; Freeza's constants by OverMind

[Data]
life = 1200          ;Amount of life to start with
attack = 110         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 0           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   

[Velocity]
walk.fwd  = 2.3      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.2 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9.4    ;Neutral jumping velocity (x, y)
jump.back = -3.12    ;Jump back Speed (x, y)
jump.fwd = 3.1       ;Jump forward Speed (x, y)
runjump.back = -2.55,-9.4 ;Running jump speeds (opt)
runjump.fwd = 3.2,-9.4      ;.
airjump.neu = 0,-6.7      ;.
airjump.back = -2.55,-6.7 ;Air jump speeds (opt)
airjump.fwd = 2.5,-6.7    ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...
;----------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[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 = 181

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

[State 180,Cansado]
type = ChangeState
trigger1 = Life < 200
value = 182

; Final 
;Animação 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

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

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

[State 181,Som]
type = PlaySnd
trigger1 = AnimElem = 4
value = 181,0

;---------------------------------------------------------------------------
; WIN-> Cansado
[Statedef 182]
type = S
ctrl = 0
anim = 5300
velset = 0,0,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,400]
flag = intro

[State 190, 1] ;If opponent 
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger2 = P2Name = "N-Trunks by EmuBoarding"
trigger3 = P2Name = "Recoom by Lucifer"
trigger4 = P2Name = "Goku Super Sayajin 2 by ribeiro"
trigger5 = P2Name = "Mr.Satan"
trigger6 = P2Name = "Goku SSJ4 by _Vision and MRP"
trigger7 = P2Name = "Androide 18 by _Vision"
trigger8 = P2Name = "Broli Remix ver1.2"
trigger9 = P2Name = "Cell por Ssonic"
trigger10= P2Name = "Cell Junior by _Vision"
trigger11= P2Name = "C-Trunks by EmuBoarding"
value = 159999

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 159999
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[state 191, som]
type = playsnd
trigger1 = animelem = 6 
value = 190,0

; INTRO Especial

;Intro padão
[Statedef 159999]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[state 191, som]
type = playsnd
trigger1 = animelem = 6 
value = 190,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,700]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 159998
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 900

[State 190, 3]
type = changestate
trigger1 = animtime = 800
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;getpower = 30,15                 ;Power to get on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
;givepower = 15,8                 ;Power to give opponent on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 210, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
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 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_Y (Perto)
[Statedef 220]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 220                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;getpower = 30,15                 ;Power to get on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
;givepower = 15,8                 ;Power to give opponent on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_Y
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 230

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 230,Vel]
type = VelSet
trigger1 = AnimElem = 4
x = 6.2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 55
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 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_X
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 250

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 210, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 1


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    = 25,5
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 = -2.5
air.velocity = -2.2,-3.2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_B (Perto)
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 240

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 55
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 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Voa_X
[Statedef 260]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 3001,nocair]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;getpower = 30,15                 ;Power to get on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
;givepower = 15,8                 ;Power to give opponent on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;---------------------------------------------------------------------------
; Voa_B
[Statedef 270]
type    = S
movetype= A
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 210

[State 3001,nocair]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 210, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
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 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;---------------------------------------------------------------------------
; Voa_Y
[Statedef 290]
type    = S
movetype= A
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 230

[State 3001,nocair]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 230,Vel]
type = VelSet
trigger1 = AnimElem = 4
x = 6.2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 55
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 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;---------------------------------------------------------------------------
; Voa_A
[Statedef 280]
type    = S
movetype= A
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 250

[State 3001,nocair]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 210, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 1


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    = 25,5
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 = -2.5
air.velocity = -2.2,-3.2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 400

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
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, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

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

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 2
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 = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -1.2,-3
guard.velocity = -5


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

;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 420

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 420,Vel]
type = VelSet
trigger1 = AnimElem = 3
x = 6.2

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
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 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_Y
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 430

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

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

[State 430, 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,-2
air.velocity = -1.2,-3
guard.velocity = -5


[State 430,Vel]
type = VelSet
trigger1 = AnimElem = 3
x = 6.2

[State 430, 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 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 40
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 600, 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 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 610, 2]
type = null;PlaySnd
trigger1 = Time = 2
value = 0, 1

[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,-51
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

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

;JUMP_X
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 620

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 35
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 30
value = 1

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_X  
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 630

[State 610, 2]
type = null;PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 1111,Som] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[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,-51
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

;---------------------------------------------------------------------------
;Carregamento Inicio 
[Statedef 800]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 800
velset = 0,0

[State 800,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 810
ctrl = 0

;Carregamento  
[Statedef 810]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 810
velset = 0,0


[State 800,Fim]
type = ChangeState
trigger1 = command != "charge"
value = 820

[State 735, 1]
type = ChangeState
trigger1 = command != "charge"
trigger1 = pos y < 0
value = 3001

[State 800,CheioVoa]
type = ChangeState
trigger1 = Power >= 3000
trigger1 = pos y < 0
value = 3001

