; Majin Vegeta by OverMind 

[Data]
life = 1800          ;Amount of life to start with
attack = 110         ;100% attack power (more is stronger)
defence = 120        ;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  = 1.8      ;Walk forward
walk.back = -1.7     ;Walk backward
run.fwd  = 4.5, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.7,-3    ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9.4    ;Neutral jumping velocity (x, y)
jump.back = -3.02    ;Jump back Speed (x, y)
jump.fwd = 3.0       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-8.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[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 = ?
; ...
;---------------------------------------------------------------------------
;Instant Fall
[Statedef 60]
type    = A
physics = A

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 10
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 50, 1]
type = VelSet
trigger1 = Time >= 0
x = 0

[State 50, 1]
type = VelAdd
trigger1 = Time >= 0
x = 0
y = 3

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0 && Var(9) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0 && Var(9) = 1
value = ifelse((vel x)=0,10041, ifelse((vel x)>0,10042,10043))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;---------------------------------------------------------------------------
;Super Jump Start
[Statedef 70]
type    = S
physics = S
ctrl = 0
sprpriority = 1

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0 && Var(9) = 0
value = 40

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0 && Var(9) = 1
value = 10040

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

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

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


[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -15.5

[State 40, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 71
ctrl = 1
;---------------------------------------------------------------------------
; Jump Up
[Statedef 71]
type    = A
physics = A

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 80
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 40, 3]
type = VelSet
trigger1 = Vel X <= 0
trigger1 = command = "holdback"
x = -3

[State 40, 3]
type = VelSet
trigger1 = Vel X >= 0
trigger1 = command = "holdfwd"
x = 3

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0 && Var(9) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0 && Var(9) = 1
value = ifelse((vel x)=0,10041, ifelse((vel x)>0,10042,10043))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;---------------------------------------------------------------------------
; 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, 2]
type = ChangeState
trigger1 = Life = 1 && Var(3) = 1
value = 5150

[State 180, 2]
type = ChangeState
trigger1 = Win = 0
value = 9797

[State 180, 2]
type = ChangeState
trigger1 = Life = 1 && Var(3) = 1
value = 5150

[State 180, 1]
type = ChangeState
trigger1 = Var(9)= 1 && Life < 200
value = 10183

[State 180, 1]
type = ChangeState
trigger1 = Var(9)= 1 && Matchover != 1
value = 10181

[State 180, 1]
type = ChangeState
trigger1 = Var(9)= 1 && Matchover = 1
value = 10182

[State 180, 3]
type = ChangeState
trigger1 = Life <= 200
value = 183

[State 180, 1]
type = ChangeState
trigger1 = Matchover = 1
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Matchover != 1
value = 184

[State 180, 2]
type = ChangeState
trigger1 = Life >= 1000
value = 182
;---------------------------------------------------------------------------
; 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 = 2
value = 180,0
;---------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; WIN3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,-5.7,0

[state 184, para]
type = velset
trigger1 = animelem = 2
x = 0
y = 0

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 3
value = 191,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
;Final
[Statedef 9797]
type = S
ctrl = 0
velset = 0,0,0

[state 9797,final]
type = explod
trigger1 = time = 0
anim = 9797
postype = left
pos = 0,0
sprpriority = 5
;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,112]
flag = Intro

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 4
value = 191,0

[State 191, 5]
type = ChangeState
trigger1 = PalNo = [7,12]
value = 10191

[State 191, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 191,Goku] 
type = ChangeState
triggerall = time = 0
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger2 = P4Name = "Goku-n-hd by EmuBoarding"
trigger3 = P2Name = "Goku SSJ4 by _Vision and MRP"
trigger4 = P4Name = "Goku SSJ4 by _Vision and MRP"
trigger5 = P2Name = "Vegetto EX by Shishi-Ryu"
trigger6 = P4Name = "Vegetto EX by Shishi-Ryu"
value = 192

[State 191,Trunks] 
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Trunks por ssonic"
trigger2 = P4Name = "Trunks por ssonic"
trigger3 = P2Name = "N-Trunks by EmuBoarding"
trigger4 = P4Name = "N-Trunks by EmuBoarding"
value = 193

[State 191,Freeza] 
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Freeza by OverMind"
trigger2 = P4Name = "Freeza by OverMind"
trigger3 = P2Name = "freeza"
trigger4 = P4Name = "freeza"
value = 194
;---------------------------------------------------------------------------
;Intro contra Goku
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,650]
flag = intro

[State 192,Fala]
type = Explod
trigger1 = time = 1
anim = 192
facing = 1
pos = 10,65
postype = left
sprpriority = 1
bindtime = 650
ownpal = 1
supermove = 1
removetime = 650

[State 190, 3]
type = changestate
trigger1 = time > 1
trigger1 = numexplod = 0
value = 0
ctrl = 0
;---------------------------------------------------------------------------
; INTRO versus Trunks
[Statedef 193]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,750]
flag = intro

[State 192,Fala]
type = Explod
trigger1 = time = 1
anim = 193
facing = 1
pos = 10,65
postype = left
sprpriority = 1
bindtime = 750
ownpal = 1
supermove = 1
removetime = 750

[State 190, 3]
type = changestate
trigger1 = time > 1
trigger1 = numexplod = 0
value = 0
ctrl = 0
;---------------------------------------------------------------------------
;Intro contra Freeza
[Statedef 194]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,600]
flag = intro

[State 192,Fala]
type = Explod
trigger1 = time = 1
anim = 194
facing = 1
pos = 10,65
postype = left
sprpriority = 1
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 190, 3]
type = changestate
trigger1 = animtime = 500
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 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 30                   ;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 = 4,8                  ;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 = -6,-49                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = S5,0                   ;Sound to play on hit
guardsound = S6,0                 ;Sound to play on guard
; 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 = 9             ;Time that the victim slides back
ground.hittime  = 9             ;Time victim is in hit state
ground.velocity = -2             ;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,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

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

[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 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 4,8
sparkxy = -6,-49
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 210,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

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

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_X
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 220

[State 220,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 4,8
sparkxy = -6,-53
hitsound   = S5,2              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0,-4
air.velocity = 0,-6


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

[State 220, 3]
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 230,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 61
guardflag = MA
pausetime = 11,11
sparkxy = -6,-47
hitsound   = S5,3              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

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

[State 230, 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 240,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 3,11
sparkxy = -6,-54
hitsound   = S5,5              
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
air.velocity = -2.2,-3.2

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

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 400,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
sparkno = 0                   ;Spark image group and no (Def: set above)
hitsound   = S5,0              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

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

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

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

[State 410,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 25
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 0
hitsound   = S5,1            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
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  = 7
poweradd= 70
ctrl = 0
anim = 420

[State 420,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 420, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 39
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5

[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 430,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200,1

[State 430, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 21
getpower  = 20
givepower = 20
hitflag = MAFD
guardflag = L
pausetime = 6,6
sparkxy = -5,-10
sparkno = 0
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -1
air.velocity = -2
guard.velocity = -2

[State 430,4]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 21
getpower  = 20
givepower = 20
hitflag = MAFD
guardflag = L
pausetime = 6,6
sparkxy = -5,-30
sparkno = 0
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -3
air.velocity = -3
guard.velocity = -2

[State 430,Fim]
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 600,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 32
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 8,12
sparkxy = -10,-58
hitsound   = S5,2              
guardsound = S6,0                
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
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 610,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 48
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 8,12
sparkxy = -10,-51
hitsound   = S5,3            
guardsound = S6,0                
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  = 3
poweradd= 55
ctrl = 0
anim = 620

[State 620,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 34
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 8,12
sparkxy = -10,-51
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

[State 630, 4]
type = ChangeState
trigger1 = Time = 0 && Var(9) = 1
value = 10630

[State 630,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 630, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 50
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 8,12
sparkxy = -10,-51
hitsound   = S5,5            
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 630, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Agarrão(Throw)
[Statedef 900]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 900

[State 900,Pegou]
type = HitDef
trigger1 = p2bodydist Y = 0
trigger1 = AnimElem = 1
trigger1 = P2Name = "Vegeta by OverMind"
attr = S, NT
snap = 24,-11
p2stateno = 910
sparkno = -1
sparkxy = -1
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = P2Name != "Vegeta by OverMind"
attr = S, NT
snap = 22,-6
p2stateno = 910
sparkno = -1
sparkxy = -1
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitsound   = S5,4            
p2stateno = 910
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
hitsound   = S5,4            
p2stateno = 910
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
;hitsound   = S5,4            
p2stateno = 910
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 30
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5,-4.6
fall = 1

[State 900, Fim]
type = changestate
trigger1 = MoveHit = 0
trigger1 = Time > 3
value = 0
ctrl = 1

[State 900, Fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Agarrão(p2)
[Statedef 910]
type    = S
movetype= H
physics = S
velset = 0
ctrl = 0
facep2 = 1
anim = 5000

[state 910,life]
type = lifeadd
trigger1 = time = 1
value = -25

[State 900, Fim]
type = changestate
trigger1 = time = 100
value = 5050
ctrl = 1
;---------------------------------------------------------------------------
;Agarrão(Throw)
[Statedef 950]
type    = A
movetype= A
physics = N
ctrl = 0

[State 950,anim]
type = changeanim
trigger1 = (var(9) = 0 && time = 0)
value = 950

[State 950,anim]
type = changeanim
trigger1 = (var(9) = 1 && time = 0)
value = 10950

[State 900,Pos]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0

[State 900,Pegou]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitsound   = S9,9            
p2stateno = 975
sparkno = -1
sparkxy = 8,-50
guard.sparkno = -1

[State 900, Fim]
type = changestate
triggerall = prevstateno != 3001
trigger1 = AnimTime = 0
trigger2 = AnimElem = 2 && MoveHit = 0
value = 50
ctrl = 1

[State 900, Fim]
type = changestate
triggerall = prevstateno = 3001
trigger1 = AnimTime = 0
trigger2 = AnimElem = 2 && MoveHit = 0
value = 3001

;---------------------------------------------------------------------------
;Agarrão(Throw)
[Statedef 975]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
anim = 5000

[State 900,VelSet]
type = velset
trigger1 = time <= 18
x = 0
y = 0

[State 900,Anim]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 900,Pos]
type = PosAdd
trigger1 = time = 0
x = 30
y = p2bodydist y + -70

[State 900,VelSet]
type = velset
trigger1 = time = 19
y = 8

[State 900,gravity]
type = gravity
trigger1 = time >= 19

[State 900,Fim]
type = changestate
trigger1 = pos y >= 0 && vel y > 0
value = 980
;---------------------------------------------------------------------------
;Agarrão(Throw)
[Statedef 980]
type    = L
movetype= H
physics = N
ctrl = 0
sprpriority = 0
anim = 5000

[State 900,Damage]
type = lifeadd
trigger1 = time = 0 
value = -120

[State 900,Fim]
type = selfstate
trigger1 = time = 0
value = 5050
;---------------------------------------------------------------------------
; Final Flash
[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2000
ctrl = 0

[State 2000,1000]
type = PowerAdd
trigger1 = animelem = 3
trigger1 = power < 2000
value = -1000

[State 2000,2000]
type = PowerAdd
trigger1 = animelem = 3
trigger1 = power >= 2000
value = -2000

[State 7500,hit.no.voa]
type = null;StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 2000,Som]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 0

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

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 1
pos = 21, -41
anim = -1
time = 36


[State 2000,Raio]
type = Explod
trigger1 = AnimElem = 1
anim = 6666
pos = 21,-42
ownpal = 1
;postype = left
sprpriority = 3
removetime = 36
supermovetime = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 36
supermove = 1
supermovetime = 36

[State 2000,Raio2]
type = Explod
trigger1 = AnimElem = 1
anim = 6666
pos = -19,-42
ownpal = 1
sprpriority = 3
removetime = 36
supermovetime = 36

[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 36
value = 0, 0, 0
under = 1
supermove = 1

[State 2000, 3]
type = Projectile
trigger1 = AnimElem = 2
trigger1 = power >= 2000
projanim = 2050
projhitanim = 2051
projhits = 60
projmisstime = 1
projremanim = 2051
projshadow = -1
projpriority = 4
projremovetime = 102
projid = 2050
velocity = 0.001,0.001
offset = 8,-45
attr = S, HP
animtype  = Heavy
damage    = 10,5
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 6
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-2
fall.animtype = Hard
fall = 1

