = command = "holdfwd"
value = 1501

[State 1500, GoDownAnim]
type = ChangeAnim
triggerall = Anim != 1503
trigger1 = command = "holddown"
value = 1503

[State 1500, Turn]
type = Turn
Trigger1 = P2Dist X < 0

[State 1500, Land1]
type = ChangeState
Trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1500, Land2]
type = ChangeState
Trigger1 = command = "holdx"
Trigger1 = command = "holdy"
Trigger1 = command = "holddown"
value = 50
ctrl = 1

;[State 1500, WinLose]
;type = ChangeState
;Trigger1 = Win
;Trigger2 = Lose
;value = 50

[State 1500,WinALose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 1202

;---------------------------------------------------------------------------
[Statedef 1202]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = time = 60
value = 1203

;---------------------------------------------------------------------------
[Statedef 1203]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1203

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75


[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500


[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500

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

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
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

;Cutuvelada por Traz!
[Statedef 2299]
type = S
movetype = A
physics = S
anim = 2299
velset = 0,0
ctrl = 0

[State 200, Som_do_soco]
type = playsnd
trigger1 = AnimElem = 1
value = 0,15

[State 200, Som_do_soco]
type = playsnd
trigger1 = AnimElem = 5
value = 0,12

[State 2299,1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound = 5,0                  
guardsound = 6,0                 
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 2299,vel]
type = veladd
trigger1 = time >= 5
trigger1 = time <= 19
trigger2 = time >= 24
trigger2 = time <= 35
x = 2
y = 0

[state 2299,vel.0]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0

[state 2299,vira]
type = turn
trigger1 = animelem = 4
value = 1

[state 2299,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


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

; STAND_A
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                 
ctrl = 0                     
anim = 200                   
poweradd = 60                

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 30                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -5,-57             
hitsound = 5,0                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3  

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 20

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
sparkxy = -10,-50

;state b
[Statedef 201]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                  
ctrl = 0                    
anim = 201                   
poweradd = 60                  

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 20                   
animtype = Medium                 
guardflag = MA                   
hitflag = MAF                    
priority = 1, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -5,-57             
hitsound = 5,0                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 20

[State 201, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 201, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
sparkxy = -10,-50


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

[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 9
poweradd= 40
ctrl = 0
anim = 202

[State 202, stop3]
type = ChangeAnim
trigger1 = MoveContact = 1
trigger1 = Anim != 231
value = 231

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 202, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 60
animtype = Hard
guardflag = MA
pausetime = 12,6
sparkxy =  -2,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -9      
air.velocity = -3,-4.5
airguard.velocity = -3.5     
fall = 1

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 7

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 19

[State 202, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 202, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
sparkxy = -10,-50

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

; STAND_B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 210

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 20

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; STAND_B
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 2
anim = 211

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 1;48
x = 4
y = 0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 20

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 9
poweradd= 40
ctrl = 0
anim = 212

;[State 212, stop3]
;type = ChangeAnim
;trigger1 = MoveContact = 1
;trigger1 = Anim != 231
;value = 231

[State 1211, 1]
type = velset
trigger1 = time >= 1
trigger1 = time <= 2;48
x = 3
y = 0

[State 212, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 60
animtype = Hard
guardflag = MA
pausetime = 12,6
sparkxy =  -10,-47
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -9      
air.velocity = -3,-4.5
airguard.velocity = -3.5     
fall = 1

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 7

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 19

[State 212, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 212, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Power up 
[Statedef 730]
type = S
movetype = I
physics = S
anim = 730
velset = 0
ctrl = 0

[state 730, tishok]
type = explod
trigger1 = time = 0
trigger1 = pos Y >= 0
anim = F61
pos = -3,0
postype = P1
ownpal = 1
sprpriority = -1
removetime = 12
bindtime = -1

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

[state 730,3]
type = playsnd
trigger1 = time = 1
value = 0,23

[state 730, 4]
type = explod
trigger1 = time = 0
trigger1 = pos Y < 0 
id = 733 
anim = 731
pos = -73,-150
removetime = -1
postype = p1
bindtime = -1

[state 730, 4]
type = explod
trigger1 = time = 0
trigger1 = pos Y >= 0
id = 731 
anim = 731
pos = -60,-150
removetime = -1
postype = p1
bindtime = -1

[State 735,stopbas]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y > 0
x = 0
y = 0

[State 735, Stophaut]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -200
x = 0
y = 0

[state 730, 5]
type = statetypeset
trigger1 = Pos Y < 0
value = A

; Power up
[Statedef 735]
type = S
movetype = I
physics = S

[State 735, 1]
type = ChangeState
trigger1 = command != "holda"
trigger2 = command != "holdb"
value = 740

[state 735,son,]
type = playsnd
trigger1 = time = 0
value = 0,2

[State 735,stopbas]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y > 0
x = 0
y = 0

[State 735, Stophaut]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -200
x = 0
y = 0

