;fireball
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0,0

[State 1000, 3]
type = PlaySnd
trigger1 = animelem = 2
value = 8, 8 

[State 1000, 4]
type = Projectile
trigger1 = animelem = 2
ProjAnim = 10002
ProjHitAnim = 2007
ProjRemAnim = 2007
offset = 37, -53
velocity = 5.5, 0
accel = 0, 0
attr = S, SP
damage    = 92,4
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = -1
hitsound   = 5,3
guardsound = 6,0
guard.sparkno = -1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 2000,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;Triple fireball
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1010
velset = 0,0

[State 1010, 3]
type = PlaySnd
trigger1 = animelem = 2
value = 8, 8

[State 1010, 4]
type = Projectile
trigger1 = animelem = 2
ProjAnim = 1006
ProjHitAnim = 1003
ProjRemAnim = 1003
offset = 37, -53
velocity = 8.5, 0
accel = 0, 0 
attr = S, SP
damage    = 72,4
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
guard.sparkno = -1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 1010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1011
ctrl = 1

;------------------------------------------
;Triple FIREBALL 1
[Statedef 1011]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1011
velset = 0,0

[State 1011, 3]
type = PlaySnd
trigger1 = animelem = 2
value = 8, 8

[State 1011, 4]
type = Projectile
trigger1 = animelem = 2
ProjAnim = 1006
ProjHitAnim = 1003
ProjRemAnim = 1003
offset = 37, -53
velocity = 8.5, 0
accel = 0, 0
attr = S, SP
damage    = 72,4
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
guard.sparkno = -1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 1011, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1012
ctrl = 1

;------------------------------------------
;Triple FIREBALL 2
[Statedef 1012]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1012
velset = 0,0

[State 1012, 3]
type = PlaySnd
trigger1 = animelem = 2
value = 8, 8

[State 1012, 4]
type = Projectile
trigger1 = animelem = 2
ProjAnim = 1006
ProjHitAnim = 1003
ProjRemAnim = 1003
offset = 37, -53
velocity = 8.5, 0
accel = 0, 0
attr = S, SP
damage    = 72,4
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
guard.sparkno = -1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 2000,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000

[State 1012, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; kame (def)
[Statedef 1503]
type    = S
movetype= A
physics = S
anim = 1503
velset = 0,0
ctrl = 0

[State 1503, 1]
type = ChangeState
trigger1 = Time = [0,15]
trigger1 = Command != "holdz"
value = 1501

[State 1503, 2]
type = ChangeState
trigger1 = Time = [16,30]
trigger1 = Command != "holdz"
value = 1500

[State 1503, 3]
type = ChangeState
trigger1 = AnimTime = 31
value = 1502

;---------------------------------------------------------------------------
; kame (weak)
[Statedef 1501]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1501
ctrl = 0

[State 1501,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,1 

[State 1501, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1008
ProjHitAnim = 2007
velocity = 5.1
offset = 28,-47
attr = S, SP
animtype  = Hard
damage    = 53
getpower  = 60
sparkno = -1
sparkxy = 12,-35
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = 5,4
guardsound = 6,0
guard.sparkno = -1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3

[State 2000,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000

[State 1501,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; kame
[Statedef 1500]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1500
ctrl = 0

[State 1500,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,1 

[State 1500, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1007
ProjHitAnim = 2007
velocity = 4.2
offset = 28,-47
attr = S, SP
animtype  = Hard
damage    = 82
getpower  = 60
sparkno = -1
sparkxy = 12,-35
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = 5,4
guardsound = 6,0
guard.sparkno = -1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
fall.animtype = Hard
fall = 0

[State 2000,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000

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

;---------------------------------------------------------------------------
; kame (strong)
[Statedef 1502]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1500
ctrl = 0

[State 1502,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,1 

[State 1502, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1004
ProjHitAnim = 2007
velocity = 3.5
offset = 28,-47
attr = S, SP
animtype  = Hard
damage    = 111
getpower  = 60
sparkno = -1
sparkxy = 12,-35
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = 5,4
guardsound = 6,0
guard.sparkno = -1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
fall.animtype = Hard
fall = 1

[State 2000,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000

[State 1502,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; kame (up)
[Statedef 2500]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2500
ctrl = 0

[State 2500,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,8 

[State 2500, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 2550
ProjHitAnim = 2007
velocity = 3.5,-3.1
offset = 20,-64
attr = S, SP
animtype  = Hard
damage    = 73,9
getpower  = 60
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = 5,4
guardsound = 6,0
guard.sparkno = -1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
fall.animtype = Hard
fall = 1

[State 2500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;kame (down)
[Statedef 6000]
type = A
movetype = A
physics = A
anim = 6000
velset = 0
ctrl = 0

[State 6000]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,8 

[State 6000,Para]
type = VelSet
trigger1 = Time < 100
x = 0
y = 0

[State 6000,Bola]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6500
projhitanim = 2007
velocity = 3.5,3.1
offset = 19,-30
attr = A, SP
animtype  = Heavy
damage    = 75,5
getpower  = 60
sparkno = -1
sparkxy = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = 5,4
guardsound = 6,0
guard.sparkno = -1
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -1
air.velocity = -1
fall.animtype = Hard
fall = 0

[State 6000,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2000

;---------------------------------------------------------------------
;fly
[Statedef 2000]
type = A
ctrl = 0
anim = 2005
velset = 0,0,0

[State 2005,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 2005, Para2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 2005
value = 2005

[State 2000,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 2000,Var(2)]
type = VarSet
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 2000,Up]
type = VelAdd
trigger1 = Var(2) = 1
y = -0.2

[State 2000,Down]
type = VelAdd
trigger1 = Var(2) = 2
y = 0.2

[State 2000,End]
type = VelSet
triggerall = Var(2) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 2000,EndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0

[State 2000, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.2

[State 2000,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 2000, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 3011
trigger1 = command = "holdup"
value = 2003

[State 2000, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.2

[State 2000,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 2000, GoDownAnim]
type = ChangeAnim
trigger1 = Anim != 3111
trigger1 = command = "holddown"
value = 2004

[State 2000, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.1

[State 2000,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 2000, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 3113
trigger1 = command = "holdback"
value = 2002

[State 2000, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.2

[State 2000, GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0

[State 2000, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 3112
trigger1 = command = "holdfwd"
value = 2001

[State 2000,Turn]
type = Turn
trigger1 = P2bodydist X < -29

[State 2000,Borda]
type = PosSet
trigger1 = Pos Y < -175
y = -175

[State 2000,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

[State 2000,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "fly"
value = 50
ctrl = 1

[State 2000,Win-Lose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 50