[State 3000, 1]
type = projectile
trigger1 = animelem = 2
trigger1 = power < 2000
projanim = 2055
projhits = 40
projmisstime = 2
projremovetime = 100
projremove = 0
projid = 3050
velocity = 0,0
offset = 15,-60
attr = S, HP
animtype  = Hard
damage    = 10,5
getpower  = 0
guardflag = MA
pausetime = 1,3
sparkno = -1
sparkxy = -1
guard.sparkno = -1
hitsound   = S5,4            
guardsound =  6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-2
fall = 1

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

[State 2000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Gyarric Gun Fire(Corrida)
[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3000
ctrl = 0
poweradd = -1500

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 1
pos = 21, -41
anim = -1
time = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 36
supermove = 1
supermovetime = 36


[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 36
value = 0, 0, 0
under = 1
supermove = 1

[State 3000,1]
type = VelSet
trigger1 = Time > 4
x = 5.3

[State 999,Sombra]
type = AfterImage
trigger1 = AnimElem = 2
time = 100
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 3000,Hit]
type = HitDef
trigger1 = Time = 0
attr = S, HT
hitflag = MAF
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
sprpriority = -2      ;Behind opponent
sparkno = -1
p2facing = 1
p1stateno = 3051
p2stateno = 3052


[State 3000,Super B]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20,0 

[State 3000,3]
type = ChangeState
trigger1 = Time >= 65
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Gyarric Gun Fire (Parte do P1)
[Statedef 3051]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3050
ctrl = 0
poweradd = -1500

[State 3051,Som]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
trigger9 = AnimElem = 40
trigger10 = AnimElem = 44
trigger11 = AnimElem = 48
trigger12 = AnimElem = 52
trigger13 = AnimElem = 56
trigger14 = AnimElem = 60
trigger15 = AnimElem = 64
trigger16 = AnimElem = 68
trigger17 = AnimElem = 10
trigger18 = AnimElem = 14
trigger19 = AnimElem = 18
trigger20 = AnimElem = 22
trigger21 = AnimElem = 26
trigger22 = AnimElem = 30
trigger23 = AnimElem = 34
trigger24 = AnimElem = 38
trigger25 = AnimElem = 42
trigger26 = AnimElem = 46
trigger27 = AnimElem = 50
trigger28 = AnimElem = 54
trigger29 = AnimElem = 58
trigger30 = AnimElem = 62
trigger31 = AnimElem = 66
trigger32 = AnimElem = 70
trigger33 = AnimElem = 3
value = 3000,0

[State 3051,2]
type = null;SuperPause
trigger1 = AnimElem = 1
pos = 32,-35 
anim = 30

[State 3051,Proj]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
trigger9 = AnimElem = 40
trigger10 = AnimElem = 44
trigger11 = AnimElem = 48
trigger12 = AnimElem = 52
trigger13 = AnimElem = 56
trigger14 = AnimElem = 60
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projanim = 2850
ProjHitAnim = 3333      ;Action id when fireball hits
velocity = 0,6.5
offset = 10,2
attr = A, HP
hitflag = MAFD
animtype  = Hard
damage    = 20
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 2,2
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0,0
air.velocity = 0,0
fall.animtype = Low
fall = 0
air.hittime = 40
p2facing = 1
p2stateno = 3006
fall = 0

[State 3051,Proj 2]
type = Projectile
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projanim = 2850
ProjHitAnim = 3333      ;Action id when fireball hits
velocity = 0,6.5
offset = -10,2
attr = A, HP
hitflag = MAFD
animtype  = Hard
damage    = 20
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 2,2
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0,0
air.velocity = 0,0
fall.animtype = Low
fall = 0
air.hittime = 40
p2facing = 1
p2stateno = 3006
fall = 0

[State 3051,Proj 2]
type = Projectile
trigger1 = AnimElem = 62
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projanim = 2850
ProjHitAnim = 3333      ;Action id when fireball hits
velocity = 0,6.5
offset = -10,2
attr = A, HP
hitflag = MAFD
animtype  = Hard
damage    = 20
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 2,2
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 400
ground.hittime  = 400
ground.velocity = 0,0
air.velocity = 0,0
fall.animtype = Low
fall = 0
air.hittime = 40
p2facing = 1
p2stateno = 3005
fall = 0

[State 3051, 3]
type = VelSet
trigger1 = AnimElem = 3
y = -6

[State 3051, 4]
type = VelSet
trigger1 = AnimElem = 4
x = 0
y = 0

[State 3051,Bola]
type = Projectile
trigger1 = AnimElem = 62
projanim = 3500
projremovetime = 27
velocity = 0,0
offset = 0,-85
attr = A, HP
animtype  = Hard
hitflag = MAFD
damage    = 6
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 3,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 400
ground.hittime  = 400
down.hittime  = 400
ground.velocity = -2
air.velocity = -3,-3
fall.animtype = Hard
fall = 1

[State 2000,Fumaça]
type = Explod
trigger1 = Time > 270
trigger1 = projcontact3775 = 1
anim = 7075
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
removetime = 27
supermovetime = 27

[State 2000,Fumaça]
type = AllPalFx
trigger1 = Time > 270
trigger1 = projcontact3775 = 1
add = 255,255,64
mul = 255,255,192
time = 27

[State 7000,SomHit]
type = PlaySnd
trigger1 = Time > 270
trigger1 = projcontact3775 = 1
value = 7075,0
volume = 100

[State 3051,Bola1]
type = Projectile
trigger1 = AnimElem = 64
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projanim = 3550
projid = 3775
velocity = 0,8
offset = 0,-85
attr = A, HP
animtype = Back
damage  = 240
sparkno = -1
sparkxy = -1
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 6,6
hitsound   = S5,4     
guardsound = S6,0           
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = 0,5
air.velocity = 0,5
fall.animtype = Hard
fall = 1
;p2facing = 1
;p2stateno = 3006
;fall = 0


[State 3051,66]
type = PlaySnd
trigger1 = AnimElem = 63
value = 3050,0 

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 50
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------
; Gyarric Gun Fire (Parte do P2)
[Statedef 3052]
type    = A
movetype= H
physics = N
velset = 0,0

[state 7050,anim]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3052,1]
type = ChangeAnim
trigger1 = Time = 0
value = 5001

[State 3052,2]
type = ChangeAnim
trigger1 = Time = 5
value = 5050

[State 3052,3]
type = PosAdd
trigger1 = Time = 5
x = p2bodydist x + 20
y = p2bodydist y + -35

[State 3052, 6]
type = PosAdd
trigger1 = Time = 11
y = -20

[State 3052, 4]
type = VelSet
trigger1 = Time >= 12
y = -5.5

[State 3052,Para]
type = VelSet
trigger1 = Time >= 30
x = 0
y = 0

[State 3052, 7]
type = VelSet
trigger1 = Time >= 46
y = 7

[State 3052, 4]
type = Gravity
trigger1 = Time >= 46
;y = 0.5

[State 3052,8]
type = null;VelSet
trigger1 = Time >= 68
x = 0 
y = 2 

[State 3052,Fim]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 30
value = 3005

[Statedef 3003]
type    = A
movetype= H
physics = N

[State 3003,1]
type = null;ChangeAnim
trigger1 = Time = 0
value = 5110

[State 3003,2]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 3003,3]
type = VelSet
trigger1 = Time = 1
x = 0
y = .1

[State 3003,Life]
type = LifeAdd
trigger1 = Time = 0
value = -20

[Statedef 3004]
type    = A
movetype= H
physics = N

[State 3004,1]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 3004,3]
type = VelSet
trigger1 = time >= 0
y = 2.5

[State 3004,3]
type = VelAdd
trigger1 = time >= 0
y = .25

[State 3004,4]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 3004,Life]
type = LifeAdd
trigger1 = Time = 0
value = -20

[State 3003,2]
type = ChangeState
trigger1 = Pos Y >= 0
;trigger1 = Vel Y >= 0
value = 3005

[Statedef 3005]
type    = L
movetype= H

[State 3005,3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3005,3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3005,2]
type = ChangeAnim
trigger1 = Time = 0
value = 5110

[State 3003,2]
type = SelfState
trigger1 = Time = 80
value = 5120

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 3006]
type    = L
movetype= H
physics = N

[State 3052,2]
type = ChangeAnim
trigger1 = Time = 0
value = 5100

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
trigger4 = Time = 30
value = 3005

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = null;VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
;---------------------------------------------------------------------------
;Carregamento Inicio 
[Statedef 800]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 800
velset = 0,0

[State 800,Charge]
type = PowerAdd
trigger1 = TimeMod = 4,0
value = 15

[State 735,Ki]
type = Explod
trigger1 = timemod = 28,0
Anim = 760
Pos = -6,0
Id = 800
sprpriority = -2
removetime = 28
bindtime = 28
Postype = p1
Bindtime = 1
SuperMove = 1


[state 735, treme]
type = envshake
trigger1 = timemod = 28,0
time = 28
ampl = 2
 
[State 191,Som]
type = PlaySnd
trigger1 = timemod = 28,0
value = 760,0
channel = 9

[State 191,Som]
type = PlaySnd
trigger1 = time = 0
value = 800,0

[State 191,Som]
type = StopSnd
trigger1 = time = 0
channel = 9

[State 800,Fim]
type = ChangeState
triggerall = animtime = 0
trigger1 = command != "charge"
trigger2 = command != "charge1"
trigger3 = power >= 3000
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Magia_A
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1000
ctrl = 0

[State 1000,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 


[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
;ProjHitAnim = 1006
projsprpriority = 2
velocity = 3.5
offset = 35,2
attr = S, SP
animtype  = Hard
damage    = 53,9
getpower  = 0
sparkno = 0
sparkxy = 12,-35
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
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 1000,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 1500,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 

[State 1500, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
;ProjHitAnim = 1006      ;Action id when fireball hits
velocity = 4.2
offset = 35,2
attr = S, SP
animtype  = Hard
damage    = 72,11
getpower  = 0
sparkno = 0
sparkxy = 12,-35
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
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 = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Big Bang Attack (Pro alto)
[Statedef 2500]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2500
ctrl = 0

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

[State 2500, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 2550
;ProjHitAnim = 1006      ;Action id when fireball hits
velocity = 7,-7
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   = S5,4            
guardsound = S6,0                
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

;---------------------------------------------------------------------------
; Bakuhatsu Ha
[Statedef 2600]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2600
ctrl = 0

[State 2600,Crtl]
type = CtrlSet
trigger1 = Time >= 52
value = 1

[State 2600,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 

[State 2600, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 2655
projhits = 4
projmisstime = 4
projremove = 0
projpriority = 30
projremovetime = 82
projid = 2650
velocity = 0,0
offset = 59,3
attr = S, SA
animtype  = Hard
damage    = 31,11
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 0,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 11
ground.velocity = -0.1,-10.4
air.velocity = -0.1,-10.4
fall.animtype = Hard
fall = 1

[State 2600,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Knee Attack Counter
[Statedef 2701]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 2700
ctrl = 0

[State 2000,Pause]
type = superpause
trigger1 = animelem = 1
time = 15
anim = -1


[State 2700,1]
type = VelSet
trigger1 = animelem = 2
x = 3
y = -6


[State 999,Sombra]
type = AfterImage
trigger1 = animelem = 1
time = 66
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 2700,2]
type = Veladd
trigger1 = time > 4
x = 0.1
y = -0.1

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

[State 2700,4]
type = HitDef
trigger1 = Time = 5
trigger2 = Time = 7
trigger3 = Time = 9
attr = S, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -5,-8.5
air.velocity = -5,-8
fall.animtype = Hard
fall = 1

[State 2700,4]
type = HitDef
trigger1 = Time = 11
trigger2 = Time = 13
attr = S, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -5,-7
air.velocity = -5,-7.5
fall.animtype = Hard
fall = 1

[State 2800,Nohit]
type = NotHitBy
trigger1 = Pos Y < 0 && Vel Y != 0
value = ,NP,SP,NA,SA
time = 1

[State 2700,Fim]
type = ChangeState
trigger1 = AnimElem = 3
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Knee Attack
[Statedef 2700]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 2700
ctrl = 0

[State 2800,Nohit]
type = NotHitBy
trigger1 = Pos Y < 0 && Vel Y != 0
value = ,NP,SP,NA,SA
time = 1

[State 2700,1]
type = VelSet
trigger1 = animelem = 2
x = 3
y = -6

[State 999,Sombra]
type = AfterImage
trigger1 = animelem = 1
time = 66
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2700,2]
type = Veladd
trigger1 = time > 4
x = 0.1
y = -0.1

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

[State 2700,4]
type = HitDef
trigger1 = Time = 5
trigger2 = Time = 7
trigger3 = Time = 9
attr = S, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -5,-8.5
air.velocity = -5,-8
fall.animtype = Hard
fall = 1