[State 735, 18]
type = changeanim
trigger1 = statetype = A
value = 736

[state 735, 5]
type = statetypeset
trigger1 = Pos Y < 0
value = A

[State 735, 18]
type = changeanim
trigger1 = statetype = S
trigger1 = numexplod(733) = 0
value = 735

[State 735,shake] 
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = TimeMod = 4,0
time = 4
ampl = 4
freq = 127

[State 735, 2]
type = PowerAdd
trigger1 = Time = [0,25]
value = 3

[state 735,Clignote]
type = PalFX
trigger1 = Time > 0
trigger1 = TimeMod = 12,0
time = 2
add = 64,64,64

[state 735, terrequitourne]
type = explod
trigger1 = time = 0
trigger1 = pos Y >= 0
trigger1 = numexplod(732) = 0 
id = 732
anim = 732
pos = -55,-23
removetime = -1
sprpriority = 15
postype = p1
bindtime = -1

[State 735,fuwaVar1]
type = VarSet
triggerall = Pos Y < 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) != 2
trigger2 = Var(2)= 2
trigger2 = Vel Y >= 2.4
v = 2
value = 1

[State 735,fuwaVar2]
type = VarSet
triggerall = Pos Y < 0
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 735,fuwaUp]
type = VelAdd
triggerall = Pos Y < 0
trigger1 = Var(2) = 1
y = -0.3

[State 735,fuwaDown]
type = VelAdd
triggerall = Pos Y < 0
trigger1 = Var(2) = 2
y = 0.3

[State 735,fuwaEnd]
type = VelSet
triggerall = Var(2) != 0
triggerall = Pos Y < 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 735,fuwaEndVar]
type = VarSet
triggerall = Pos Y < 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0

[State 735, 2]
type = ChangeState
trigger1 = Power >= 3000
value = 741

[State 735, 3]
type = ChangeState
trigger1 = Time = 25
value = 735

; Power up (end)
[Statedef 740]
type = S
movetype = I
physics = S
anim = 740

[state 740, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state 740, 5]
type = statetypeset
trigger1 = Pos Y < 0
value = A

; Power up (maxed out)
[Statedef 741]
type = S
movetype = I
physics = S
anim = 740

[State 741, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,16

[state 741, 5]
type = statetypeset
trigger1 = Pos Y < 0
value = A

[state 741, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

;FIREBALL_A
[Statedef 1000]
type    = S
movetype= A 
physics = S
juggle  = 1
;Commonly-used controllers:
velset = 0,0
ctrl = 0
anim = 1000

[state 220,1]
type = Projectile
trigger1 = AnimElem = 2
trigger1 = command != "holdup"
trigger1 = command != "holddown"
projanim = 1005
projhitanim = 1009
projhits = 1
projmisstime = 0
projpriority = 4
projshadow = -1
;projheightbound = 340,50
offset = 34,-65
getpower = 0
velocity = 3,0
attr = S, NP
damage   = 60, 32
animtype = high
guardflag = MA
hitflag = MAFP
pausetime = 2,4
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = -500,-500
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -10,0
air.animtype = Back
air.velocity = -5,6
air.juggle = 3
air.fall = 1
down.velocity = -10,0
down.hittime = 30
down.bounce = 0
palfx.time = 2
palfx.add = 40,10,0
palfx.mul = 300,192,192
fall = 0

[state 220,down]
type = Projectile
trigger1 = AnimElem = 2
trigger1 = command != "holdup"
trigger1 = command = "holddown"
projanim = 1006
projhitanim = 1009
projhits = 1
projmisstime = 0
projpriority = 4
projshadow = -1
getpower = 0
offset = 34,-65
velocity = 3,3
attr = S, NP
damage   = 60, 32
animtype = high
guardflag = MA
hitflag = MAFP
pausetime = 2,4
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = -500,-500
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -10,0
air.animtype = Back
air.velocity = -5,6
air.juggle = 3
air.fall = 1
down.velocity = -10,0
down.hittime = 30
down.bounce = 0
palfx.time = 2
palfx.add = 40,10,0
palfx.mul = 300,192,192
fall = 0

[state 220,up]
type = Projectile
trigger1 = AnimElem = 2
trigger1 = command = "holdup"
trigger1 = command != "holddown"
projanim = 1007
projhitanim = 1009
projhits = 1
projmisstime = 0
projpriority = 4
projshadow = -1
getpower = 0
offset = 34,-65
velocity = 3,-3
attr = S, NP
damage   = 60, 32
animtype = high
guardflag = MA
hitflag = MAFP
pausetime = 2,4
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = -500,-500
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -10,0
air.animtype = Back
air.velocity = -5,6
air.juggle = 3
air.fall = 1
down.velocity = -10,0
down.hittime = 30
down.bounce = 0
palfx.time = 2
palfx.add = 40,10,0
palfx.mul = 300,192,192
fall = 0

[State 1000, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4
Volume = 255

[State 1000, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,13
Vaolume = 200