[State 800,Cheio]
type = ChangeState
trigger1 = Power >= 3000
value = 0
ctrl = 1

[State 800,Charge]
type = PowerAdd
trigger1 = Time = [2,22]
value = 8

[State 800,Cont]
type = ChangeState
trigger1 = AnimTime = 0
value = 810

;Carregamento Fim  
[Statedef 820]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 820
velset = 0,0


[State 820,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Agarrão com Rabo
[Statedef 900]
type    = S
movetype= A
physics = S
poweradd= 55
ctrl = 0
anim = 900

[State 900,Som]
type = playsnd
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
value = F5,0

[State 900, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, ST
p2stateno = 910
sparkno = -1
sparkxy = -1
guard.sparkno = -1

[State 900, Fim]
type = changestate
trigger1 = MoveHit = 0
trigger1 = Time > 7
value = 0
ctrl = 1

[State 900, Fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Agarrão com Rabo (State do P2)
[Statedef 910]
type    = S
movetype= A
physics = S
poweradd= 55
ctrl = 0

[State 910,1]
type = changeanim
trigger1 = time > 0
value = 5000

[State 910,Cima]
type = posadd
trigger1 = time = 1
y = -19

[State 910,LifeAdd]
type = lifeadd
trigger1 = time = 22
trigger2 = time = 44
trigger3 = time = 66
value = -40

[State 910,Tras]
type = posadd
trigger1 = time = 28
trigger2 = time = 50
trigger3 = time = 72
x = -2

[State 910,Frente]
type = posadd
trigger1 = time = 17
trigger2 = time = 39
trigger3 = time = 61
x = 2

[State 910,Frente]
type = velset
trigger1 = time > 73
x = -3
y = -4.1

[State 910,1]
type = changestate
trigger1 = time = 82
value = 5050

;---------------------------------------------------------------------------
ESPECIAIS:
;---------------------------------------------------------------------------
;Magia
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1000
ctrl = 0


[State 1111,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,0

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1050
projhitanim = 1055     
velocity = 5.2
offset = 0,0
attr = S, SP
animtype  = Hard
damage    = 53,9
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 6
guardflag = MA
pausetime = 7,8
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
;palfx.time = 22
;palfx.add = 104,176,248

[State 3001,Voa]
type = null;ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

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

;---------------------------------------------------------------------------
;Freeza Cutter
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2000
ctrl = 0

[State 2000,Vel]
type = VelSet
trigger1 = AnimElem = 1
x = 7.3
y = -3.3

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 22
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 248,216,48 

[State 2000,Vel1]
type = VelSet
trigger1 = AnimElem = 3
x = 7.3
y = 3.3

[State 2000,Para]
type = VelSet
trigger1 = Time = 14
x = 0
y = 0

[State 2000, 2]
type = HitDef
trigger1 = Time >= 8
trigger1 = Time <= 11
attr = S, SA
animtype  = Medium
damage    = 21
guardflag = MA
pausetime = 7,7
sparkxy = -10,-50
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 8
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[State 2000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = Pos Y = 0
;trigger1 = Vel Y >= 0
value = 2005
ctrl = 1

[Statedef 2005]
type    = C
movetype= A
physics = S
velset = 0,0
anim = 2005
ctrl = 0

[State 2005, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 2005, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2000,Fim]
type = ChangeState
trigger1 = Time = 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Death Ball
[Statedef 2500]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2500
ctrl = 0

[State 2500,Som]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2500,0 

[State 2500, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 2550
ProjHitAnim = 2555      ;Action id when fireball hits
velocity = 3.5,-2.4
offset = 0,0
attr = S, SP
animtype  = Hard
damage    = 53,9
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3

[State 2500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kienzam
[Statedef 2600]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2600
ctrl = 0

[State 2500,Som]
type = PlaySnd
trigger1 = Time = 1
value = 2500,0 

[State 2500, 1]
type = Projectile
trigger1 = AnimElem = 7
projanim = 2650
projid = 2650
velocity = 4.9
offset = 1,-59
attr = S, SP
animtype  = Hard
damage    = 59,9
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 7,7
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 9
ground.velocity = -6
air.velocity = -3.9,-2.1

[State 3001,Fim.no.voa]
type = ChangeState
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 3001

[State 2500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Ground Fireball
[Statedef 2700]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2700
ctrl = 0

[State 2700,Som]
type = null;PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 


[State 1000,Diagonal]
type = Projectile
trigger1 = AnimElem = 2
projanim = 2750
velocity = 1.2,2.3
offset = 5,-13
attr = S, SP
animtype  = Hard
damage    = 32,7
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 6
guardflag = MA
pausetime = 2,3
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
fall.animtype = Hard
;palfx.time = 22
;palfx.add = 104,176,248