[State 2700,4]
type = HitDef
trigger1 = Time = 11
trigger2 = Time = 13
attr = S, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,-7
air.velocity = -3,-7.5
fall.animtype = Hard
fall = 1

[State 2700,Fim]
type = ChangeState
trigger1 = AnimElem = 3
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Renzoku Energy Dan (Ar)
[Statedef 2800]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 2800
ctrl = 0

[State 2800,Para]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 2800, 1]
type = Projectile
trigger1 = AnimElem = 2 || AnimElem = 6
projanim = 2850
;ProjHitAnim = 1006      ;Action id when fireball hits
velocity = 0,8
offset = 10,2
attr = S, SP
animtype  = Hard
damage    = 32,9
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 8
ground.velocity = 0,-1
air.velocity = -3,-3

[State 2800, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 2850
;ProjHitAnim = 1006      ;Action id when fireball hits
velocity = 0,8
offset = -10,2
attr = S, SP
animtype  = Hard
damage    = 31,9
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 8
ground.velocity = -2
air.velocity = -2,-2
fall.animtype = Hard
fall = 1

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

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 50
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------
; Slide
[Statedef 2900]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2900
ctrl = 0

[State 2900,Corr]
type = VelSet
trigger1 = AnimElem = 1
x = 7
y = 0

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2900,Chute]
type = VelSet
trigger1 = AnimElem = 2
x = 7
y = 0

[State 2900,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Hard
damage    = 62,11
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,5            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4
air.velocity = -4

[State 2900,Fim]
type = ChangeState
trigger1 = command = "QCF_x"
trigger1 = movehit = 1
value = 2910

[State 2900,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_X
[Statedef 2910]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 220

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 220,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 8,8
sparkxy = -6,-53
hitsound   = S5,2              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2
air.velocity = -2

[State 220, 2]
type = null;HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 4,8
sparkxy = -6,-53
hitsound   = S5,2              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 2900,Fim]
type = ChangeState
trigger1 = command = "QCF_x"
trigger1 = movehit = 1
value = 2920

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_B
[Statedef 2920]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 210

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  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 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 32
guardflag = MA
pausetime = 4,12
sparkxy = -6,-49
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 210,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 2900,Fim]
type = ChangeState
trigger1 = command = "QCF_x"
trigger1 = movehit = 1
value = 2930

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_Y
[Statedef 2930]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 230

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 230,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 61
guardflag = MA
pausetime = 8,7
sparkxy = -6,-47
hitsound   = S5,3              
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -25,-5
air.velocity = -25,-5
fall = 1
p2stateno = 2935

[State 2900,Fim]
type = ChangeState
;trigger1 = command = "QCF_x"
trigger1 = movehit = 1
value = 2970

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 2970]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2970
velset = 0,0

[State 2990,VelX]
type = VelSet
trigger1 = Time >= 0
x = 25

[State 2940,Fim]
type = ChangeState
;trigger1 = BackEdgeBodyDist <= 50
trigger1 = FrontEdgeBodyDist <= 50
triigger2 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2935]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2935, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = Time >= 0
value = 2935

[State 2935, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2940

[Statedef 2940]
type    = A
movetype= H
physics = N

[State 2940, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 2940, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 2940, No scroll]
type = null;ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 2940, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 2950

[State 2940, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 2950]
type    = A
movetype= H
physics = N

[State 2950, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 2950, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 2950, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 2950, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 2950, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 2950, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 2950

[State 2950, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 2950, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 2960

[Statedef 2960]
type    = A
movetype= H
physics = N

[State 2960, 1]
type = NotHitBy
trigger1 = Time >= 0
value = , NA, NP

[State 2960, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 2960, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 2960, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 2960, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 2960, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 2960, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 2960, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 2960, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 2960, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;---------------------------------------------------------------------------
;Zanzoken
[Statedef 4000]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 4000
ctrl = 0
facep2 = 1


[State 6000,Var(4)]
type = VarSet
trigger1 = time = 0
v = 4
value = 0

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holdfwd"
v = 4
value = 1

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holdback"
v = 4
value = 2

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holdup"
v = 4
value = 3

[State 6000,Var(4)]
type = VarSet
;trigger1 = Pos Y < 0
trigger1 = command = "holddown"
v = 4
value = 4

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holddiag1"
trigger2 = command = "holdfwd"
trigger2 = command = "holdup"
v = 4
value = 5

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holddiag2"
trigger2 = command = "holdback"
trigger2 = command = "holdup"
v = 4
value = 6

[State 6000,Var(4)]
type = VarSet
triggerall = Pos Y < 0
trigger1 = command = "holddiag3"
trigger2 = command = "holdfwd"
trigger2 = command = "holddown"
v = 4
value = 7

[State 6000,Var(4)]
type = VarSet
triggerall = Pos Y < 0
trigger1 = command = "holddiag4"
trigger2 = command = "holdback"
trigger2 = command = "holddown"
v = 4
value = 8

[State 6000,Pause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -60
anim = -1
darken = 0
time = 16
movetime = 16

[State 6000,PosAdd]
type = PosAdd
trigger1 = Time = 16
trigger1 = Var(4) = [0,1]
x = p2bodydist x + 100  ;200
y = 0

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 16
trigger1 = Var(4) = 2
x = -150
y = 0

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 16
trigger1 = Var(4) = 3
x = 0
y = -100

[State 6000,PosAdd]
type = PosSet
triggerall = Time = 16
trigger1 = Var(4) = 4
trigger2 = Var(4) = 7
trigger3 = Var(4) = 8
y = 0

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 16
trigger1 = Var(4) = 5
x = 200
y = -100

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 16
trigger1 = Var(4) = 6
x = -200
y = -100

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 16
trigger1 = Var(4) = 7
x = 200

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 16
trigger1 = Var(4) = 8
x = -200

[State 6000,Som]
type = PlaySnd
trigger1 = Time = 16
value = 4000,0 

[State 6000,Virar]
type = Turn
triggerall = p2bodydist x < 0
trigger1 = Time = 16
value = 1

[State 6000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 6000,Fim]
type = null;ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
trigger1 = PrevStateNo != 3001
value = 50
ctrl = 1

[State 6000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
;trigger1 = PrevStateNo = 3001
value = 3001

;Zanzoken
[Statedef 4050]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
facep2 = 1


[State 4050,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = -100
y = 0

[State 4050,Som]
type = PlaySnd
trigger1 = Time = 1
value = 4000,0



[State 4050,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 4050
projremovetime = 20
projsprpriority = -2
projid = 4051
vellocity = 0
offset = 0

[State 4050,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 4050,Fim]
type = ChangeState
trigger1 = Time = 6
value = 0
ctrl = 1

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

;Zanzoken Aereo
[Statedef 4100]
type    = A
movetype= I
physics = N
velset = 0,0
;anim = 4100
ctrl = 0
facep2 = 1

[State 4000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 4000,0

[State 4000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 4000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 4000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 4100
projremovetime = 20
projsprpriority = -2
projid = 4100
vellocity = 0
offset = 0

[State 4000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 4000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 50
ctrl = 1

;Zanzoken Durante Voa
[Statedef 4200]
type    = A
movetype= I
physics = N
velset = 0,0
;anim = 4100
ctrl = 0
facep2 = 1


[State 4000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 4000,0

[State 4000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 4000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 4000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 4200
projremovetime = 20
projsprpriority = -2
projid = 4200
vellocity = 0
offset = 0

[State 4000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 4000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 3001
ctrl = 1
;---------------------------------------------------------------------------
;Voar Iniico
[Statedef 3115]
type = A
movetype = A
physics = A
velset = 0,-7.2
poweradd= -100
ctrl = 0

[State 3115,Anim]
type = ChangeAnim
trigger1 = Var(9) = 0 && time = 0
value = 3115

[State 3115,Anim]
type = ChangeAnim
trigger1 = Var(9) = 1 && time = 0
value = 13115

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = 3000,0 

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

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


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

[State 3001, Para2]
type = ChangeAnim
triggerall = Var(9) = 0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 3001
value = 3001

[State 3001, Para2]
type = ChangeAnim
triggerall = Var(9) = 1
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 13001
value = 13001

[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 = -0.4

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

[State 3001, GoUpAnim]
type = ChangeAnim
triggerall = Var(9) = 0
trigger1 = Anim != 3011 && command = "holdup" 
trigger2 = Var(6) = 1 && Vel Y > 1 && Anim != 3011 
value = 3011

[State 3001, GoUpAnim]
type = ChangeAnim
triggerall = Var(9) = 1
trigger1 = Anim != 13011 && command = "holdup" 
trigger2 = Var(6) = 1 && Vel Y > 1 && Anim != 13011 
value = 13011

[State 3001, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.4

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

[State 3001, GoDownAnim]
type = ChangeAnim
triggerall = Var(9) = 0
trigger1 = Anim != 3111 && command = "holddown"
trigger2 = Var(6) = 1 && Vel Y < 1 && Anim != 3111
value = 3111

[State 3001, GoDownAnim]
type = ChangeAnim
triggerall = Var(9) = 1
trigger1 = Anim != 13111 && command = "holddown"
trigger2 = Var(6) = 1 && Vel Y < 1 && Anim != 13111
value = 13111

[State 3001, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.4

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

[State 3001, GoBackAnim]
type = ChangeAnim
triggerall = Var(9) = 0
trigger1 = Anim != 3113 && command = "holdback"
trigger2 = Var(6) = 1 && Vel X < 0 && Anim != 3113
value = 3113

[State 3001, GoBackAnim]
type = ChangeAnim
triggerall = Var(9) = 1
trigger1 = Anim != 13113 && command = "holdback"
trigger2 = Var(6) = 1 && Vel X < 0 && Anim != 10105
value = 13113

[State 3001, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.4

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

[State 3001, GoFwdAnim]
type = ChangeAnim
triggerall = Var(9) = 0
trigger1 = Anim != 3112 && command = "holdfwd"
trigger2 = Var(6) = 1 && Vel X > 0 && Anim != 3112
value = 3112

[State 3001, GoFwdAnim]
type = ChangeAnim
triggerall = Var(9) = 1
trigger1 = Anim != 13112 && command = "holdfwd"
trigger2 = Var(6) = 1 && Vel X > 0 && Anim != 10100
value = 13112

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

[State 3001,Borda]
type = PosSet
trigger1 = Pos Y < -400
y = -400

[State 3001,Borda]
type = VelSet
trigger1 = ScreenPos Y < 0 && Vel Y < 0
y = 0

[State 3001,A.I.]
type = VelSet
trigger1 = Var(6) = 1 && Pos Y < -30
x = p2bodydist x / 10
y = p2bodydist y / 10

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

[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,Var(5)]
type = VarSet
trigger1 = time = 0
v = 5
value = 0

[State 3001,Var(5)]
type = null;VarSet
trigger1 = p2movetype = A 
trigger1 = p2bodydist x < 50
trigger1 = command = "holdback"
v = 5
value = 1

[State 3001,Guard]
type = null;ChangeState
trigger1 = p2movetype = A && Var(9) != 1
trigger1 = p2bodydist x < 50
trigger1 = command = "holdback"
value = 130

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

;---------------------------------------------------------------------------
;Big Bang Attack Aereo 
[Statedef 6000]
type = A
movetype = A
physics = A
anim = 6000
velset = 0
ctrl = 0
;poweradd = -1000

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

[State 6000,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2500,0

[State 6000,Bola]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6500
projhitanim = 6550
velocity = 4,4
offset = 0
attr = A, SP
animtype  = Heavy
damage    = 55,5
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2
fall.animtype = Hard
fall = 0

[State 6000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;---------------------------------------------------------------------------
;Ki Release
[Statedef 6100]
type = A
movetype = A
physics = A
anim = 6100
velset = 0,0
ctrl = 0


[state 6100,Para]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[state 6100,ki]
type = projectile
trigger1 = animelem = 2
projanim = 6150
projremovetime = 48
projhits = 3
projmisstime = 4
projremove = 0
velocity = 0,0
offset = -6,0
attr = A, SA
animtype  = Heavy
damage    = 45,8
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 15	
ground.hittime  = 15
ground.velocity = -3,-7.6
air.velocity = -3,-7.6
air.animtype = Back
air.juggle = 1
fall = 1

[State 191,Som]
type = PlaySnd
trigger1 = Time = 24
value = 800,0

[state 6100,spr]
type = sprpriority
trigger1 = time >= 0
value = 3

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191,0

[state 7000, fim]
type = changestate
trigger1 = (time = 58 && prevstateno != 3001)
value = 50
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (time = 58 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------------------
;Big Bang Attack Aereo 
[Statedef 6001]
type = A
movetype = A
physics = A
anim = 6000
velset = 0
ctrl = 0
;poweradd = -1000