[State 220, 4]
type = Poweradd
trigger1 = time = 30
value = -100

;[State 220, 5]
;type = Changestate
;trigger1 = power = 0
;trigger1 = animelem = 4
;value = 5300
;ctrl = 0

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 220, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Triple FIREBALL
[Statedef 1097]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1097
velset = 0

[State 1097, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 16

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 5,-65
velocity = 2
accel = .2
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 13,-58
velocity = 4
accel = .2
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 21,-52
velocity = 6
accel = .2
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1499, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;FIREBALL_b
[Statedef 1099]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1099

[State 1099, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,15

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 38,-50
velocity = 6
attr = S, SP
accel = .2
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1099, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; Taunt
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
velset = 0
ctrl = 0

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 9
Volume = 255

[State 195, 2]
type = CtrlSet
trigger1 = AnimElem = 1
value = 1

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 1
value = 0
ctrl = 1

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

;Kamehame-Ha
[Statedef 1700]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -2000
juggle = 0
ctrl = 0
anim = 1700

[State 2000,NoHit]
type = NotHitBy
trigger1 = Time > 34
value = ,NP,SP,NA,SA

[State 1700, supsnd]
type = PlaySnd
trigger1 = AnimElem = 17
value = F20, 0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 1700, 2]
type = SuperPause
trigger1 = time = 0
pos = -8,-35
anim = 102

[State 2999, 1]
type = SuperPause
trigger1 = time = 2
pos = 9999,-9999
time = 158
movetime = 158
Darken = 0

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1700, 0

;[State 3000, aura]
;type = Explod
;trigger1 = Time = 3
;id = 950
;anim = 951
;pos = 0,0
;bindtime = -1
;sprpriority = 6
;removetime = 30
;supermove = 1

[State 1700, ball]
type = Explod
trigger1 = AnimElem = 2
anim = 1701
pos = -8,-35
bindtime = 3
sprpriority = 4
removetime = 164
supermove = 1

[State 1700, raio]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1705
projhitanim = 6004
projhits = 20
projmisstime = 3
;projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 26,-66
attr = S, HP
damage   = 25,7
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = 5,2
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -500,-500   
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 3000] 
type = explod
trigger1 = projcontact(6004) = 1
anim = 6021
pos = 0,-55
postype = p2
sprpriority = 3
bindtime = 1

[State 1700, envshake]
type = EnvShake
trigger1 = AnimElem = 4;Time = 60
time = 60

[State 3021, 3]
type = ChangeState
trigger1 = Time = 244;120
trigger1 = Pos Y < 0
value = 1500

[State 1700, end]
type = ChangeState
trigger1 = Time = 265;120
value = 0
ctrl = 1

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

;Kamehame-Ha 2
[Statedef 1750]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -3000
juggle = 0
ctrl = 0
anim = 1750

[State 2000,NoHit]
type = NotHitBy
trigger1 = Time > 34
value = ,NP,SP,NA,SA

[State 1700, supsnd]
type = PlaySnd
trigger1 = time = 0
value = 0, 12

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 1700, 2]
type = SuperPause
trigger1 = time = 0
anim = -1
pos = -43,-65
Darken = 0

[State 2999, 1]
type = SuperPause
trigger1 = time = 2
pos = 9999,-9999
time = 200
movetime = 200
Darken = 0

[State 1700, 6]
type = PlaySnd
trigger1 = time = 11
value = 0, 26
volume= 255

[State 1700, 6]
type = PlaySnd
trigger1 = time = 11
value = 0, 21
volume= 255

[State 1700, 6]
type = PlaySnd
trigger1 = time = 75
value = 0, 22
volume= 255

[State 1700, 6]
type = PlaySnd
trigger1 = time = 139
value = 0, 23
volume= 255

[State 1700, 6]
type = PlaySnd
trigger1 = time = 203
value = 0, 24
volume= 255

[State 1700, 6]
type = PlaySnd
trigger1 = time = 268
value = 0, 25
volume= 255

;[State 3000, aura]
;type = Explod
;trigger1 = Time = 3
;id = 950
;anim = 951
;pos = 0,0
;bindtime = -1
;sprpriority = 6
;removetime = 30
;supermove = 1

[State 1700, ball 1]
type = Explod
trigger1 = Time = 0
anim = 1751
pos = 35,-50
bindtime = 3
trans = add
sprpriority = 4
removetime = 40
supermove = 1

[State 1700, ball 1]
type = Explod
trigger1 = AnimElem = 3
anim = 1751
pos = -8,-35
bindtime = 3
trans = add
sprpriority = 4
removetime = 256
supermove = 1

[State 1700, raio]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1755
projhitanim = 6004
projhits = 25
projmisstime = 3
;projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1755
;velocity = 0.001,0.001
offset = 26,-66
attr = S, HP
damage   = 30,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = 5,2
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -500,-500   
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 3000] 
type = explod
trigger1 = projcontact(6004) = 1
anim = 6022
pos = 0,-55
postype = p2
sprpriority = 3
bindtime = 1