[State 1000,Reta]
type = Projectile
trigger1 = Time = 15
projanim = 2755
velocity = 5.9
offset = 11,0
attr = S, SP
animtype  = Hard
damage    = 67,7
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 6
guardflag = MA
pausetime = 5,6
hitsound   = 5,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 22
ground.hittime  = 7
ground.velocity = -3.7,-2.4
air.velocity = -3.7,-2.4
fall.animtype = Hard
;palfx.time = 22
;palfx.add = 104,176,248

[State 3001,Voa]
type = null;ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

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


;---------------------------------------------------------------------------
;Kishin Ha
[Statedef 2800]
type    = S
movetype= A
physics = S
poweradd= 80
ctrl = 0
velset = 0,0,0
anim = 2800

[State 2800 ,1]
type = HitDef
trigger1 = AnimElem = 3 
attr = S, SA
animtype  = Hard
damage    = 41
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 7
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 2800 ,2]
type = HitDef
trigger1 = AnimElem = 4 
attr = S, SA
animtype  = Hard
damage    = 67
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 8
ground.hittime  = 7
ground.velocity = -4.2,-3.5
air.velocity = -2.2,-3.2

[State 3001,Fim.no.voa]
type = ChangeState
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 3001

[State 2800 ,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Voar Inico
[Statedef 3115]
type = A
movetype = A
physics = A
velset = 0,-7.2
poweradd= -100
ctrl = 0
anim = 3115

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 22
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 248,216,48 

[state 3115, fim]
type = changestate
trigger1 = animtime = 0
value = 3001
ctrl = 1

;Voar
[Statedef 3001]
type = S
ctrl = 0
anim = 3001
velset = 0,0

[State 3001,Para]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -205
x = 0
y = 0

[State 3001, Para2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 3001
value = 3001

[State 3001,Var(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 3001,Var(2)]
type = VarSet
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 3001,Up]
type = VelAdd
trigger1 = Var(2) = 1
y = -0.2

[State 3001,Down]
type = VelAdd
trigger1 = Var(2) = 2
y = 0.2

[State 3001,End]
type = VelSet
triggerall = Var(2) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 3001,EndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0


[State 3001, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.3

[State 3001,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 3001, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 3011
trigger1 = command = "holdup"
value = 3011

[State 3001, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.3

[State 3001,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 3001, GoDownAnim]
type = ChangeAnim
trigger1 = Anim != 3111
trigger1 = command = "holddown"
value = 3111

[State 3001, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.2

[State 3001,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 3001, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 3113
trigger1 = command = "holdback"
value = 3113

[State 3001, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.3

[State 3001, GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0

[State 3001, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 3112
trigger1 = command = "holdfwd"
value = 3112

[State 3001,Turn]
type = Turn
trigger1 = P2bodydist X < -29

[State 3001,Borda]
type = PosSet
trigger1 = Pos Y < -175
y = -175

[State 3001,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

[State 3001,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "fly"
value = 50
ctrl = 1

[State 3001,Win-Lose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 50

;---------------------------------------------------------------------------
;Zanzoken
[Statedef 6000]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
facep2 = 1

[State 6000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 6000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0 

[State 6000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 6000,Imagem]
type = projectile
trigger1 = Time = AnimElem = 1
projanim = 6000
projremovetime = 45
vellocity = 0
offset = 0

[State 6000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 6000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 0
ctrl = 1

;Zanzoken Aereo
[Statedef 6100]
type    = A
movetype= I
physics = A
velset = 0,0
ctrl = 0
facep2 = 1

[State 6000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0 

[State 6000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 6000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 6000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 6100
projremovetime = 45
vellocity = 0
offset = 0

[State 6000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 6000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 50
ctrl = 1

;Zanzoken Durante Voa
[Statedef 6200]
type    = A
movetype= I
physics = A
velset = 0,0
ctrl = 0
facep2 = 1

[State 6000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0 

[State 6000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 6000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 6000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 6200
projremovetime = 45
vellocity = 0
offset = 0

[State 6000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 6000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 3001
ctrl = 1
;---------------------------------------------------------------------------
;Death Ball Aerea
[Statedef 6500]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 2500
ctrl = 0

[State 6500,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2500,0 

[State 6500,Para]
type = velset
trigger1 = Time >= 0
x = 0
y = 0

[State 6500, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 2550
ProjHitAnim = 2555      ;Action id when fireball hits
projheightbound = -250,65
velocity = 4,2
offset = 9,25
attr = S, SP
animtype  = Hard
damage    = 53,9
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3


[State 6500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Death Ball Aerea
[Statedef 6501]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 2500
ctrl = 0

[State 6500,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2500,0 

[State 6500,Para]
type = velset
trigger1 = Time >= 0
x = 0
y = 0

[State 6500, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 2550
ProjHitAnim = 2555      ;Action id when fireball hits
projheightbound = -250,65
velocity = 4,2
offset = 9,25
attr = S, SP
animtype  = Hard
damage    = 53,9
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3


[State 6500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;---------------------------------------------------------------------------
;Evil Energy
[Statedef 6600]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 6600
ctrl = 0