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

[State 6000,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2500,0

[State 6000,Bola]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6500
projhitanim = 6550
velocity = 4,4
offset = 0
attr = A, SP
animtype  = Heavy
damage    = 55,5
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -1
air.velocity = -1
fall.animtype = Hard
fall = 0

[State 6000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;---------------------------------------------------------------------------
;Ki Release
[Statedef 6101]
type = A
movetype = A
physics = A
anim = 6100
velset = 0,0
ctrl = 0

[State 2000,Pause]
type = superpause
trigger1 = animelem = 1
time = 15
anim = -1

[State 3052,Para]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[state 6100,ki]
type = projectile
trigger1 = animelem = 2
projanim = 6150
projremovetime = 48
projhits = 3
projmisstime = 4
projremove = 0
velocity = 0,0
offset = 0,7
attr = A, SA
animtype  = Heavy
damage    = 45,8
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 15	
ground.hittime  = 15
ground.velocity = -3,-7.6
air.velocity = -3,-7.6
air.animtype = Back
air.juggle = 1
fall = 1

[State 191,Som]
type = PlaySnd
trigger1 = Time = 24
value = 800,0

[state 6100,spr]
type = sprpriority
trigger1 = time >= 0
value = 3

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191,0

[state 6100, fim]
type = changestate
trigger1 = time = 58
value = 50
7
;---------------------------------------------------------------------------
;Big Bang Attack Aereo (Super)
[Statedef 5500]
type = A
movetype = A
physics = A
anim = 5500
velset = 0,0
ctrl = 0
poweradd = -1000

[State 7000,para]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 7000,SomSuper]
type = PlaySnd
trigger1 = time = 9
value = F20,0

[State 7000,Som]
type = PlaySnd
trigger1 = time = 11
value = 5500,0

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 2
pos = 21, -41
anim = -1
time = 84

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 2
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 84
supermove = 1
supermovetime = 84

[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 2
persistent = 0
ignorehitpause = 1
Time = 84
value = 0, 0, 0
under = 1
supermove = 1

[State 2000,Raio]
type = Explod
trigger1 = AnimElem = 2
anim = 7025
pos = 30,-25
ownpal = 1
;postype = left
sprpriority = 2
removetime = 84
supermovetime = 84

[State 2000,Fumaça]
type = Explod
trigger1 = projcontact(7050) = 1
anim = 7075
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
removetime = 27
supermovetime = 27

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(7050) = 1
value = 7075,0
volume = 100

[State 7000,proj]
type = projectile
trigger1 = time = 11
projanim = 7055
projid = 7050
offset = 30,-25
velocity = 12.5,8
attr = S, HP
animtype  = Heavy
damage    = 350,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 5500,Fim]
type = ChangeState
trigger1 = animtime = 0
trigger1 = prevstateno = 3001
value = 3001

[State 5500,Fim]
type = ChangeState
trigger1 = animtime = 0
value = 50
;---------------------------------------------------------------------------
;Big Bang Attack (Super)
[Statedef 7000]
type = S
movetype = A
physics = S
anim = 7000
velset = 0
ctrl = 0

[State 6000,Var(1)]
type = VarSet
trigger1 = time = 0
v = 1
value = 0

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holdfwd")
v = 1
value = 1

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holdup")
v = 1
value = 2

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holddown" && pos y < 0)
v = 1
value = 3

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 7015 && Var(1) <= 1 && time < 74)
;trigger1 = (command = "holdfwd") || (command != "holdup" && command != "holddown")
value = 7015

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 7030 && pos y < 0 && Var(1) = 3 && time < 74)
;trigger1 = (command = "holddown") || (command != "holdup" && command != "holdfwd")
value = 7030

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 7045 && Var(1) = 2 && time < 74)
;trigger1 = (command = "holdup") || (command != "holdfwd" && command != "holddown")
value = 7045

[State 7000,VelSet]
type = velset
trigger1 = 1
x = 0
y = 0

[State 7000,SomSuper]
type = PlaySnd
trigger1 = time = 9
value = F20,0

[State 7000,Som]
type = PlaySnd
trigger1 = time = 11
value = 5500,0

[State 2000, 1]
type = SuperPause
trigger1 = Time = 0
pos = 21, -41
anim = -1
poweradd = -1000
darken = 0
time = 74
movetime = 74

[State 9999,Foto]
type = Explod
trigger1 = Time = 0
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 74
supermove = 1
supermovetime = 74

[State 2000,Fundo]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
Time = 74
value = 0, 0, 0
under = 1
supermove = 1

[State 2500,Strike]
type = helper
trigger1 = (anim != 7000 && animelem = 1 && numhelper = 0 && time < 74)
helpertype = normal
name = "Bola de Energia"
supermovetime = 84
id = 13050
pos = 30,-50
postype = p1
stateno = 7010
ownpal = 0

[State 2000,Raio]
type = null;Explod
trigger1 = AnimElem = 2
anim = 7025
pos = 30,-50
ownpal = 1
;postype = left
sprpriority = 2
removetime = 84
supermovetime = 84

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(7050) = 1
value = 7075,0
volume = 100

[State 2000,Fumaça]
type = Explod
trigger1 = projcontact(7050) = 1
anim = 7075
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
removetime = 27
supermovetime = 27

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 7015)
projanim = 13010;7050
projid = 7050
offset = 30,-50
velocity = 12.5
attr = S, HP
animtype  = Heavy
damage    = 350,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 7030)
projanim = 13021;7055
projid = 7050
offset = 30,-25
velocity = 10,10
attr = S, HP
animtype  = Heavy
damage    = 350,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 7045)
projanim = 13020;7060
projid = 7050
offset = 30,-80
velocity = 10,-10
attr = S, HP
animtype  = Heavy
damage    = 350,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6


[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 0
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------
;Big Bang Attack (Super)
[Statedef 7050]
type = S
movetype = A
physics = S
anim = 7000
velset = 0
ctrl = 0

[State 735,Ki]
type = Explod
trigger1 = timemod = 28,0
Anim = 760
Pos = -6,0
Id = 800
sprpriority = -2
removetime = 9984
bindtime = 9984
Postype = p1
Bindtime = 1
SuperMove = 1


[state 735, treme]
type = envshake
trigger1 = timemod = 28,0
time = 74
ampl = 2
 
[State 191,Som]
type = PlaySnd
trigger1 = timemod = 28,0
value = 760,0
channel = 9

[State 6000,Var(1)]
type = VarSet
trigger1 = time = 0
v = 1
value = 0

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holdfwd")
v = 1
value = 1

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holdup")
v = 1
value = 2

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holddown" && pos y < 0)
v = 1
value = 3

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 7015 && Var(1) <= 1 && time < 74)
;trigger1 = (command = "holdfwd") || (command != "holdup" && command != "holddown")
value = 7015

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 7030 && pos y < 0 && Var(1) = 3 && time < 74)
;trigger1 = (command = "holddown") || (command != "holdup" && command != "holdfwd")
value = 7030

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 7045 && Var(1) = 2 && time < 74)
;trigger1 = (command = "holdup") || (command != "holdfwd" && command != "holddown")
value = 7045

[State 7000,VelSet]
type = velset
trigger1 = 1
x = 0
y = 0

[State 7000,SomSuper]
type = PlaySnd
trigger1 = time = 9
value = F20,0

[State 7000,Som]
type = PlaySnd
trigger1 = time = 11
value = 5500,0

[State 2000, 1]
type = SuperPause
trigger1 = Time = 0
pos = 21, -41
anim = -1
poweradd = -2000
darken = 0
time = 74
movetime = 74

[State 9999,Foto]
type = Explod
trigger1 = Time = 0
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 74
supermove = 1
supermovetime = 74

[State 2000,Fundo]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
Time = 74
value = 0, 0, 0
under = 1
supermove = 1

[State 2500,Strike]
type = helper
trigger1 = (anim != 7000 && animelem = 1 && numhelper = 0 && time < 74)
helpertype = normal
name = "Bola de Energia"
supermovetime = 84
id = 13050
pos = 30,-50
postype = p1
stateno = 7010
ownpal = 0

[State 2000,Raio]
type = null;Explod
trigger1 = AnimElem = 2
anim = 7025
pos = 30,-50
ownpal = 1
;postype = left
sprpriority = 2
removetime = 84
supermovetime = 84

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(7050) = 1
value = 7075,0
volume = 100

[State 2000,Fumaça]
type = Explod
trigger1 = projcontact(7050) = 1
anim = 7075
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
removetime = 27
supermovetime = 27

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 7015)
projanim = 13031;7050
projid = 7050
offset = 30,-50
velocity = 13
attr = S, HP
animtype  = Heavy
damage    = 475,200
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 7030)
projanim = 13042;7055
projid = 7050
offset = 30,-25
velocity = 10,10
attr = S, HP
animtype  = Heavy
damage    = 475,200
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 7045)
projanim = 13041;7060
projid = 7050
offset = 30,-80
velocity = 10,-10
attr = S, HP
animtype  = Heavy
damage    = 475,200
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6


[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 0
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------
;Big Bang Attack (Bola de Energia)
[Statedef 7010]
type = S
movetype = A
physics = S
anim = 7025
sprpriority = 2
velset = 0
ctrl = 0

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 7020)
y = 30

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 7030)
y = -25


[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 7045)
value = 7020

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 13030)
value = 13060

[state 13050, sumir]
type = destroyself
trigger1 = (parent, numproj != 0) || (parent, stateno != 7000 && parent, stateno != 7050)
;---------------------------------------------------------------------------
;Big Bang Attack (Bola de Energia)
[Statedef 7020]
type = S
movetype = A
physics = S
sprpriority = 2
velset = 0

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 7010)
y = -30

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 7030)
y = -55

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 7015)
value = 7010

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 7030)
value = 7030

[state 13050, sumir]
type = destroyself
trigger1 = (parent, numproj != 0) || (parent, stateno != 7000 && parent, stateno != 7050)
;---------------------------------------------------------------------------
;Big Bang Attack (Bola de Energia)
[Statedef 7030]
type = S
movetype = A
physics = S
sprpriority = 2
velset = 0

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 7045)
value = 7020

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 7015)
value = 7010

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 7020)
y = 55

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 7010)
y = 25

[state 13050, sumir]
type = destroyself
trigger1 = (parent, numproj != 0) || (parent, stateno != 7000 && parent, stateno != 7050)
;---------------------------------------------------------------------------
;MvsC Super Pulo Cima
[Statedef 7100]
type    = A
physics = N
anim = 7100
ctrl = 0

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 40
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

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

[state 7110, cima]
type = velset
trigger1 = animelem = 1
x = 0
y = -14

[state 7110, cima]
type = veladd
trigger1 = vel y < 0
x = 0
y = .25

[state 7100,fim]
type = changestate
trigger1 = time = 20
value = 50
ctrl = 1

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

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 40
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[state 7110, cima]
type = veladd
trigger1 = vel y < 0
x = 0
y = .25

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

[state 7110, cima]
type = velset
trigger1 = animelem = 1
x = 3.5
y = -14


[state 7100,fim]
type = changestate
trigger1 = time = 20
value = 50
ctrl = 1

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

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 40
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[state 7110, cima]
type = veladd
trigger1 = vel y < 0
x = 0
y = .25

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

[state 7110, cima]
type = velset
trigger1 = animelem = 1
x = -3.5
y = -14


[state 7100,fim]
type = changestate
trigger1 = time = 20
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;5 Renzokus
[Statedef 7200]
type = S
movetype = A
physics = S
anim = 7200
velset = 0
ctrl = 0

[State 7500,hit.no.voa]
type = StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 1000,Som]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
value = 3000,0 

[State 7000,proj]
type = projectile
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
projanim = 7250
projhitanim = 7275
projid = 7250
offset = 30,-45
velocity = 8.5
attr = S, SP
animtype  = Heavy
damage    = 25,10
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 6,12
hitsound   = S5,5
guardsound = S6,0
ground.type = Trip
ground.slidetime = 20	
ground.hittime  = 15
ground.velocity = -5.2,-4.5
air.velocity = -5.2,-4.5

[state 7200,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;50 Renzokus
[Statedef 7500]
type = S
movetype = A
physics = S
anim = 7500
velset = 0,0
ctrl = 0

[State 7500,hit.no.voa]
type = null;StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 2000, 1]
type = SuperPause
trigger1 = time = 3
anim = -1
poweradd = -1500
time = 50

[State 2000,Raio]
type = Explod
trigger1 = time = 3
anim = 6666
pos = 30,-45
ownpal = 1
;postype = left
sprpriority = 3
removetime = 50
supermovetime = 50

