; THROW_ATTEMPT
[Statedef 2500]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 2500
juggle = 0

[State 2500, 2]
type = Playsnd
Trigger1 = animelem = 2
value = 6,1

[State 2500, 2]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
sparkno = -1
p2facing = 1
p1stateno = 2520
p2stateno = 2521
p2getp1state = 1
hitsound = S6,0
Air.Velocity = -5,-5
fall = 1
Fallrecover = 0

[State 2500, 3] ;Holding fwd
type = HitDef
Trigger1 = Time = 0
Trigger1 = Command = "holdback"
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = -1
p2facing = 1
p1stateno = 2540
p2stateno = 2541
p2getp1state = 1
hitsound = S6,0
Air.Velocity = -5,-5
fall = 1
Fall.recover = 0

[State 2500, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; THROW_SUCCESS
[Statedef 2520]
type    = S
movetype= A
physics = S
anim = 2520

[State 903, 6]
type = Bindtotarget
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 37,71, head
time = 1

[State 903, 7]
type = Bindtotarget
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
pos = 52,0, head
time = 1

[State 903, 7]
type = Bindtotarget
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
pos = 11,0, head
time = 1

[State 903, 7]
type = Bindtotarget
Trigger1 = AnimElem = 5
pos = -48,0, head
time = 1

[State 903, 16]
type = ChangeState
Trigger1 = AnimTime = 0
value = 2522
ctrl = 0

[Statedef 2522]
type    = S
movetype= A
physics = S
anim = 2522
ctrl = 0

[State 903, 7]
type = Posset
Trigger1 = Time = 0
y = 0

[State 903, 7]
type = TargetBind
Trigger1 = Time = 0
Trigger1 = AnimElem = 2, < 0
pos = -32,0
time = 1

[State 903, 7]
type = TargetBind
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 0,-89
time = 1

[State 903, 7]
type = TargetBind
Trigger1 = AnimElem = 3, >= 0
pos = 67,-91
time = 1

[State 4000, 2]
type = targetstate
trigger1 = time = 11
value = 2523

[State 903, 11] ;Damage target
type = TargetLifeAdd
Trigger1 = AnimElem = 3
value = -134

[State 904, 1]
type = ScreenBound
Trigger1 = Animelem = 3
movecamera = 1, 1

[State 903, 16]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by Throw
[Statedef 2521]
type    = A
movetype= H
physics = N

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2521

[State 904, 1]
type = ScreenBound
Trigger1 = Time = 0
movecamera = 1, 0
;---------------------------------------------------------------------------
; Thrown by Throw2
[Statedef 2523]
type    = A
movetype= I
physics = A

[State 904, 2]
type = ScreenBound
Trigger1 = time = 0
movecamera = 1, 1

[State 325, 0]
type = Selfstate
trigger1 = time = 1
value = 5050

[State 325, 0]
type = veladd
trigger1 = Time = 0
x = -5
y = -6

[State 325, 0]
type = Veladd
trigger1 = time = 0
y = 1

[State 2206, 2]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100









;---------------------------------------------------------------------------
; THROW_SUCCESS
[Statedef 2540]
type    = S
movetype= A
physics = S
anim = 2520

[State 903, 6]
type = targetbind
Trigger1 = AnimElem = 1, >= 0
Trigger1 = AnimElem = 2, < 0
pos = 37,0
time = 1

[State 903, 6]
type = Bindtotarget
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 37,71, head
time = 1

[State 903, 7]
type = Bindtotarget
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
pos = 52,0, head
time = 1

[State 903, 7]
type = Bindtotarget
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
pos = 11,0, head
time = 1

[State 903, 7]
type = Bindtotarget
Trigger1 = AnimElem = 5
pos = -48,0, head
time = 1

[State 903, 16]
type = ChangeState
Trigger1 = AnimTime = 0
value = 2542
ctrl = 0

[Statedef 2542]
type    = S
movetype= A
physics = S
anim = 2522
ctrl = 0

[State 903, 7]
type = Posset
Trigger1 = Time = 0
y = 0

[State 903, 7]
type = TargetBind
Trigger1 = Time = 0
Trigger1 = AnimElem = 2, < 0
pos = -32,0
time = 1

[State 903, 7]
type = TargetBind
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 0,-89
time = 1

[State 903, 7]
type = TargetBind
Trigger1 = AnimElem = 3, >= 0
pos = 67,-91
time = 1