[State 6600 , Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6500,0 

[State 6600 , Para]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 6600 , 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 6650
projhitanim = 6655
projpriority = 1
projshadow = -1
projheightbound = -170,-27
velocity = 2.4,4.1
offset = 22,-59
attr = S, SP
animtype  = Hard
damage    = 72,14
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3

[State 6600 , End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Evil Energy
[Statedef 6601]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 6600
ctrl = 0

[State 6600 , Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6500,0 

[State 6600 , Para]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 6600 , 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 6650
projhitanim = 6655
projpriority = 1
projshadow = -1
projheightbound = -170,-27
velocity = 2.4,4.1
offset = 22,-59
attr = S, SP
animtype  = Hard
damage    = 72,14
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3

[State 6600 , End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;---------------------------------------------------------------------------
; Elbow Attack
[Statedef 6700]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 6700
ctrl = 0

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

[State 2700,1]
type = VelSet
trigger1 = AnimElem = 3
x = 8
y = -7

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 66
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 248,216,48 

[State 2700,2]
type = null;VelMul
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
y = 9

[State 2700,3]
type = null;CtrlSet
trigger1 = AnimElem = 3
value = 1

[State 2700,4]
type = HitDef
trigger1 = Time >= 6
trigger2 = Time < 14
attr = S, SA
animtype  = Hard
damage    = 25,11
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -3,-10
air.velocity = -3,-10
fall.animtype = Light
fall = 1

[State 2700,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Elbow Attack
[Statedef 6800]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 6800
ctrl = 0

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 30
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 248,216,48 

[state 6800,Vel]
type = velset
trigger1 = time >= 0
x = 4.6
y = 4.6

[state 6800,errou]
type = changestate
trigger1 = pos y >= 0
value = 50
ctrl = 1

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Hard
damage    = 70,20
getpower  = 0
priority  = 8
guardflag = MA
pausetime = 1,17
sparkxy = -10,-27
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 5
ground.velocity = -5.4
air.velocity = -2,-3

[state 6800,Acertou]
type = changestate
trigger1 = movecontact = 1
value = 6850

[Statedef 6850]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 6850
ctrl = 0

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 30
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 248,216,48 

[state 6800,Vel]
type = velset
trigger1 = animelem = 1
x = -2.5
y = -2.5

[state 6800,para]
type = velset
trigger1 = animelem = 2
x = 0
y = 0

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 70,20
getpower  = 0
priority  = 8
guardflag = MA
pausetime = 15,16
sparkxy = -10,-35
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 8
ground.velocity = -5.4
air.velocity = -2,-3

[state 6800,Vel]
type = velset
trigger1 = time > 12
x = 4.6
y = 4.6


[state 6800,fim]
type = changestate
trigger1 = pos y >= 0
trigger2 = movecontact = 1
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Sequencia
[Statedef 6900]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 6900
poweradd = -150
ctrl = 0

[state 6900,vel]
type = VelSet
trigger1 = time >= 0
x = 1.7

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
attr = S, SA
animtype  = Hard
damage    = 15,5
getpower  = 0
priority  = 8
guardflag = MA
pausetime = 5,6
sparkxy = -10,-35
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 10
ground.velocity = -2.9
air.velocity = -2.9,-3.4

[state 3000, som]
type = playsnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
value = 0,2

[State 3000, Super D]
type = AfterImage
trigger1 = AnimElem = 1
time = 72
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 248,216,48 

[state 6900,fim]
type = changestate
trigger1 = animtime = 0
value = 2000
ctrl = 1
;---------------------------------------------------------------------------
;MvsC Super Pulo Cima
[Statedef 7100]
type    = A
physics = N
anim = 7100
ctrl = 0

[state 7110,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 7110, cima]
type = velset
trigger1 = animelem = 1
x = 0
y = -11.9


[state 7100,fim]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;MvsC Super Pulo Frente
[Statedef 7110]
type    = A
physics = N
anim = 7100
ctrl = 0

[state 7110,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 7110, cima]
type = velset
trigger1 = animelem = 1
x = 8.4
y = -11.9

[state 7100,fim]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;MvsC Super Pulo Tras
[Statedef 7120]
type    = A
physics = N
anim = 7100
ctrl = 0

[state 7110,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 7110, cima]
type = velset
trigger1 = animelem = 1
x = -8.2
y = -11.9


[state 7100,fim]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;100%
[Statedef 7500]
type    = S
movetype= I
physics = S
ctrl = 0

[State 7500,Sombra]
type = AfterImage
trigger1 = time = 1
time = 99999999999999999999
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 248,216,48 

[State 7100,var]
type = VarSet
trigger1 = Time = 0
v = 3
value = 1

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

;---------------------------------------------------------------------------
SUPERS:
;---------------------------------------------------------------------------
;Freeza Rush
[Statedef 3000]
type    = S
movetype= A
physics = S
anim = 3000
velset = 0,0
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -60
anim = -1
time = 36

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3000, Super C]
type = PowerAdd
trigger1 = AnimElem = 1
value = -2000