[State 9999,Foto]
type = Explod
trigger1 = time = 3
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 50
supermove = 1
supermovetime = 50


[State 2000,Fundo]
type = Envcolor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
Time = 50
value = 0, 0, 0
under = 1
supermove = 1

[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = F20,0 

[State 1000,Som]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
value = 3000,0 

[State 7000,proj]
type = projectile
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
projanim = 7250
projhitanim = 7275
projpriority = 8
projid = 7250
offset = 30,-45
velocity = 8.5
attr = S, HP
animtype  = Heavy
damage    = 10,5
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 4,4
hitsound   = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 12	
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2

[state 7200,fim]
type = changestate
trigger1 = time = 400
trigger1 = prevstateno = 3001
value = 3001

[state 7200,fim]
type = changestate
trigger1 = time = 400
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Driving Elbow
[Statedef 7600]
type = S
movetype = A
physics = S
anim = 7600
velset = 0,0
ctrl = 0

[State 1000,Som]
type = PlaySnd
trigger1 = animelem = 2
value = 3000,0 

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7
air.velocity = -7

[state 7600,vel]
type = velset
trigger1 = animelem = 5
trigger2 = animelem = 6
x = P2BodyDist X / 10      
y = 0

[state 7600,vel1]
type = velset
trigger1 = animelem = 7
x = P2BodyDist X / 10      ;4.5
y = 0

[state 7600,vel2]
type = velset
trigger1 = animelem = 8
x = P2BodyDist X / 10      
y = 0

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Back Elbow
[Statedef 7700]
type = S
movetype = A
physics = S
anim = 7700
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 7600,vel]
type = veladd
trigger1 = time >= 5
trigger1 = time <= 19
trigger2 = time >= 24
trigger2 = time <= 35
x = 2
y = 0

[state 7600,vel.0]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0

[state 7600,vira]
type = turn
trigger1 = animelem = 4
value = 1

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Sway Elbow
[Statedef 7800]
type = S
movetype = A
physics = S
anim = 7800
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 7600,vel]
type = veladd
trigger1 = time >= 5
trigger1 = time <= 19
x = -2
y = 0

[state 7600,vel]
type = veladd
trigger1 = time >= 24
trigger1 = time <= 45
x = 2
y = 0

[state 7600,vel.0]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0

[state 7600,vira]
type = null;turn
trigger1 = animelem = 4
value = 1

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dash Elbow
[Statedef 7900]
type = S
movetype = A
physics = S
anim = 7900
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 7600,vel]
type = veladd
trigger1 = time >= 4
trigger1 = time <= 24
x = 2.7
y = 0

[state 7600,vel.0]
type = velset
trigger1 = animelem = 1
trigger2 = animelem = 3
x = 0
y = 0


[state 7600,vira]
type = null;turn
trigger1 = animelem = 4
value = 1

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Dash Bomb Attack
[Statedef 8100]
type = S
movetype = A
physics = S
anim = 8100
velset = 0,0
ctrl = 0

[state 8000,Vel]
type = VelSet
trigger1 = Time >= 18
x = 10
y = 0

[state 7600,fim]
type = changestate
trigger1 = P2BodyDist X <= 20
value = 8150

[state 7600,fim]
type = changestate
trigger1 = Time = 80
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Dash Bomb Attack
[Statedef 8150]
type = S
movetype = A
physics = S
anim = 8150
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 80,40
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 10,10
sparkxy = -5,-40
hitsound   = S5,4
guardsound = S6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2,-3
air.velocity = -2,-3

[state 7600,fim]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Jump Bomb Attack
[Statedef 8200]
type = A
movetype = A
physics = N
anim = 8200
velset = 0,0
ctrl = 0

[state 8000,Vel]
type = VelSet
trigger1 = Time >= 0
x = 4

[state 8000,Vel]
type = VelSet
trigger1 = AnimElem = 1
y = -5

[state 8000,Vel]
type = VelAdd
trigger1 = Time >= 1
x = 0
y = .4

[state 7600,fim]
type = changestate
;trigger2 = p2bodydist x <= 15
trigger1 = Time = 8
value = 8250
ctrl = 1
;---------------------------------------------------------------------------
;Jump Bomb Attack
[Statedef 8250]
type = A
movetype = A
physics = N
anim = 8250
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 80,40
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 10,10
sparkxy = -5,-40
hitsound   = S5,4
guardsound = S6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2,-3
air.velocity = -2,3

[state 8000,Vel]
type = VelSet
trigger1 = AnimElem = 4, > 4
x = -2.5
y = -2.5

[state 8000,Vel]
type = VelMul
trigger1 = Vel Y < 0
trigger1 = Vel X < 0
x = .3
y = .3

[state 8000,Vel]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 50
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------
;Strong Slide
[Statedef 8300]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 8300
ctrl = 0

[State 2900,Corr]
type = VelSet
trigger1 = AnimElem = 1
x = 11
y = 0

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2900,Chute]
type = VelSet
trigger1 = AnimElem = 2
x = 10.5
y = 0

[State 2900,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Hard
damage    = 75,30
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,5            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6,-4
air.velocity = -6,-4

[State 2900,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Ki Release
[Statedef 8400]
type = S
movetype = A
physics = S
anim = 6100
velset = 0,0
ctrl = 0

[state 6100,ki]
type = projectile
trigger1 = animelem = 2
projanim = 6150
projremovetime = 48
projhits = 3
projmisstime = 4
projremove = 0
velocity = 0,0
offset = -6,0
attr = A, SA
animtype  = Heavy
damage    = 45,8
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 15	
ground.hittime  = 15
ground.velocity = -3,-7.6
air.velocity = -3,-7.6
air.animtype = Back
air.juggle = 1
fall = 1

[State 191,Som]
type = PlaySnd
trigger1 = Time = 24
value = 800,0

[state 6100,spr]
type = sprpriority
trigger1 = time >= 0
value = 3

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191,0

[state 6100, fim]
type = changestate
trigger1 = time = 58
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Suicide Bomb
[Statedef 8000]
type = S
movetype = A
physics = S
anim = 8000
velset = 0,0
ctrl = 0

[State 191, 0]
type = VarSet
trigger1 = time = 0
v = 3
value = 1  

[State 2000,1000]
type = LifeAdd
trigger1 = time = 46 && Life < 1200
value = -9999

[State 2000,1000]
type = LifeSet
trigger1 = time = 46 && Life >= 1200
value = 1

[State 2000,1000]
type = null;LifeSet
trigger1 = time = 47 && Life != 0
value = 1

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(8050) = 1
value = 7075,0
volume = 100

[State 8000,Som]
type = PlaySnd
trigger1 = AnimElem = 4
value = 191,0
volume = 200

[State 7000,proj]
type = projectile
trigger1 = animelem = 4
projanim = 8050
projremovetime = 50
projremove = 0
projpriority = 8
projid = 8050
offset = 0,-45
velocity = 0,0
attr = S, HP
animtype  = Heavy
damage    = 9999,9999
getpower  = 0
givepower = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 4,4
hitsound   = S5,5
guardsound = S6,0
ground.type = Trip
ground.slidetime = 999	
ground.hittime  = 9
ground.velocity = 0,-25
air.velocity = 0,-25
fall = 1


[State 2000, 1]
type = SuperPause
trigger1 = animelem = 3
anim = -1
poweradd = -3000
time = 50


[State 9999,Foto]
type = Explod
trigger1 = animelem = 3
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 50
supermove = 1
supermovetime = 50


[State 2000,Fundo]
type = Envcolor
trigger1 = animelem = 3
persistent = 0
ignorehitpause = 1
Time = 50
value = 0, 0, 0
under = 1
supermove = 1

[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = F20,0 

[state 8000,sobe]
type = veladd
trigger1 = animelem = 2
trigger1 = time >= 0
y = -6

[state 8000,sobe]
type = velset
trigger1 = animelem = 3
y = 0

[state 8000,fim]
type = changestate
trigger1 = animelem = 4, > 4
trigger1 = numprojid(8050) = 0
;trigger1 = P2Life > 0
value = 5050
ctrl = 0

[state 8000,fim]
type = null;changestate
trigger1 = win = 1
trigger2 = lose = 1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Estados do Modo Super Saiyajin 4
;---------------------------------------------------------------------------
[Statedef 9000]
type = S
movetype = A
physics = S
anim = 9000
velset = 0,0
poweradd = -3000
ctrl = 0

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191,0

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 1
anim = -1
time = 95
movetime = 95

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9025
pos = 0,0
ownpal = 1
postype = left
sprpriority = -5
removetime = 95
supermove = 1
supermovetime = 95

[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 95
value = 0, 0, 0
under = 1
supermove = 1

[State 735,Ki]
type = Explod
trigger1 = timemod = 28,6
Anim = 760
Pos = -6,0
Id = 800
sprpriority = -2
removetime = 28
bindtime = 28
Postype = p1
Bindtime = 1
SuperMove = 1

[state 735, treme]
type = envshake
trigger1 = timemod = 28,6
time = 28
ampl = 4
 
[State 191,Som]
type = PlaySnd
trigger1 = timemod = 28,6
value = 760,0
channel = 9


[State 735,Raio]
type = Explod
trigger1 = time = 6
Anim = 9050
Pos = 0,0
Id = 9050
sprpriority = 5
removetime = 16
supermovetime = 16
Postype = p1

[State 735,Raio]
type = Explod
trigger1 = time = 14
Anim = 9050
Pos = 30,230
Postype = left
Id = 9050
sprpriority = 5
removetime = 16
supermovetime = 16


[State 735,Raio]
type = Explod
trigger1 = time = 22
Anim = 9050
Pos = 90,230
Postype = left
Id = 9050
sprpriority = 5
removetime = 16
supermovetime = 16

[State 735,Raio]
type = Explod
trigger1 = time = 30 || time = 62
Anim = 9050
Pos = 150,230
Postype = left
Id = 9050
sprpriority = 5
removetime = 16
supermovetime = 16

[State 735,Raio]
type = Explod
trigger1 = time = 38 || time = 54
Anim = 9050
Pos = 210,230
Postype = left
Id = 9050
sprpriority = 5
removetime = 16
supermovetime = 16

[State 735,Raio]
type = Explod
trigger1 = time = 46
Anim = 9050
Pos = 270,230
Postype = left
Id = 9050
sprpriority = 5
removetime = 16
supermovetime = 16

[State 191, 0]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[state 9000,Life]
type = lifeset
trigger1 = animtime = 0
value = 600

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Win-Vegeta Ssj4(1)
[Statedef 10181]
type = S
ctrl = 0
anim = 10181
velset = 0,-6,0

[State 735,Ki]
type = Explod
trigger1 = timemod = 28,22
Anim = 760
Pos = 0,30
Id = 800
scale = 1.5,1.5
sprpriority = -2
removetime = 28
bindtime = 28
Postype = p1
Bindtime = 1
SuperMove = 1

[state 735, treme]
type = envshake
trigger1 = timemod = 28,22
time = 28
ampl = 2
 
[State 191,Som]
type = PlaySnd
trigger1 = timemod = 28,22
value = 760,0

[state 181,para]
type = velset
trigger1 = animelem = 2
x = 0
y = 0

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 3
value = 191,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
;Win-VegetaSsj4(2)
[Statedef 10182]
type = S
ctrl = 0
anim = 10182
velset = 0,0,0

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

[State 181,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 180,0
;---------------------------------------------------------------------------
;Win-VegetaSsj4(Cansado)
[Statedef 10183]
type = S
ctrl = 0
anim = 15300
velset = 0,0,0

[State 183, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; INTRO (ssj4)
[Statedef 10191]
type = S
ctrl = 0
anim = 10190
velset = 0,0,0

[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,112]
flag = Intro

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 4
value = 191,0

[State 191, 5]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Soco Fraco
[Statedef 10200]
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 = 10200                       ;Change animation (Def: no change)
poweradd = 30                      ;Power to add (Def: 0)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 30                   ;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 = 4,8                  ;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 = -6,-49                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = S5,0                   ;Sound to play on hit
guardsound = S6,0                 ;Sound to play on guard
; 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 = 12             ;Time that the victim slides back
ground.hittime  = 12             ;Time victim is in hit state
ground.velocity = -2.5             ;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,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Soco Forte
[Statedef 10210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 10210

[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 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 4,8
sparkxy = -6,-49
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -3.5
air.velocity = -2.2,-3.2

[State 210,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

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

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Chute Fraco
[Statedef 10220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 10220