[State 1700, envshake]
type = EnvShake
trigger1 = AnimElem = 5;Time = 60
time = 60

[State 3021, 3]
type = ChangeState
trigger1 = Time = 362;120
trigger1 = Pos Y < 0
value = 1500

[State 1700, end]
type = ChangeState
trigger1 = Time = 352;120
value = 0
ctrl = 1


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

;Magia Tripla Forte
[Statedef 1055]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1055

[State 1000, 1]
type = Explod
trigger1 = AnimElem = 2
anim = 1053
pos = 15,-55
sprpriority = 2
bindtime = 1
time = 19

[State 1055, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1005
projhitanim = 1009
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 24,-69
velocity = 6
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1055, 5]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1005
projhitanim = 1009
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 15,-85
velocity = 5
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1055, 6]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1005
projhitanim = 1009
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 13,-54
velocity = 5
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5, 2
guardsound = 5, 2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1055, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,15

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1055, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;KI Expuls縊 (destroe a magia)
[Statedef 700]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 700

[State 700, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,23

[State 182, 1]
type = explod
trigger1 = animelem = 1
anim = 702
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
           
[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 1
projanim = 703
projhitanim = 703
projremovetime = 15
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 0,0
velocity = 0.01
attr = S, SP
damage   = 90,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S1900,1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Cotovelada 
[Statedef 2991]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 1,0,0
anim = 2991

[State 2991, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 10

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=20
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 2991, 2]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 6

[State 2991, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 11,11
sparkxy = -10,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 2991, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 11,11
sparkxy = -10,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -10
air.velocity = -10,-5

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 2991, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Joelhada 
[Statedef 2992]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 1,0,0
anim = 2992

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 12

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=20
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 2992, 2]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 6

[State 2992, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 11,11
sparkxy = -10,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 2992, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 11,11
sparkxy = -7,-45
hitsound   = 5,1
guardsound = 6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -10
air.velocity = -10,-5

[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 2992, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------
;joelhada seguida de chute

; Knee Slasher
[Statedef 350]
type = S
movetype = A
ctrl = 0
velset = 0, 0
juggle = 1
anim = 350

[State 610, 4]
type = Velset
trigger1 = AnimElem = 1
x = 6

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=40
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 200, Som_do_soco]
type = playsnd
trigger1 = AnimElem = 1
value = 0,12

[State 4600, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 25,20
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 1
air.velocity = -5,-4.0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1090, 4]
type = ChangeState
trigger1 = movecontact = 1
value = 351
ctrl = 1

; chute
[Statedef 351]
type = S
movetype = A
ctrl = 0
velset = 0, 0
juggle = 1
anim = 351

[State 200, Som_do_soco]
type = playsnd
trigger1 = AnimElem = 2
value = 0,15

[State 4600, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 7,7
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -5    
air.velocity = -5,-4.0
fall = 1

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------
;joelhada seguida de chute

; Knee Slasher
[Statedef 360]
type = S
movetype = A
ctrl = 0
velset = 0, 0
juggle = 1
anim = 360

[State 610, 4]
type = Velset
trigger1 = AnimElem = 1
x = 6

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=40
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 200, Som_do_soco]
type = playsnd
trigger1 = AnimElem = 1
value = 0,10

[State 4600, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 25,20
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 1
air.velocity = -5,-4.0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1090, 4]
type = ChangeState
trigger1 = movecontact = 1
value = 361
ctrl = 1

; chute
[Statedef 361]
type = S
movetype = A
ctrl = 0
velset = 0, 0
juggle = 1
anim = 361

[State 200, Som_do_soco]
type = playsnd
trigger1 = AnimElem = 2
value = 0,15

[State 4600, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 7,7
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -5    
air.velocity = -5,-4.0
fall = 1

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; Definic縊 do Teleport A
[statedef 7500]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7500, som]
type = playsnd
trigger1 = animelem = 1
value = 0,15

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7500,1]
type = posadd
trigger1 = animelem = 5
x = -100

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[state 7500,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Definicion de Teleport B
[statedef 7510]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7500, som]
type = playsnd
trigger1 = animelem = 1
value = 0,15

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7510,1]
type = posadd
trigger1 = animelem = 5
x = -250
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[state 7510,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

; Definicion de Teleport X
[statedef 7520]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7500, som]
type = playsnd
trigger1 = animelem = 1
value = 0,15

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7500,1]
type = posadd
trigger1 = animelem = 5
x = 100

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[state 7500,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


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

; Definicion de Teleport Y
[statedef 7530]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7500, som]
type = playsnd
trigger1 = animelem = 1
value = 0,15

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7530,1]
type = posadd
trigger1 = animelem = 5
x = 350
y = 0

[state 7530,2,a]
type = turn
trigger1 = time = 36
value = 1

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[state 7530,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef -2]