[State 3000, Super D]
type = AfterImage
trigger1 = AnimElem = 12
time = 45
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 248,216,48 

[State 3000, Super E]
type = null;AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 3000, Super F] ;Invunerable to normal and special attacks for a bit
type = null;NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 4000,Fogo]
type = null;Explod
trigger1 = MoveHit = 1
anim = 7777
pos = -20,15
ownpal = 1
postype = p2
sprpriority = 3
supermove = 1
bindtime = 55
removetime = 55
supermovetime = 40

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9999
pos = 0,0
ownpal = 1
postype = left
sprpriority = -3
removetime = 36
supermove = 1
supermovetime = 36

[State 4000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 30
value = 0, 0, 0
under = 1
supermove = 1

[State 181,Som]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3000,0

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Hard
damage    = 500,100
getpower  = 0
priority  = 8
guardflag = MA
pausetime = 4,40
sparkxy = -10,-35
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -7.4,-4.4
air.velocity = -2,-3
palfx.time = 55
palfx.add = 248,216,48
fall.animtype = Hard
fall = 1


[State 3000,1]
type = VelSet
trigger1 = Time > 62
x = 7.2

[State 3000,1]
type = VelSet
trigger1 = MoveContact = 1
x = 0
y = 0

[State 3000,1]
type = ChangeState
trigger1 = MoveContact = 1
value = 3050

[State 3001,Fim.no.voa]
type = ChangeState
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 3001

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3050]
type    = S
movetype= A
physics = S
anim = 3050
ctrl = 0

[State 3001,Fim.no.voa]
type = ChangeState
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 3001


[State 3050, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Malign Kienzam
[Statedef 4000]
type    = S
movetype= A
physics = S
anim = 4000
ctrl = 0
velset = 0,0
poweradd = -1000

[State 3000, Super B]
type = PlaySnd
trigger1 = AnimElem = 2
value = F20, 0 ;Play fight sound of super

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2
pos = 0, -60
anim = -1
time = 36

[State 4000,Raio]
type = Explod
trigger1 = AnimElem = 2
anim = 6666
pos = -5,-69
ownpal = 1
;postype = left
sprpriority = 3
removetime = 36
supermovetime = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 2
anim = 9999
pos = 0,0
ownpal = 1
postype = left
sprpriority = -3
removetime = 36
supermove = 1
supermovetime = 36

[State 4000, 1]
type = Helper  
trigger1 = AnimElem = 9
ID = 4050 
pos = 24,-59 
postype = p1 
stateno = 4050 
helpertype = normal 
name = "Kienzam"
keyctrl = 1 
ownpal = 1 

[State 4000, 1]
type = null;Helper  
trigger1 = AnimElem = 9
ID = 4051 
pos = 24,-79 
postype = p1 
stateno = 4051 
helpertype = normal 
name = "Kienzam"
keyctrl = 1 
ownpal = 1 


[State 4000,Fundo]
type = Envcolor
trigger1 = AnimElem = 2
persistent = 0
ignorehitpause = 1
Time = 36
value = 0, 0, 0
under = 1
supermove = 1


[State 4050,Frente]
type = ChangeAnim
trigger1 = command = "holdfwd"
trigger1 = Time > 76
value = 4001

[State 4050,Tras]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = Time > 76
value = 4001

[State 4050,Cima]
type = ChangeAnim
trigger1 = command = "holdup"
trigger1 = Time > 76
value = 4002

[State 4050,Baixo]
type = ChangeAnim
trigger1 = command = "holddown"
trigger1 = Time > 76
value = 4003

[State 4050,Baixo]
type = Turn
trigger1 = P2BodyDist X < 0

[State 3001,Fim.no.voa]
type = ChangeState
trigger1 = Time > 76
trigger1 = NumHelper(4050) = 0
trigger1 = pos Y < 0
value = 3001

[State 4000,Fim]
type = ChangeState
trigger1 = Time > 76
trigger1 = NumHelper(4050) = 0
value = 0
ctrl = 1


;Kienzam (Helper)
[Statedef 4050]
type    = S
movetype= A
physics = S
anim = 4050
ctrl = 0

[State 4050,Para]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(1) = 0
trigger2 = Pos Y < -205
x = 0
y = 0

[State 4050,Var(1)]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(1) != 2
trigger2 = Var(1) = 2
trigger2 = Vel Y >= 2.4
v = 1
value = 1

[State 4050,Var(2)]
type = VarSet
trigger1 = Var(1) = 1
trigger1 = Vel Y <= -2.4
v = 1
value = 2

[State 4050,Up]
type = VelAdd
trigger1 = Var(1) = 1
y = -0.3

[State 4050,Down]
type = VelAdd
trigger1 = Var(1) = 2
y = 0.3

[State 4050,End]
type = VelSet
triggerall = Var(1) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 4050,EndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 1
value = 0


[State 4050, GoUp1]
type = VelAdd
triggerall = pos Y > -250
trigger1 = command = "holdup"
y = -1.1