[State 220,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 4,8
sparkxy = -6,-53
hitsound   = S5,2              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0,-4
air.velocity = 0,-6


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

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Chute Forte
[Statedef 10230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 10230

[State 230,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 61
guardflag = MA
pausetime = 11,11
sparkxy = -6,-47
hitsound   = S5,3              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

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

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Cabeçada
[Statedef 10240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 10240

[State 240,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 3,11
sparkxy = -6,-54
hitsound   = S5,5              
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
air.velocity = -2.2,-3.2

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

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 10400]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 10400

[State 400,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
sparkno = 0                   ;Spark image group and no (Def: set above)
hitsound   = S5,0              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

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

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

;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 10410]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 10410

[State 410,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 25
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 0
hitsound   = S5,1            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 10420]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 10420

[State 420,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 420, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 39
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_Y
[Statedef 10430]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 10430

[State 430,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200,1

[State 430, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 21
getpower  = 20
givepower = 20
hitflag = MAFD
guardflag = L
pausetime = 6,6
sparkxy = -5,-10
sparkno = 0
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -1
air.velocity = -2
guard.velocity = -2

[State 430,4]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 21
getpower  = 20
givepower = 20
hitflag = MAFD
guardflag = L
pausetime = 6,6
sparkxy = -5,-30
sparkno = 0
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -3
air.velocity = -3
guard.velocity = -2

[State 430,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_A
[Statedef 10600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 10600

[State 600,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 32
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 8,12
sparkxy = -10,-58
hitsound   = S5,2              
guardsound = S6,0                
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

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

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 10610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 10610

[State 610,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 48
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 8,12
sparkxy = -10,-51
hitsound   = S5,3            
guardsound = S6,0                
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 10620]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 10620

[State 620,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 34
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 8,12
sparkxy = -10,-51
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 10630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 10630

[State 630,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 630, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 50
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 8,12
sparkxy = -10,-51
hitsound   = S5,5            
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 630, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Carregamento Inicio 
[Statedef 10800]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 10800
velset = 0,0

[State 800,Charge]
type = PowerAdd
trigger1 = TimeMod = 4,0
value = 20

[State 735,Ki]
type = Explod
trigger1 = timemod = 28,0
Anim = 760
Pos = -6,0
Id = 800
sprpriority = -2
removetime = 28
bindtime = 28
Postype = p1
Bindtime = 1
SuperMove = 1


[state 735, treme]
type = envshake
trigger1 = timemod = 28,0
time = 28
ampl = 4
 
[State 191,Som]
type = PlaySnd
trigger1 = timemod = 28,0
value = 760,0
channel = 9

[State 191,Som]
type = PlaySnd
trigger1 = time = 0
value = 800,0

[State 191,Som]
type = StopSnd
trigger1 = time = 0
channel = 9

[State 800,Fim]
type = ChangeState
triggerall = animtime = 0
trigger1 = command != "charge"
trigger2 = command != "charge1"
trigger3 = power >= 3000
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Agarrão(Throw)
[Statedef 10900]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 10900

[State 900,Pegou]
type = HitDef
trigger1 = p2bodydist Y = 0
trigger1 = AnimElem = 1
trigger1 = P2Name = "Vegeta by OverMind"
attr = S, NT
snap = 24,-11
p2stateno = 10910
sparkno = -1
sparkxy = -1
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = P2Name != "Vegeta by OverMind"
attr = S, NT
snap = 22,-6
p2stateno = 10910
sparkno = -1
sparkxy = -1
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitsound   = S5,4            
p2stateno = 10910
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
hitsound   = S5,4            
p2stateno = 10910
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
;hitsound   = S5,4            
p2stateno = 10910
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 30
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5,-4.6
fall = 1

[State 900, Fim]
type = changestate
trigger1 = MoveHit = 0
trigger1 = Time > 3
value = 0
ctrl = 1

[State 900, Fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Agarrão(p2)
[Statedef 10910]
type    = S
movetype= H
physics = S
velset = 0
ctrl = 0
facep2 = 1
anim = 5000

[state 910,life]
type = lifeadd
trigger1 = time = 1
value = -25

[State 900, Fim]
type = changestate
trigger1 = time = 100
value = 5050
ctrl = 1
;---------------------------------------------------------------------------
;Left_Renzoku
[Statedef 11000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 11000
ctrl = 0

[State 1000,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 11025
projhitAnim = 11050
projid = 11025
projpriority = 8
projsprpriority = 2
velocity = 5.5
offset = 50,-45
attr = S, SP
animtype  = Hard
damage    = 60,15
getpower  = 0
sparkno = -1
sparkxy = 999,999
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -7
air.velocity = -3,-3
;palfx.time = 22
;palfx.add = 104,176,248

[State 1000,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Right Renzoku
[Statedef 11100]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 11100
ctrl = 0

[State 1500,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 

[State 1500, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 11025
projhitAnim = 11050
projid = 11025
projpriority = 8
projsprpriority = 2
velocity = 5.5
offset = 50,-45
attr = S, SP
animtype  = Hard
damage    = 80,20
getpower  = 0
sparkno = -1
sparkxy = 999,999
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
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 = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;BigBang (Pra Cima)
[Statedef 11200]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 11200
ctrl = 0

[State 1000,Som]
type = PlaySnd
trigger1 = Time = 0
value = 2500,0 

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 11275
projhitAnim = 11250
projid = 11225
projpriority = 8
projsprpriority = 2
velocity = 6,-6
offset = 30,-80
attr = S, SP
animtype  = Hard
damage    = 65,20
getpower  = 0
sparkno = -1
sparkxy = 999,999
priority  = 6
guardflag = MA
pausetime = 11,11
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -6,-4

[State 1000,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;BigBang (Pra Baixo)
[Statedef 11300]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 11300
ctrl = 0

[State 11300,Para]
type = velset
trigger1 = 1
x = 0
y = 0

[State 1000,Som]
type = PlaySnd
trigger1 = Time = 0
value = 2500,0 

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 11375
projhitAnim = 11350
projid = 11325
projpriority = 8
projsprpriority = 2
velocity = 6,6
offset = 35,-20
attr = S, SP
animtype  = Hard
damage    = 65,20
getpower  = 0
sparkno = -1
sparkxy = 999,999
priority  = 6
guardflag = MA
pausetime = 11,11
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -6,4

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 50
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------
;Bakuhatsu Ha
[Statedef 11400]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 11400
ctrl = 0

[State 2600,Crtl]
type = CtrlSet
trigger1 = Time >= 52
value = 1

[State 2600,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 

[State 11400,EnvShake]
type = EnvShake
trigger1 = animelem = 2
ampl = 3
time = 82

[State 2600, 1]
type = Projectile
trigger1 = AnimElem = 2
ignorehitpause = 1
projanim = 11450
projhits = 8
projmisstime = 1
projremove = 0
projpriority = 50
projremovetime = 82
projid = 2650
velocity = 0,0
offset = 100,0
attr = S, SA
animtype  = Hard
damage    = 20,8
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 4,5
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -.5,-8
air.velocity = -.5,-8
fall.animtype = Hard
fall = 1

[State 2600,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Knee Attack
[Statedef 11500]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 11500
ctrl = 0

[State 2800,Nohit]
type = NotHitBy
trigger1 = Pos Y < 0 && Vel Y != 0
value = ,NP,SP,NA,SA
time = 1

[State 2700,1]
type = VelSet
trigger1 = animelem = 2
x = 3
y = -7

[State 999,Sombra]
type = AfterImage
trigger1 = animelem = 1
time = 66
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2700,2]
type = Veladd
trigger1 = time > 4
x = .1
y = -.1

[State 2700,4]
type = HitDef
trigger1 = Time = 5 
trigger2 = Time = 7
trigger3 = Time = 9
trigger4 = Time = 11
attr = A, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -5,-10
air.velocity = -5,-10
fall.animtype = Hard
fall = 1

[State 2700,4]
type = HitDef
trigger1 = Time = 13
trigger2 = Time = 15
attr = A, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,-9
air.velocity = -3,-9
fall.animtype = Hard
fall = 1

[State 2700,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Renzoku Energy Dan (Ar)
[Statedef 11600]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 11600
ctrl = 0

[State 2800,Para]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 2800, 1]
type = Projectile
trigger1 = AnimElem = 2 || AnimElem = 6
projanim = 11625
projhitanim = 11650
velocity = 0,8
offset = 7,-15
attr = A, SP
animtype  = Hard
damage    = 30,10
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 8
ground.velocity = 0,-1
air.velocity = -3,-3

[State 2800, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 11625
projhitanim = 11650      ;Action id when fireball hits
velocity = 0,8
offset = -5,-15
attr = A, SP
animtype  = Hard
damage    = 30,10
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 8
ground.velocity = -2
air.velocity = -2,-2
fall.animtype = Hard
fall = 1

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

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 50
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------
; Slide
[Statedef 11700]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 11700
ctrl = 0

[State 2900,Corr]
type = VelSet
trigger1 = AnimElem = 1
x = 7
y = 0

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2900,Chute]
type = VelSet
trigger1 = AnimElem = 2
x = 7
y = 0

[State 2900,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Hard
damage    = 62,11
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,5            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4
air.velocity = -4

[State 2900,Fim]
type = ChangeState
trigger1 = command = "QCF_x"
trigger1 = movehit = 1
value = 11710

[State 2900,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_X
[Statedef 11710]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 10220

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 220,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 8,8
sparkxy = -6,-53
hitsound   = S5,2              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2
air.velocity = -2

[State 220, 2]
type = null;HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 4,8
sparkxy = -6,-53
hitsound   = S5,2              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 2900,Fim]
type = ChangeState
trigger1 = command = "QCF_x"
trigger1 = movehit = 1
value = 11720

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_B
[Statedef 11720]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 10210

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  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 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 32
guardflag = MA
pausetime = 4,12
sparkxy = -6,-49
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 210,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 2900,Fim]
type = ChangeState
trigger1 = command = "QCF_x"
trigger1 = movehit = 1
value = 11730

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_Y
[Statedef 11730]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 10230

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 230,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 61
guardflag = MA
pausetime = 8,7
sparkxy = -6,-47
hitsound   = S5,3              
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -35,-5
air.velocity = -35,-5
fall = 1
p2stateno = 2935

[State 2900,Fim]
type = ChangeState
;trigger1 = command = "QCF_x"
trigger1 = movehit = 1
value = 11740

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 11740]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 11740
velset = 0,0

[State 2990,VelX]
type = VelSet
trigger1 = Time >= 0
x = 35

[State 2940,Fim]
type = ChangeState
;trigger1 = BackEdgeBodyDist <= 50
trigger1 = FrontEdgeBodyDist <= 50
triigger2 = Time = 40
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Strong Slide
[Statedef 11800]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 11800
ctrl = 0

[State 2900,Corr]
type = VelSet
trigger1 = AnimElem = 1
x = 12
y = 0

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 0
time = 22
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2900,Chute]
type = VelSet
trigger1 = AnimElem = 2
x = 11
y = 0

[State 2900,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Hard
damage    = 75,30
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,5            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6,-4
air.velocity = -6,-4

[State 2900,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Ki Release
[Statedef 11900]
type = A
movetype = A
physics = A
anim = 11900
velset = 0,0
ctrl = 0


[state 6100,Para]
type = velset
trigger1 = 1
x = 0
y = 0

[state 6100,ki]
type = projectile
trigger1 = animelem = 2
projanim = 6150
projremovetime = 48
projhits = 3
projmisstime = 4
projremove = 0
velocity = 0,0
offset = -6,0
attr = A, SA
animtype  = Heavy
damage    = 45,8
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 15	
ground.hittime  = 15
ground.velocity = -3,-7.6
air.velocity = -3,-7.6
air.animtype = Back
air.juggle = 1
fall = 1

[State 191,Som]
type = PlaySnd
trigger1 = Time = 24
persistency = 0
value = 800,0

[state 6100,spr]
type = sprpriority
trigger1 = time >= 0
value = 3

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 2
persistency = 0
value = 191,0

[state 7000, fim]
type = changestate
trigger1 = (time = 58 && prevstateno != 3001)
value = 50
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (time = 58 && prevstateno != 3001)
value = 3001
;---------------------------------------------------------------------------
;Ki Release
[Statedef 11950]
type = S
movetype = A
physics = S
anim = 11900
velset = 0,0
ctrl = 0

[state 6100,ki]
type = projectile
trigger1 = animelem = 2
projanim = 6150
projremovetime = 48
projhits = 3
projmisstime = 4
projremove = 0
velocity = 0,0
offset = -6,0
attr = A, SA
animtype  = Heavy
damage    = 45,8
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 15	
ground.hittime  = 15
ground.velocity = -3,-7.6
air.velocity = -3,-7.6
air.animtype = Back
air.juggle = 1
fall = 1