[State -2, 1]
type = RemoveExplod
trigger1 = stateno = 0
trigger2 = stateno = 1510
trigger3 = stateno = 2000
trigger4 = stateno = 1070
trigger5 = stateno = 1020
trigger6 = stateno = 1030
trigger7 = stateno = 1050
trigger8 = stateno = 1060
trigger9 = stateno = 1000
trigger10 = stateno = 1010
trigger11 = stateno = 5000
trigger12 = stateno = 5001
trigger13 = stateno = 5010
trigger14 = stateno = 5011
trigger15 = stateno = 5020
trigger16 = stateno = 5030
trigger17 = stateno = 5035
trigger18 = stateno = 5040
trigger19 = stateno = 5050
trigger20 = stateno = 5070
trigger21 = stateno = 5071
trigger22 = stateno = 5080
trigger23 = stateno = 5081
trigger24 = stateno = 40
trigger25 = stateno = 50
trigger26 = stateno = 10
trigger27 = stateno = 20
trigger28 = stateno = 21
ID = 6050

[State -2, 2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 0,29

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


;---------------------------------------------------------------------------
 RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100

[State 100, 1]
type = VelSet
trigger1 = 1
x = 5
y = 0

[State 100,assert]
type = AssertSpecial
trigger1 = command = "holdfwd"
flag = nowalk


[State 100, 2]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
 RUN_BACK
[Statedef 105]
type    = S
physics = S
anim = 105

[State 100, 1]
type = VelSet
trigger1 = 1
x = -5
y = 0

[State 100,assert]
type = AssertSpecial
trigger1 = command = "holdback"
flag = nowalk


[State 100, 2]
type = ChangeState
trigger1 = command != "holdback"
value = 0


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

; Meteor Atack 'inicio'
[Statedef 4010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = -3000
ctrl = 0
anim = 4010

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -26, -137
anim = 30
Time = 55

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = F20, 0 

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4011
ctrl = 1

;---------------------------------------------------------------------------
; dash
[Statedef 4011]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 70
ctrl = 0
anim = 4011

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 10

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2
y = 0
x = 30

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 1
animtype  = light
attr = S, NA
damage    = 30, 90
pausetime = 9,12
;guardflag = MA
sparkxy = -10,-30
sparkno = 1
priority = 2, Miss    
sprpriority = -2      
hitsound   = 5,2
guardsound = 6,0
ground.type = Low            
ground.slidetime = 5         
ground.hittime  = 11         
ground.velocity = 1             
p2facing = 1
p2getp1state = 1
p1stateno = 4012

[State 3401, 5]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = AnimTime = 0
value = 4012

[State 3401, 6]
type = ChangeState
trigger1 = MoveHit != 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Combo
[Statedef 4012]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 4012

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
value = 0, 10

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
attr = S, NA
animtype  = light
damage    = 5,10
guardflag = MA
pausetime = 9,11
;sparkno = 0
sparkxy = -10,-50
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 500
ground.velocity = 0
air.velocity = 0

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4013
ctrl = 1

;---------------------------------------------------------------------------
; Teleporte 
[Statedef 4013]
type = S
Movetype = I
Physics = S
Anim = 4013
ctrl = 0

[state 7510, sonido]
type = playsnd
trigger1 = animelem = 1
value = 0,58

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7510,1]
type = posadd
trigger1 = animelem = 5
x = -250
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 7510, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4014
ctrl = 1

;--------------------------------------------------------
; intro
[Statedef 4014]
type = S
ctrl = 0
anim = 4014
velset = 0,0,0

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 23
trigger3 = AnimElem = 30
trigger4 = AnimElem = 37
trigger5 = AnimElem = 45
trigger6 = AnimElem = 52
trigger7 = AnimElem = 59
trigger8 = AnimElem = 66
value = 100, 1

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 70
trigger2 = AnimElem = 72
value = 190, 190

[State 1700, envshake]
type = EnvShake
trigger1 = AnimElem = 16
trigger2 = AnimElem = 23
trigger3 = AnimElem = 30
trigger4 = AnimElem = 37
time = 100

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4015
ctrl = 1

; dash
[Statedef 4015]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 70
ctrl = 0
anim = 4015

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 10

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2
y = 0
x = 40

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 1
animtype  = light
attr = S, NA
damage    = 30, 90
pausetime = 9,12
guardflag = MA
sparkxy = -10,-30
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type = Low            
ground.slidetime = 5         
ground.hittime  = 11         
ground.velocity = 1             
p2facing = 1
p2getp1state = 1
p1stateno = 4016

[State 3401, 5]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = AnimTime = 0
value = 4016

[State 3401, 6]
type = ChangeState
trigger1 = MoveHit != 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Combo
[Statedef 4016]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 4016

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
value = 0, 12

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
attr = S, NA
animtype  = light
damage    = 15,10
guardflag = MA
pausetime = 9,11
sparkno = 2
sparkxy = -10,-50
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 500
ground.velocity = 0
air.velocity = 0

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4017
ctrl = 1

; Teleporte 
[Statedef 4017]
type = S
Movetype = I
Physics = S
Anim = 4017
ctrl = 0