[State 4050,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 4050, GoDown1]
type = VelAdd
triggerall = pos Y < 5
trigger1 = command = "holddown"
y = 1.1

[State 4050,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 4050, GoBack1]
type = VelAdd
triggerall = BackEdgeBodyDist > 10
trigger1 = command = "holdback"
x = -1.8

[State 4050,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 4050, GoFwd1]
type = VelAdd
triggerall = FrontEdgeBodyDist > 10
trigger1 = command = "holdfwd"
x = 1.8

[State 4050, GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0


[State 4050,Para]
type = VelSet
trigger1 = MoveContact = 1
x = 5
y = 0

[State 4050, 2]
type = HitDef
trigger1 = Time; = 0 
attr = S, HA
animtype  = Medium
damage    = 150,100;275,125
guardflag = MA
pausetime = 1,1
sparkno = 12
sparkxy = -5,0
hitsound   = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 22
ground.hittime  = 11
ground.velocity = -7,-5
air.velocity = -7,-5

[State 5500,Bola]
type = null;Projectile
trigger1 = movecontact = 1
trigger1 = p2bodydist x >= 0
trigger1 = numprojid(4050) = 0
projanim = 4050
projhits = 20
projmisstime = 0
projid = 4050
velocity = 10,0
offset = 0,0
attr = S, HA
animtype  = Medium
damage    = 35,15
guardflag = MA
pausetime = 3,3
sparkno = 12
sparkxy = -5,0
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 6
ground.velocity = -4.3;,-1.2
air.velocity = -4.3;,-1.2

[State 5500,Bola]
type = null;Projectile
trigger1 = movecontact = 1
trigger1 = p2bodydist x < 0
trigger1 = numprojid(4050) = 0
projanim = 4050
projhits = 20
projmisstime = 0
projid = 4050
velocity = -10,0
offset = 0,0
attr = S, HA
animtype  = Medium
damage    = 35,15
guardflag = MA
pausetime = 3,3
sparkno = 12
sparkxy = -5,0
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 6
ground.velocity = -4.3;,-1.2
air.velocity = -4.3;,-1.2


[State 4000,BordaCima]
type = PosSet
trigger1 = Pos Y < -175
y = -175

[State 4000,BordaBaixo]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 4050,Para]
type = null;VelSet
trigger1 = BackEdgeBodyDist = 0
trigger2 = FrontEdgeBodyDist = 0
x = 0

[State 4000,BordaDireita]
type = null;PosSet
trigger1 = Pos X > 140
x = 140

[State 4000,BordaCima]
type = null;PosSet
trigger1 = Pos X < -130
x = -130


[State 4050,Sumir]
type = DestroySelf
;trigger1 = Pos Y > 0
;trigger2 = Pos Y < -200
;trigger1 = MoveContact = 1
trigger1 = hitcount = 10
trigger2 = BackEdgeBodyDist < -100
trigger3 = FrontEdgeBodyDist < -100
;trigger1 = NumProj > 0
;trigger4 = Pos Y < -195

;Kienzam (Helper)
[Statedef 4051]
type    = S
movetype= A
physics = S
anim = 4050
ctrl = 0

[State 4050,Para]
type = VelSet
trigger1 = command != "hold_b"
trigger1 = command != "hold_x"
trigger1 = command != "hold_y"
trigger1 = command != "hold_z"
trigger1 = Var(1) = 0
trigger2 = Pos Y < -205
x = 0
y = 0

[State 4050,Var(1)]
type = VarSet
trigger1 = command != "hold_b"
trigger1 = command != "hold_x"
trigger1 = command != "hold_y"
trigger1 = command != "hold_z"
trigger1 = Var(1) != 2
trigger2 = Var(1) = 2
trigger2 = Vel Y >= 2.4
v = 1
value = 1

[State 4050,Var(2)]
type = VarSet
trigger1 = Var(1) = 1
trigger1 = Vel Y <= -2.4
v = 1
value = 2

[State 4050,Up]
type = VelAdd
trigger1 = Var(1) = 1
y = -0.3

[State 4050,Down]
type = VelAdd
trigger1 = Var(1) = 2
y = 0.3

[State 4050,End]
type = VelSet
triggerall = Var(1) != 0
trigger1 = command = "hold_b"
trigger2 = command = "hold_x"
trigger3 = command = "hold_y"
trigger4 = command = "hold_z"
y = 0

[State 4050,EndVar]
type = VarSet
trigger1 = command = "hold_b"
trigger2 = command = "hold_x"
trigger3 = command = "hold_y"
trigger4 = command = "hold_z"
v = 1
value = 0


[State 4050, GoUp1]
type = VelAdd
trigger1 = command = "hold_b"
y = -1.1

[State 4050,GoUp2]
type = VelSet
trigger1 = command = "hold_b"
trigger1 = Vel Y > 0 
y = 0