[State 191,Som]
type = PlaySnd
trigger1 = Time = 24
persistency = 0
value = 800,0

[state 6100,spr]
type = sprpriority
trigger1 = time >= 0
value = 3

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 2
persistency = 0
value = 191,0

[state 6100, fim]
type = changestate
trigger1 = time = 58
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Driving Elbow
[Statedef 12000]
type = S
movetype = A
physics = S
anim = 12000
velset = 0,0
ctrl = 0

[State 1000,Som]
type = PlaySnd
trigger1 = animelem = 2
value = 3000,0 

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7
air.velocity = -7

[state 7600,vel]
type = velset
trigger1 = animelem = 5
trigger2 = animelem = 6
x = P2BodyDist X / 10      
y = 0

[state 7600,vel1]
type = velset
trigger1 = animelem = 7
x = P2BodyDist X / 10      ;4.5
y = 0

[state 7600,vel2]
type = velset
trigger1 = animelem = 8
x = P2BodyDist X / 10      
y = 0

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Back Elbow
[Statedef 12100]
type = S
movetype = A
physics = S
anim = 12100
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 7600,vel]
type = veladd
trigger1 = time >= 5
trigger1 = time <= 19
trigger2 = time >= 24
trigger2 = time <= 35
x = 2
y = 0

[state 7600,vel.0]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0

[state 7600,vira]
type = turn
trigger1 = animelem = 4
value = 1

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Sway Elbow
[Statedef 12200]
type = S
movetype = A
physics = S
anim = 12200
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 7600,vel]
type = veladd
trigger1 = time >= 5
trigger1 = time <= 19
x = -2
y = 0

[state 7600,vel]
type = veladd
trigger1 = time >= 24
trigger1 = time <= 45
x = 2
y = 0

[state 7600,vel.0]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0

[state 7600,vira]
type = null;turn
trigger1 = animelem = 4
value = 1

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dash Elbow
[Statedef 12300]
type = S
movetype = A
physics = S
anim = 12300
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 7600,vel]
type = veladd
trigger1 = time >= 4
trigger1 = time <= 24
x = 2.7
y = 0

[state 7600,vel.0]
type = velset
trigger1 = animelem = 1
trigger2 = animelem = 3
x = 0
y = 0


[state 7600,vira]
type = null;turn
trigger1 = animelem = 4
value = 1

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Dash Bomb Attack
[Statedef 12400]
type = S
movetype = A
physics = S
anim = 12400
velset = 0,0
ctrl = 0

[state 8000,Vel]
type = VelSet
trigger1 = Time >= 18
x = 10
y = 0

[state 7600,fim]
type = changestate
trigger1 = P2BodyDist X <= 20
value = 12450

[state 7600,fim]
type = changestate
trigger1 = Time = 80
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dash Bomb Attack
[Statedef 12450]
type = S
movetype = A
physics = S
anim = 12450
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 80,40
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 10,10
sparkxy = -5,-40
hitsound   = S5,4
guardsound = S6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2,-3
air.velocity = -2,-3

[state 7600,fim]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Jump Bomb Attack
[Statedef 12500]
type = A
movetype = A
physics = N
anim = 12500
velset = 0,0
ctrl = 0

[state 8000,Vel]
type = VelSet
trigger1 = Time >= 0
x = 4

[state 8000,Vel]
type = VelSet
trigger1 = AnimElem = 1
y = -5

[state 8000,Vel]
type = VelAdd
trigger1 = Time >= 1
x = 0
y = .4

[state 7600,fim]
type = changestate
;trigger2 = p2bodydist x <= 15
trigger1 = Time = 8
value = 12550
ctrl = 1
;---------------------------------------------------------------------------
;Jump Bomb Attack
[Statedef 12550]
type = A
movetype = A
physics = N
anim = 12550
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 80,40
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 10,10
sparkxy = -5,-40
hitsound   = S5,4
guardsound = S6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2,-3
air.velocity = -2,3

[state 8000,Vel]
type = VelSet
trigger1 = AnimElem = 4, > 4
x = -2.5
y = -2.5

[state 8000,Vel]
type = VelMul
trigger1 = Vel Y < 0
trigger1 = Vel X < 0
x = .3
y = .3

[state 8000,Vel]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 50
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
ctrl = 1
;---------------------------------------------------------------------------
;5 Renzokus
[Statedef 12600]
type = S
movetype = A
physics = S
anim = 12600
velset = 0
ctrl = 0

[State 7500,hit.no.voa]
type = StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 1000,Som]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
value = 3000,0 

[State 7000,proj]
type = projectile
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
projanim = 7250
projhitanim = 7275
projid = 7250
offset = 30,-45
velocity = 9.5
attr = S, SP
animtype  = Heavy
damage    = 25,10
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 6,12
hitsound   = S5,5
guardsound = S6,0
ground.type = Trip
ground.slidetime = 20	
ground.hittime  = 15
ground.velocity = -5.2,-4.5
air.velocity = -5.2,-4.5

[state 7200,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Big Bang Attack (Super)
[Statedef 13000]
type = S
movetype = A
physics = S
anim = 13000
velset = 0
ctrl = 0

[State 6000,Var(1)]
type = VarSet
trigger1 = time = 0
v = 1
value = 0

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holdfwd")
v = 1
value = 1

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holdup")
v = 1
value = 2

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holddown" && pos y < 0)
v = 1
value = 3

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 13015 && Var(1) <= 1 && time < 74)
;trigger1 = (command = "holdfwd") || (command != "holdup" && command != "holddown")
value = 13015

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 13030 && pos y < 0 && Var(1) = 3 && time < 74)
;trigger1 = (command = "holddown") || (command != "holdup" && command != "holdfwd")
value = 13030

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 13045 && Var(1) = 2 && time < 74)
;trigger1 = (command = "holdup") || (command != "holdfwd" && command != "holddown")
value = 13045

[State 7000,VelSet]
type = velset
trigger1 = 1
x = 0
y = 0

[State 7000,SomSuper]
type = PlaySnd
trigger1 = time = 9
value = F20,0

[State 7000,Som]
type = PlaySnd
trigger1 = time = 11
value = 5500,0

[State 2000, 1]
type = SuperPause
trigger1 = Time = 0
pos = 21, -41
anim = -1
darken = 0
poweradd = -1000
time = 74
movetime = 74

[State 9999,Foto]
type = Explod
trigger1 = Time = 0
anim = 9997
pos = 0,0
ownpal = 1
postype = left
sprpriority = -4
removetime = 74
supermove = 1
supermovetime = 74

[State 2000,Fundo]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
Time = 74
value = 0, 0, 0
under = 1
supermove = 1

[State 2500,Strike]
type = helper
trigger1 = (anim != 13000 && animelem = 1 && numhelper = 0 && time < 74)
helpertype = normal
name = "Bola de Energia"
supermovetime = 84
id = 13050
pos = 30,-50
postype = p1
stateno = 13050
ownpal = 0

[State 2000,Raio]
type = null;Explod
trigger1 = AnimElem = 2
anim = 7025
pos = 30,-50
ownpal = 1
;postype = left
sprpriority = 2
removetime = 84
supermovetime = 84

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(7050) = 1
value = 7075,0
volume = 100

[State 2000,Fumaça]
type = Explod
trigger1 = projcontact(7050) = 1
anim = 7075
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
removetime = 27
supermovetime = 27

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 13015)
projanim = 13010;7050
projid = 7050
offset = 30,-50
velocity = 14
attr = S, HP
animtype  = Heavy
damage    = 375,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 13030)
projanim = 13021;7055
projid = 7050
offset = 30,-25
velocity = 12,12
attr = S, HP
animtype  = Heavy
damage    = 375,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 13045)
projanim = 13020;7060
projid = 7050
offset = 30,-80
velocity = 12,-12
attr = S, HP
animtype  = Heavy
damage    = 375,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6


[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 0
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------
;Big Bang Attack (Super) Level 2
[Statedef 13500]
type = S
movetype = A
physics = S
anim = 13000
velset = 0
ctrl = 0

[State 735,Ki]
type = Explod
trigger1 = timemod = 28,0
Anim = 760
Pos = -6,0
Id = 800
sprpriority = -2
removetime = 9984
bindtime = 9984
Postype = p1
Bindtime = 1
SuperMove = 1


[state 735, treme]
type = envshake
trigger1 = timemod = 28,0
time = 74
ampl = 2
 
[State 191,Som]
type = PlaySnd
trigger1 = timemod = 28,0
value = 760,0
channel = 9

[State 6000,Var(1)]
type = VarSet
trigger1 = time = 0
v = 1
value = 0

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holdfwd")
v = 1
value = 1

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holdup")
v = 1
value = 2

[State 6000,Var(1)]
type = VarSet
trigger1 = (command = "holddown" && pos y < 0)
v = 1
value = 3

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 13015 && Var(1) <= 1 && time < 74)
;trigger1 = (command = "holdfwd") || (command != "holdup" && command != "holddown")
value = 13015

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 13030 && pos y < 0 && Var(1) = 3 && time < 74)
;trigger1 = (command = "holddown") || (command != "holdup" && command != "holdfwd")
value = 13030

[State 7000,AnimFrente]
type = ChangeAnim
trigger1 = (anim != 13045 && Var(1) = 2 && time < 74)
;trigger1 = (command = "holdup") || (command != "holdfwd" && command != "holddown")
value = 13045

[State 7000,VelSet]
type = velset
trigger1 = 1
x = 0
y = 0

[State 7000,SomSuper]
type = PlaySnd
trigger1 = time = 9
value = F20,0

[State 7000,Som]
type = PlaySnd
trigger1 = time = 11
value = 5500,0

[State 2000, 1]
type = SuperPause
trigger1 = Time = 0
pos = 21, -41
anim = -1
darken = 0
poweradd = -2000
time = 74
movetime = 74

[State 9999,Foto]
type = Explod
trigger1 = Time = 0
anim = 9997
pos = 0,0
ownpal = 1
postype = left
sprpriority = -4
removetime = 74
supermove = 1
supermovetime = 74

[State 2000,Fundo]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
Time = 74
value = 0, 0, 0
under = 1
supermove = 1

[State 2500,Strike]
type = helper
trigger1 = (anim != 13000 && animelem = 1 && numhelper = 0 && time < 74)
helpertype = normal
name = "Bola de Energia"
supermovetime = 84
id = 13050
pos = 30,-50
postype = p1
stateno = 13050
ownpal = 0

[State 2000,Raio]
type = null;Explod
trigger1 = AnimElem = 2
anim = 7025
pos = 30,-50
ownpal = 1
;postype = left
sprpriority = 2
removetime = 84
supermovetime = 84

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(7050) = 1
value = 7075,0
volume = 100

[State 2000,Fumaça]
type = Explod
trigger1 = projcontact(7050) = 1
anim = 7075
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
removetime = 27
supermovetime = 27

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 13015)
projanim = 13031;7050
projid = 7050
offset = 30,-50
velocity = 14
attr = S, HP
animtype  = Heavy
damage    = 500,225
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 13030)
projanim = 13042;7055
projid = 7050
offset = 30,-25
velocity = 12,12
attr = S, HP
animtype  = Heavy
damage    = 500,225
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 7000,proj]
type = projectile
trigger1 = (time = 74 && anim = 13045)
projanim = 13041;7060
projid = 7050
offset = 30,-80
velocity = 12,-12
attr = S, HP
animtype  = Heavy
damage    = 500,225
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6


[state 7000, fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Big Bang Attack (Bola de Energia)
[Statedef 13050]
type = S
movetype = A
physics = S
anim = 7025
sprpriority = 2
velset = 0
ctrl = 0

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 13055)
y = 30

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 13060)
y = -25


[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 13045)
value = 13055

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 13030)
value = 13060

[state 13050, sumir]
type = destroyself
trigger1 = (parent, numproj != 0) || (parent, stateno != 13000 && parent, stateno != 13500)
;---------------------------------------------------------------------------
;Big Bang Attack (Bola de Energia)
[Statedef 13055]
type = S
movetype = A
physics = S
sprpriority = 2
velset = 0

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 13050)
y = -30

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 13060)
y = -55

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 13015)
value = 13050

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 13030)
value = 13060

[state 13050, sumir]
type = destroyself
trigger1 = (parent, numproj != 0) || (parent, stateno != 13000 && parent, stateno != 13500)
;---------------------------------------------------------------------------
;Big Bang Attack (Bola de Energia)
[Statedef 13060]
type = S
movetype = A
physics = S
sprpriority = 2
velset = 0