[State 4000, 2]
type = targetstate
trigger1 = time = 11
value = 2523

[State 903, 11] ;Damage target
type = TargetLifeAdd
Trigger1 = AnimElem = 3
value = -134

[State 904, 1]
type = ScreenBound
Trigger1 = Animelem = 3
movecamera = 1, 1

[State 903, 16]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by Throw
[Statedef 2541]
type    = A
movetype= H
physics = N

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2521

[State 904, 1]
type = ScreenBound
Trigger1 = Time = 0
movecamera = 1, 0
;---------------------------------------------------------------------------
; Thrown by Throw2
[Statedef 2523]
type    = A
movetype= I
physics = A

[State 904, 2]
type = ScreenBound
Trigger1 = time = 0
movecamera = 1, 1

[State 325, 0]
type = Selfstate
trigger1 = time = 1
value = 5050

[State 325, 0]
type = veladd
trigger1 = Time = 0
x = -5
y = -6

[State 325, 0]
type = Veladd
trigger1 = time = 0
y = 1

[State 2206, 2]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100


























;---------------------------------------------------------------------------
; THROW_ATTEMPT
[Statedef 2550]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 2500
juggle = 0

[State 2550, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
sparkno = -1
ground.hittime  = 99
p2facing = 1
p1stateno = 2551
p2stateno = 2552
p2getp1state = 1
hitsound = S6,0
fall = 1

[State 2550, 2]
type = HitDef
Trigger1 = Command = "holdback"
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
sparkno = -1
ground.hittime  = 99
snap = 40
p1facing = 1
p2facing = 1
p1stateno = 2561
p2stateno = 2562
p2getp1state = 1
hitsound = S6,0
fall = 1

[State 2500, 2]
type = Playsnd
Trigger1 = animelem = 2
value = 6,1

[State 902, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Throw success
[Statedef 2551]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 2550

[State 903, 7]
type = TargetBind
Trigger1 = AnimElem = 2, >=0
Trigger1 = AnimElem = 11,< 0
pos = 62,0
time = 1

[State 3000]
type = explod
trigger1 = animelem = 3
anim = 4720
postype = p1
pos = 56, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = animelem = 5
anim = 4720
postype = p1
pos = 66, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = animelem = 10
anim = 4720
postype = p1
pos = 77, -81
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = AnimElem = 9
value = S4,1

[State 202, 4]
type = Targetstate
trigger1 = animelem = 10
value = 2553

[State 903, 11] ;Damage target
type = TargetLifeAdd
Trigger1 = AnimElem = 10
value = -140

[State 202, 4]
type = Targetvelset
trigger1 = animelem = 11
x = -5
y = -5

[State 241, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by Throw
[Statedef 2552]
type    = S
movetype= H
physics = N

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2551
;---------------------------------------------------------------------------
; Thrown by Throw
[Statedef 2553]
type    = S
movetype= H
physics = N

[State 904, 1]
type = Selfstate
trigger1 = Time = 0
value = 5030


;---------------------------------------------------------------------------
;Throw success
[Statedef 2561]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 2550

[State 3000]
type = turn
trigger1 = time = 0

[State 903, 7]
type = TargetBind
Trigger1 = AnimElem = 2, >=0
Trigger1 = AnimElem = 11,< 0
pos = 62,0
time = 1

[State 3000]
type = explod
trigger1 = animelem = 3
anim = 4720
postype = p1
pos = 56, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = animelem = 5
anim = 4720
postype = p1
pos = 66, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = animelem = 10
anim = 4720
postype = p1
pos = 77, -81
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = AnimElem = 9
value = S4,1

[State 202, 4]
type = Targetstate
trigger1 = animelem = 10
value = 2553

[State 903, 11] ;Damage target
type = TargetLifeAdd
Trigger1 = AnimElem = 10
value = -140

[State 202, 4]
type = Targetvelset
trigger1 = animelem = 11
x = -5
y = -5

[State 241, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by Throw
[Statedef 2562]
type    = S
movetype= H
physics = N

[State 3000]
type = turn
trigger1 = time = 0

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2551
;---------------------------------------------------------------------------
; Thrown by Throw
[Statedef 2563]
type    = S
movetype= H
physics = N

[State 904, 1]
type = Selfstate
trigger1 = Time = 0
value = 5030