[State 4050, GoDown1]
type = VelAdd
trigger1 = command = "hold_y"
y = 1.1

[State 4050,GoDown2]
type = VelSet
trigger1 = command = "hold_y"
trigger1 = Vel Y < 0 
y = 0

[State 4050, GoBack1]
type = VelAdd
trigger1 = command = "hold_x"
x = -1.8

[State 4050,GoBack2]
type = VelSet
trigger1 = command = "hold_x"
trigger1 = Vel X > 0 
x = 0

[State 4050, GoFwd1]
type = VelAdd
trigger1 = command = "hold_z"
x = 1.8

[State 4050, GoFwd2]
type = VelSet
trigger1 = command = "hold_z"
trigger1 = Vel X < 0 
x = 0


[State 4050,Para]
type = null;VelSet
trigger1 = MoveContact = 1
x = 10.1
y = 0

[State 4050, 2]
type = HitDef
trigger1 = Time >= 0 
attr = S, HA
animtype  = Medium
damage    = 325
guardflag = MA
pausetime = 11,11
sparkno = 12
sparkxy = -5,0
hitsound   = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 22
ground.hittime  = 11
ground.velocity = -4.3,-1.2
air.velocity = -4.3,-1.2

[State 4050,Sumir]
type = DestroySelf
trigger1 = Pos Y > 0
trigger2 = Pos Y < -200
trigger3 = Time = 150
trigger4 = MoveContact = 1
trigger5 = Pos Y < -195
;----------------------------------------------------------------------------------
;Mega Evil Energy
[Statedef 5500]
type = A
movetype = A
physics = A
anim = 5500
velset = 0
ctrl = 0
poweradd = -1000

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -60
anim = -1
time = 36

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3000, Super C]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000


[State 4000,Raio]
type = Explod
trigger1 = AnimElem = 1
anim = 6666
pos = 1,-84
ownpal = 1
;postype = left
sprpriority = 3
supermove = 1
removetime = 36
supermovetime = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9999
pos = 0,0
ownpal = 1
postype = left
sprpriority = -3
removetime = 36
supermove = 1
supermovetime = 36

[State 4000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 26
value = 0, 0, 0
under = 1
supermove = 1

[State 5500,Para]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 5500,Treme]
type = EnvShake
trigger1 = Time = 2
time = 42
ampl = 8

[State 5500,Som]
type = PlaySnd
trigger1 = Time = 6
value = 6500,0
volume = 999

[State 5500,Bola]
type = Projectile
trigger1 = Time = 2
projanim = 5550
projremovetime = 42
velocity = 0,0
offset = -55,-170
attr = A, HP
animtype  = Heavy
damage    = 250,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = 0,6
air.velocity = 0,6

[State 5500,Bola2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 5555
projhits = 20
projmisstime = 1
projshadow = -1
projpriority = 30
projheightbound = -240,50
projedgebound = 100
projscreenbound = 100
projid = 5555
velocity = 5,8
offset = -55,-170
attr = A, HP
animtype  = Heavy
damage    = 36,12
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -1
air.velocity = -1
fall.animtype = Hard
fall = 0

[State 5500,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;----------------------------------------------------------------------------------
;Mega Evil Energy(Voa)
[Statedef 5501]
type = A
movetype = A
physics = A
anim = 5500
velset = 0
ctrl = 0
poweradd = -1000

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -60
anim = -1
time = 36

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3000, Super C]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000


[State 4000,Raio]
type = Explod
trigger1 = AnimElem = 1
anim = 6666
pos = 1,-84
ownpal = 1
;postype = left
sprpriority = 3
supermove = 1
removetime = 36
supermovetime = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9999
pos = 0,0
ownpal = 1
postype = left
sprpriority = -3
removetime = 36
supermove = 1
supermovetime = 36

[State 4000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 26
value = 0, 0, 0
under = 1
supermove = 1

[State 5500,Para]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 5500,Treme]
type = EnvShake
trigger1 = Time = 2
time = 42
ampl = 8

[State 5500,Som]
type = PlaySnd
trigger1 = Time = 6
value = 6500,0
volume = 999

[State 5500,Bola]
type = Projectile
trigger1 = Time = 2
projanim = 5550
projremovetime = 42
velocity = 0,0
offset = -55,-170
attr = A, HP
animtype  = Heavy
damage    = 250,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = 0,6
air.velocity = 0,6

[State 5500,Bola2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 5555
projhits = 20
projmisstime = 1
projshadow = -1
projpriority = 30
projheightbound = -240,50
projedgebound = 100
projscreenbound = 100
projid = 5555
velocity = 5,8
offset = -55,-170
attr = A, HP
animtype  = Heavy
damage    = 36,12
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -1
air.velocity = -1
fall.animtype = Hard
fall = 0

[State 5500,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;----------------------------------------------------------------------------------
;Bomb Grip
[Statedef 7000]
type = S
movetype = A
physics = S
anim = 7000
velset = 0
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = time = 2
pos = 0, -60
anim = -1
time = 36