[state 7510, sonido]
type = playsnd
trigger1 = animelem = 1
value = 0,58

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7510,1]
type = posadd
trigger1 = animelem = 5
x = -250
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 7510, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4018
ctrl = 1

;Final Atack
[Statedef 4018]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -2000
juggle = 0
ctrl = 0
anim = 4018

[State 2000,NoHit]
type = NotHitBy
trigger1 = Time > 34
value = ,NP,SP,NA,SA

[State 1700, supsnd]
type = PlaySnd
trigger1 = AnimElem = 17
value = F20, 0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 17
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 17
pos = 18,-55
anim = 102

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 102, 8

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 19
value = 0, 8

;[State 3000, aura]
;type = Explod
;trigger1 = Time = 3
;id = 950
;anim = 951
;pos = 0,0
;bindtime = -1
;sprpriority = 6
;removetime = 30
;supermove = 1

;[State 1700, ball]
;type = Explod
;trigger1 = Time = 30
;anim = 3002
;pos = 30,-51
;bindtime = -1
;sprpriority = 4
;removetime = 30
;supermove = 1

[State 1700, raio]
type = Projectile
trigger1 = AnimElem = 27
projanim = 1495
projhitanim = 6004
projhits = 99
projmisstime = 3
;projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 15,-72
attr = S, HP
damage   = 999
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = 5,2
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -500,-500   
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 3000] 
type = explod
trigger1 = projcontact(6004) = 1
anim = 6021
pos = 0,-60
postype = p2
sprpriority = 3
bindtime = 1

[State 1700, envshake]
type = EnvShake
trigger1 = AnimElem = 27;Time = 60
time = 70

[State 3021, 3]
type = ChangeState
trigger1 = Time = 200;120
trigger1 = Pos Y < 0
value = 1500

;[State 1700, end]
;type = ChangeState
;trigger1 = Time = 200;120
;value = 0
;ctrl = 1

[State 7510, 3]
type = ChangeState
trigger1 = Time = 230;120
value = 4019
ctrl = 1

; tele port
[statedef 4019]
type = S
Movetype = I
Physics = S
Anim = 4025
ctrl = 0

[state 7520, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,58

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7520,1]
type = posadd
trigger1 = animelem = 5
x = 170
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 7510, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4022
ctrl = 1

; intro
[Statedef 4022]
type = S
ctrl = 0
anim = 4022
velset = 0,0,0

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
trigger3 = AnimElem = 16
trigger4 = AnimElem = 23
trigger5 = AnimElem = 30
trigger6 = AnimElem = 37
trigger7 = AnimElem = 44
value = 100, 1

[State 1700, envshake]
type = EnvShake
trigger1 = AnimElem = 16
time = 100

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; KaioKen Sequencia 'inicio'
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = -1000
ctrl = 0
anim = 3200

[State 2000,NoHit]
type = NotHitBy
trigger1 = time > 1
value = ,NP,SP,NA,SA

[State 2999, 1]
type = SuperPause
trigger1 = time = 1
pos = 9999,-9999
time = 390
movetime = 390
Darken = 0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000, aura]
type = Explod
trigger1 = Time = 2
id = 950
anim = 3201
pos = 0,0
bindtime = -1
sprpriority = 0
removetime = 421
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -26, -137
anim = 30
Time = 55

[State 3000, 2]
type = PlaySnd
trigger1 = time = 0
value = 0,26 

[State 3000, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 0,11 

[State 210, 3]
type = ChangeState
trigger1 = Time = 420
value = 3211
ctrl = 1

;---------------------------------------------------------------------------
; dash
[Statedef 3211]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 70
ctrl = 0
anim = 3211

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 410, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 11, 0

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2
y = 0
x = 30

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 1
animtype  = light
attr = S, NA
damage    = 30, 90
pausetime = 9,12
;guardflag = MA
sparkxy = -10,-30
sparkno = 1
priority = 2, Miss    
sprpriority = 1      
hitsound   = 5,2
guardsound = 6,0
ground.type = Low            
ground.slidetime = 5         
ground.hittime  = 11         
ground.velocity = 1             
p2facing = 1
p2getp1state = 1
p1stateno = 3212

[State 3000, aura]
type = Explod
trigger1 = Time = 2
id = 950
anim = 3201
pos = 0,0
bindtime = -1
sprpriority = 0
removetime = 30
supermove = 1

[State 3401, 5]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = AnimTime = 0
value = 3212

[State 3401, 6]
type = ChangeState
trigger1 = MoveHit != 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Combo
[Statedef 3212]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 3212

[State 3000, aura]
type = Explod
trigger1 = Time = 2
id = 950
anim = 3201
pos = 0,0
bindtime = -1
sprpriority = 0
removetime = 660
supermove = 1

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
trigger21 = AnimElem = 42
trigger22 = AnimElem = 44
trigger23 = AnimElem = 46
trigger24 = AnimElem = 48
value = 0, 7