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 1
value = F20, 0 ;Play fight sound of super

[State 3000, Super C]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000

[State 4000,Raio]
type = null;Explod
trigger1 = AnimElem = 1
anim = 6666
pos = 1,-84
ownpal = 1
;postype = left
sprpriority = 3
supermove = 1
removetime = 36
supermovetime = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9999
pos = 0,0
ownpal = 0
postype = left
sprpriority = -3
removetime = 36
supermove = 1
supermovetime = 36


[State 4000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 40
value = 0, 0, 0
under = 1
supermove = 1

[State 5500,Agarra]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HT
sparkno = -1
guard.sparkno = -1
p1stateno = 7001
p2stateno = 7050

[State 5500,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Bomb Grip (P1)
[Statedef 7001]
type = S
movetype = A
physics = S
anim = 7001
velset = 0
ctrl = 0
sprpriority = 4
poweradd = -3000


[State 4000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
ignorehitpause = 1
Time = 80
value = 0, 0, 0
under = 1
supermove = 1

[state 7001,explosão]
type = null;Explod
trigger1 = time = 50
anim = 7500
id = 7500
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
supermove = 1
removetime = 18

[state 7001,sangue]
type = Explod
trigger1 = time = 50
anim = 9998
id = 9998
pos = 0,-80
ownpal = 1
postype = p2
sprpriority = 4
supermove = 1
;bindtime = 0
removetime = 33

[state 7001,sangue1]
type = Explod
trigger1 = time = 50
anim = 9997
id = 9997
pos = -5,-80
ownpal = 1
postype = p2
sprpriority = 4
supermove = 1
;bindtime = 
removetime = 33

[State 5500,teste]
type = AssertSpecial
trigger1 = time >= 50
flag = nobardisplay

[State 5500,ByeBye]
type = HitDef
trigger1 = Time = 50
;trigger1 = P2StateNo = 7050
attr = S, HT
damage = 9999
sparkno = -1
getpower = 0,0
givepower = 0,0
fall = 1

[State 7001,some-seu-fdp-}:D]
type = targetveladd
trigger1 = time > 49 
x = 0
y = 99999999999999999

[state 7050,some]
type = SprPriority
trigger1 = time >= 50
value = 4

[State 8888,escuridão]
type = Explod
trigger1 = time = 50
anim = 8888
id = 8888
pos = 0,1
ownpal = 1
postype = left
sprpriority = 3
removetime = 9999
supermove = 1
supermovetime = 9999

[state 7001, som]
type = playsnd
trigger1 = time = 50
value = 7000,0
volume = 999

[state 7001, som]
type = null;playsnd
trigger1 = time = 45
value = 7000,1
volume = 999


[state 7050,some]
type = SprPriority
trigger1 = animtime = 0
value = 0

[State 5500,Fim]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------
;Bomb Grip (P2)
[Statedef 7050]
type = S
movetype = A
physics = S
SprPriority = 4
velset = 0
ctrl = 0

[state 7050,anim]
type = changeanim
trigger1 = time >= 0
value = 5010

[state 7050,anim]
type = velset
trigger1 = time >= 20
x = 2.1
y = -3

[state 7050,anim]
type = velset
trigger1 = time >= 32
x = 0
y = -0.8


[state 7050,life]
type = lifeadd
trigger1 = time = 55
value = -9999

[state 7050,some]
type = SprPriority
trigger1 = time >= 50
value = -5

[state 7050,some]
type = null;velset
trigger1 = NumExplod(7500) = 0
trigger1 = time > 60
x = -5
y = -7

[state 7050,some]
type = changeanim
trigger1 = NumExplod(7500) = 0
trigger1 = time > 60
value = 5050


[state 7050,some]
type = changestate
trigger1 = time = 51
value = 50
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

[Statedef -2]

; Power bar sobe sozinha
[State -2,1]
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 -2,1]
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


[State -2, 1]
type = RemoveExplod
trigger1 = stateno != 7001
;trigger1 = time = 10
ID = 8888

[State -2,2]
type = null;palfx
trigger1 = var(3) = 1
pal = 248,0,0
add = 248,0,0
mul = 209,3,3
time = -1
invertall = 1
;---------------------------------------------------------------------------
 RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100

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

[State 100, 1]
type = VelSet
trigger1 = 1
trigger1 = var(3) = 1
x = 5.75

[State 100, 1]
type = VelSet
trigger1 = 1
trigger1 = var(3) != 1
x = const(velocity.run.fwd.x)

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

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

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

[State 100, 1]
type = VelSet
trigger1 = 1
trigger1 = var(3) = 1
x = -5.25

[State 100, 1]
type = VelSet
trigger1 = 1
trigger1 = var(3) != 1
x = const(velocity.run.back.x)

[State 100, 2]
type = ChangeState
trigger1 = command != "holdback"
value = 0
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 3001

[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 = 3001

[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 = 3001


[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 = 3001

[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 = 3001

[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