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 50
value = 0, 25

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
trigger21 = AnimElem = 42
trigger22 = AnimElem = 44
trigger23 = AnimElem = 46
trigger24 = AnimElem = 48
trigger25 = AnimElem = 50
attr = S, NA
animtype  = light
damage    = 5,10
guardflag = MA
pausetime = 9,11
;sparkno = 0
sparkxy = -10,-50
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 52
attr = S, NA
animtype  = Light
getpower = 20,15
givepower = 10,10
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 11,11
sparkno = 1
sparkxy = -5,-58
guard.sparkno = -1
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-25  
air.velocity = 0,-120
fall = 1

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3250
ctrl = 1

; Definic縊 do Teleport A
[statedef 3250]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7500, som]
type = playsnd
trigger1 = animelem = 1
value = 0,15

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7500,1]
type = posadd
trigger1 = animelem = 5
x = -300

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[state 7500,2]
type = changestate
trigger1 = animtime = 0
value = 3251
ctrl = 1

;Kamehame-Ha
[Statedef 3251]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1000
juggle = 0
ctrl = 0
anim = 3251

[State 2000,NoHit]
type = NotHitBy
trigger1 = Time > 34
value = ,NP,SP,NA,SA

[State 1700, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 26

[State 1700, 6]
type = PlaySnd
trigger1 = time = 20
value = 0, 10

[State 1700, raio]
type = Projectile
trigger1 = AnimElem = 2
projanim = 3252
projhitanim = 6004
projhits = 15
projmisstime = 3
;projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 26,-66
attr = S, HP
damage   = 5,7
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = 5,2
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -500,-500   
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 3000] 
type = explod
trigger1 = projcontact(6004) = 1
anim = 6021
pos = 0,-55
postype = p2
sprpriority = 3
bindtime = 1

[State 1700, envshake]
type = EnvShake
trigger1 = AnimElem = 2;Time = 60
time = 60

[State 3021, 3]
type = ChangeState
trigger1 = Time = 140;120
trigger1 = Pos Y < 0
value = 1500

[State 1700, end]
type = ChangeState
trigger1 = Time = 140;120
value = 0
ctrl = 1

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

;Energy Shower
[Statedef 83250]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 5
ctrl = 0
anim = 83250
poweradd = -1000

[State 2000,NoHit]
type = NotHitBy
trigger1 = Time > 0
value = ,NP,SP,NA,SA

[State 3200, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 26

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 3200, pause]
type = SuperPause
trigger1 = time = 0
;movetime = 50
time = 30
anim = -1

[State 3200, Ha!]
type = PlaySnd
triggerall = Anim = 83250
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = 0,4

[State 3200, dan]
type = Projectile
triggerall = Anim = 83250
trigger1 = AnimElem = 3
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 43,-67
attr = S, SP
damage   = 15,5
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1   
fall = 0
air.animtype = Back
air.velocity = -1,-1
air.fall = 0

[State 3200, dan]
type = Projectile
triggerall = Anim = 83250
trigger1 = AnimElem = 5
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 43,-67
attr = S, SP
damage   = 15,5
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1   
fall = 0
air.animtype = Back
air.velocity = -1,-1
air.fall = 1


[State 1500, 3]
type = ChangeState
trigger1 = Time = 176;200
trigger1 = Pos Y < 0
value = 1500

[State 3200, end1]
type = ChangeAnim
trigger1 = Time = 176
value = 83051

[State 3200, end2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 83051
value = 0
ctrl = 1





; Golpe 3d ( inicio )
[Statedef 980]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 980

[State 980, 2]
type = ChangeState
trigger1 = p2bodydist X < 50
value = 981
ctrl = 0

[State 980, 2]
type = ChangeState
trigger1 = p2bodydist X > 50
value = 982
ctrl = 0

[State 1500, 3]
type = ChangeState
trigger1 = Time = 176;200
trigger1 = Pos Y < 0
value = 1500

[State 98, 2]
type = ChangeState
trigger1 = p2bodydist X = 100
value = 983
ctrl = 0

;---------------------------------------------------------------------------
; Giga Shoulder ( ataque )
[Statedef 981]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 981

[State 981, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 700,0
volume = 255

[state 981, vel]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 3

[state 981, vel]
type = veladd
trigger1 = Time > 0
x = .35

[State 981, 3]
type = SprPriority
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
value = -999

[State 981,3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 85,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 11,6
sparkxy = -10,-60
hitsound   = S5,1            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0

[State 981, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Giga Shoulder ( ataque ) meio de tela
[Statedef 982]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 982

[State 982, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 700,0
volume = 255

[state 982, vel]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 10

[state 982, vel]
type = veladd
trigger1 = Time > 0
x = .35

[State 982,3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 85,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 11,6
sparkxy = -10,-60
hitsound   = S5,1            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0

[State 982, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Giga Shoulder ( ataque ) meio de tela
[Statedef 983]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 983

[State 983, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 700,0
volume = 255

[state 983, vel]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 15

[state 983, vel]
type = veladd
trigger1 = Time > 0
x = .35

[State 983,3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 85,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 11,6
sparkxy = -10,-60
hitsound   = S5,1            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0

[State 983, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1

;---------------------------------------------------------
; Aerial kick (inicio) 
[Statedef 71850]
type    = A     
movetype= A     
physics = A     
juggle  = 0     
velset = 0,0
ctrl = 0  
anim = 71850
poweradd = 130

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 7

[State 202]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 19

[State 1601, 1]
type = AfterImage
trigger1 = Time = 0
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

;[State 1050, 2]
;type=AfterImage
;trigger1= AnimElem = 1 
;time=90
;trans = add
;PalContrast =  225,255,255
;PalBright = 10,10,10

[State 1601 1]
type = AfterImageTime
trigger1 = Time >= 0
time = 2

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 1, [0, 11]
x = 7

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 2, 
x = 7

[State 1601, 1] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [0, 11]
y = 2
x = 7

[State 1601, 1]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 1] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1601, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 100,30
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = 5,2
guardsound = 6,0
animtype = Back
ground.type = High
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = -4,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0
p1stateno = 71851

[State 1200, 5]
type = Changestate
trigger1 = movehit = 1
trigger2 = MoveGuarded = 1
value = 71851

[State 1200, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Aerial kick (Final) 
[Statedef 71851]
type    = A     
movetype= A     
physics = A     
juggle  = 0     
ctrl = 0  
anim = 71851

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1601, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 71852
ctrl = 0

;---------------------------------------------------------------------------
; Aerial kick (Final) 
[Statedef 71852]
type    = A     
movetype= A     
physics = A     
juggle  = 0     
ctrl = 0  
anim = 71852

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 1
x = -6

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 1 
x = -6

[State 1601, 0] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1
y = -7
x = -6

[State 1601, 0]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 0] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1601, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;--------------------------------------
[Statedef -3]

[State -3,1]
type = LifeAdd
trigger1 = RoundState = 4
trigger1 = Time = 0
kill = 0
value = -1

; Power bar sobe sozinha
[State -3,1]
type = poweradd
trigger1 = time >= 0
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
trigger10 = palno = 10
trigger11 = palno = 11
trigger12 = palno = 12
value = 1

[State -3,1]
type = VarSet
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
trigger10 = palno = 10
trigger11 = palno = 11
trigger12 = palno = 12
v = 1
value = 1





;Instantaneous Movement
[Statedef 2001]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 2001
ctrl = 0
facep2 = 1

[State 2001, Pause1]
Type = SuperPause
Trigger1 = Time = 0
MoveTime = 20
Time = 20
Pos = 9999, -9999
Darken = 0

[State 2001, Pause2]
Type = SuperPause
Trigger1 = Time = 0
Trigger2 = AnimTime = 0
MoveTime = 25
Time = 25
Pos = 9999, -9999
Darken = 0

[State 2001, NotHitBy]
type = NotHitBy
Trigger1 = Time = 0
value = SCA
time = 25

[State 2001, AfterImage]
type = AfterImage
Trigger1 = AnimElem = 1
time = 20
trans = add
palfx = 200,200,200

[State 2001, TeleportFwd]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command != "holdback"
Trigger1 = command != "holdup"
x = 400
y = 0

[State 2001, TeleportFwdUp]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command = "holdup"
Trigger1 = command = "holdfwd"
Trigger1 = command != "holdback"
Trigger1 = command != "holddown"
x = 400
y = -100

[State 2001, TeleportBack]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command = "holdback"
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdup"
x = -400
y = 0

[State 2001, TeleportBackUp]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command = "holdback"
Trigger1 = command = "holdup"
Trigger1 = command != "holdfwd"
Trigger1 = command != "holddown"
x = -400
y = -100

[State 2001, TeleportUp]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command = "holdup"
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdback"
x = 0
y = -100

[State 2001, Turn]
type = Turn
Trigger1 = P2Dist X < 0

[State 2001, 3]
type = Projectile
Trigger1 = AnimElem = 1
projanim = 2002
projremovetime = 40
velocity = 0
offset = 0

[State 2001, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 2003
ctrl = 1

[State 2001, 7]
type = ScreenBound
Trigger1 = Time = 0
Trigger2 = Time >= 10
Trigger3 = AnimElem = 2
Trigger4 = AnimElem = 3
Trigger5 = AnimElem = 4
Trigger6 = AnimTime = 0
value = 0
movecamera = 1,1

[State 2001, 8]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 0,16

;----------------------------------------------------------------------------------------
;Instantaneous Movement - Reappear Image
[Statedef 2003]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 2003
ctrl = 0
facep2 = 1

[State 2003, 0]
type = AfterImage
Trigger1 = AnimElem = 1
time = 20
trans = add
palfx = 200,200,200

[State 2003, 1]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 0,16

[State 2003, 2]
type = Projectile
Trigger1 = Time = AnimElem = 1
projanim = 2002
projremovetime = 50
velocity = 0
offset = 0

[State 2003, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