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 13045)
value = 13055

[state 13500,Cima]
type = changestate
trigger1 = (parent, anim = 13015)
value = 13050

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 13055)
y = 55

[state 13050,PosAdd]
type = PosAdd
trigger1 = (Time = 0 && Prevstateno = 13050)
y = 25

[state 13050, sumir]
type = destroyself
trigger1 = (parent, numproj != 0) || (parent, stateno != 13000 && parent, stateno != 13500)
;---------------------------------------------------------------------------
;Zanzoken
[Statedef 14000]
type    = S
movetype= I
physics = S
velset = 0,0
;anim = 14000
ctrl = 0
facep2 = 1

[State 999,Sombra]
type = AfterImage
trigger1 = Time = 11
time = 2
trans = add1
TimeGap  = 3
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 6000,Var(4)]
type = VarSet
trigger1 = time = 0
v = 4
value = 0

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holdfwd"
v = 4
value = 1

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holdback"
v = 4
value = 2

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holdup"
v = 4
value = 3

[State 6000,Var(4)]
type = VarSet
;trigger1 = Pos Y < 0
trigger1 = command = "holddown"
v = 4
value = 4

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holddiag1"
trigger2 = command = "holdfwd"
trigger2 = command = "holdup"
v = 4
value = 5

[State 6000,Var(4)]
type = VarSet
trigger1 = command = "holddiag2"
trigger2 = command = "holdback"
trigger2 = command = "holdup"
v = 4
value = 6

[State 6000,Var(4)]
type = VarSet
triggerall = Pos Y < 0
trigger1 = command = "holddiag3"
trigger2 = command = "holdfwd"
trigger2 = command = "holddown"
v = 4
value = 7

[State 6000,Var(4)]
type = VarSet
triggerall = Pos Y < 0
trigger1 = command = "holddiag4"
trigger2 = command = "holdback"
trigger2 = command = "holddown"
v = 4
value = 8

[State 6000,Pause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -60
anim = -1
darken = 0
time = 16
movetime = 16

[State 6000,PosAdd]
type = PosAdd
trigger1 = Time = 12
trigger1 = Var(4) = [0,1]
x = p2bodydist x + 100  ;200
y = 0

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 12
trigger1 = Var(4) = 2
x = -150
y = 0

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 12
trigger1 = Var(4) = 3
x = 0
y = -100

[State 6000,PosAdd]
type = PosSet
triggerall = Time = 12
trigger1 = Var(4) = 4
trigger2 = Var(4) = 7
trigger3 = Var(4) = 8
y = 0

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 12
trigger1 = Var(4) = 5
x = 200
y = -100

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 12
trigger1 = Var(4) = 6
x = -200
y = -100

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 12
trigger1 = Var(4) = 7
x = 200

[State 6000,PosAdd]
type = PosAdd
triggerall = Time = 12
trigger1 = Var(4) = 8
x = -200

[State 6000,Som]
type = PlaySnd
trigger1 = Time = 12
value = 4000,0 

[State 6000,Virar]
type = Turn
triggerall = p2bodydist x < 0
trigger1 = Time = 12
value = 1

[State 6000,Fim]
type = ChangeState
trigger1 = Time = 24
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 6000,Fim]
type = null;ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
trigger1 = PrevStateNo != 3001
value = 50
ctrl = 1

[State 6000,Fim]
type = ChangeState
trigger1 = Time = 24
trigger1 = Pos Y < 0
;trigger1 = PrevStateNo = 3001
value = 3001
;---------------------------------------------------------------------------
;50 Renzokus
[Statedef 14500]
type = S
movetype = A
physics = S
anim = 14500
velset = 0,0
ctrl = 0

[State 7500,hit.no.voa]
type = null;StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 2000, 1]
type = SuperPause
trigger1 = time = 2
anim = -1
poweradd = -1500
time = 50

[State 2000,Raio]
type = Explod
trigger1 = time = 2
anim = 6666
pos = 30,-45
ownpal = 1
;postype = left
sprpriority = 3
removetime = 50
supermovetime = 50

[State 9999,Foto]
type = Explod
trigger1 = time = 2
anim = 9997
pos = 0,0
ownpal = 1
postype = left
sprpriority = -4
removetime = 50
supermove = 1
supermovetime = 50


[State 2000,Fundo]
type = Envcolor
trigger1 = time = 2
persistent = 0
ignorehitpause = 1
Time = 50
value = 0, 0, 0
under = 1
supermove = 1

[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = F20,0 

[State 1000,Som]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
value = 3000,0 

[State 7000,proj]
type = projectile
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
projanim = 7250
projhitanim = 7275
projpriority = 8
projid = 7250
offset = 30,-45
velocity = 9.5
attr = S, HP
animtype  = Heavy
damage    = 10,5
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 4,4
hitsound   = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 12	
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2

[state 7200,fim]
type = changestate
trigger1 = time = 400
trigger1 = prevstateno = 3001
value = 3001

[state 7200,fim]
type = changestate
trigger1 = time = 300
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Final Flash
[Statedef 15500]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 15500
ctrl = 0

[State 2000,1000]
type = PowerAdd
trigger1 = animelem = 1
value = -2000

[State 7500,hit.no.voa]
type = null;StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 2000,Som]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 0

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

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 1
pos = 21, -41
anim = -1
time = 36

[State 2000,Raio]
type = Explod
trigger1 = AnimElem = 1
anim = 6666
pos = 21,-42
ownpal = 1
;postype = left
sprpriority = 3
removetime = 36
supermovetime = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9997
pos = 0,0
ownpal = 1
postype = left
sprpriority = -4
removetime = 36
supermove = 1
supermovetime = 36

[State 2000,Raio2]
type = Explod
trigger1 = AnimElem = 1
anim = 6666
pos = -19,-42
ownpal = 1
sprpriority = 3
removetime = 36
supermovetime = 36

[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 36
value = 0, 0, 0
under = 1
supermove = 1

[State 2000, 3]
type = Projectile
trigger1 = AnimElem = 2
projanim = 2050
projhitanim = 2051
projhits = 60
projmisstime = 1
projremanim = 2051
projshadow = -1
projpriority = 4
projremovetime = 102
projid = 2050
velocity = 0.001,0.001
offset = 8,-45
attr = S, HP
animtype  = Heavy
damage    = 15,10
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 6
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-2
fall.animtype = Hard
fall = 1

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

[State 2000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Gyarric Gun Fire(Corrida)
[Statedef 16000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 16000
ctrl = 0
poweradd = -1500

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 1
pos = 21, -41
anim = -1
time = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9997
pos = 0,0
ownpal = 1
postype = left
sprpriority = -4
removetime = 36
supermove = 1
supermovetime = 36


[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 36
value = 0, 0, 0
under = 1
supermove = 1

[State 3000,1]
type = VelSet
trigger1 = Time > 4
x = 5.3

[State 999,Sombra]
type = AfterImage
trigger1 = AnimElem = 2
time = 100
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 3000,Hit]
type = HitDef
trigger1 = Time = 0
attr = S, HT
hitflag = MAF
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
sprpriority = -2      ;Behind opponent
sparkno = -1
p2facing = 1
p1stateno = 16050
p2stateno = 3052


[State 3000,Super B]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20,0 

[State 3000,3]
type = ChangeState
trigger1 = Time >= 65
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Gyarric Gun Fire (Parte do P1)
[Statedef 16050]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 16050
ctrl = 0
poweradd = -1500

[State 3051,Som]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
trigger9 = AnimElem = 40
trigger10 = AnimElem = 44
trigger11 = AnimElem = 48
trigger12 = AnimElem = 52
trigger13 = AnimElem = 56
trigger14 = AnimElem = 60
trigger15 = AnimElem = 64
trigger16 = AnimElem = 68
trigger17 = AnimElem = 10
trigger18 = AnimElem = 14
trigger19 = AnimElem = 18
trigger20 = AnimElem = 22
trigger21 = AnimElem = 26
trigger22 = AnimElem = 30
trigger23 = AnimElem = 34
trigger24 = AnimElem = 38
trigger25 = AnimElem = 42
trigger26 = AnimElem = 46
trigger27 = AnimElem = 50
trigger28 = AnimElem = 54
trigger29 = AnimElem = 58
trigger30 = AnimElem = 62
trigger31 = AnimElem = 66
trigger32 = AnimElem = 70
trigger33 = AnimElem = 3
value = 3000,0

[State 3051,2]
type = null;SuperPause
trigger1 = AnimElem = 1
pos = 32,-35 
anim = 30

[State 3051,Proj]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
trigger9 = AnimElem = 40
trigger10 = AnimElem = 44
trigger11 = AnimElem = 48
trigger12 = AnimElem = 52
trigger13 = AnimElem = 56
trigger14 = AnimElem = 60
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projanim = 2850
ProjHitAnim = 3333      ;Action id when fireball hits
velocity = 0,6.5
offset = 10,2
attr = A, HP
hitflag = MAFD
animtype  = Hard
damage    = 20
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 2,2
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0,0
air.velocity = 0,0
fall.animtype = Low
fall = 0
air.hittime = 40
p2facing = 1
p2stateno = 3006
fall = 0

[State 3051,Proj 2]
type = Projectile
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projanim = 2850
ProjHitAnim = 3333      ;Action id when fireball hits
velocity = 0,6.5
offset = -10,2
attr = A, HP
hitflag = MAFD
animtype  = Hard
damage    = 20
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 2,2
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0,0
air.velocity = 0,0
fall.animtype = Low
fall = 0
air.hittime = 40
p2facing = 1
p2stateno = 3006
fall = 0

[State 3051,Proj 2]
type = Projectile
trigger1 = AnimElem = 62
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projanim = 2850
ProjHitAnim = 3333      ;Action id when fireball hits
velocity = 0,6.5
offset = -10,2
attr = A, HP
hitflag = MAFD
animtype  = Hard
damage    = 20
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 2,2
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 400
ground.hittime  = 400
ground.velocity = 0,0
air.velocity = 0,0
fall.animtype = Low
fall = 0
air.hittime = 40
p2facing = 1
p2stateno = 3005
fall = 0

[State 3051, 3]
type = VelSet
trigger1 = AnimElem = 3
y = -6

[State 3051, 4]
type = VelSet
trigger1 = AnimElem = 4
x = 0
y = 0

[State 3051,Bola]
type = Projectile
trigger1 = AnimElem = 62
projanim = 3500
projremovetime = 27
velocity = 0,0
offset = 0,-85
attr = A, HP
animtype  = Hard
hitflag = MAFD
damage    = 6
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 3,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 400
ground.hittime  = 400
down.hittime  = 400
ground.velocity = -2
air.velocity = -3,-3
fall.animtype = Hard
fall = 1

[State 2000,Fumaça]
type = Explod
trigger1 = Time > 270
trigger1 = projcontact3775 = 1
anim = 7075
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
removetime = 27
supermovetime = 27

[State 2000,Fumaça]
type = AllPalFx
trigger1 = Time > 270
trigger1 = projcontact3775 = 1
add = 255,255,64
mul = 255,255,192
time = 27

[State 7000,SomHit]
type = PlaySnd
trigger1 = Time > 270
trigger1 = projcontact3775 = 1
value = 7075,0
volume = 100

[State 3051,Bola1]
type = Projectile
trigger1 = AnimElem = 64
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projanim = 3550
projid = 3775
velocity = 0,8
offset = 0,-85
attr = A, HP
animtype = Back
damage  = 240
sparkno = -1
sparkxy = -1
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 6,6
hitsound   = S5,4     
guardsound = S6,0           
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = 0,5
air.velocity = 0,5
fall.animtype = Hard
fall = 1
;p2facing = 1
;p2stateno = 3006
;fall = 0


[State 3051,66]
type = PlaySnd
trigger1 = AnimElem = 63
value = 3050,0 

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno != 3001)
value = 50
ctrl = 1

[state 7000, fim]
type = changestate
trigger1 = (animtime = 0 && prevstateno = 3001)
value = 3001
;---------------------------------------------------------------------------
;Suicide Bomb
[Statedef 16500]
type = S
movetype = A
physics = S
anim = 16500
velset = 0,0
ctrl = 0

[State 191, 0]
type = VarSet
trigger1 = time = 0
v = 3
value = 1  

[State 2000,1000]
type = LifeAdd
trigger1 = time = 46 && Life < 1200
value = -9999

[State 2000,1000]
type = LifeSet
trigger1 = time = 46 && Life >= 1200
value = 1

[State 2000,1000]
type = null;LifeSet
trigger1 = time = 47 && Life != 0
value = 1

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(8050) = 1
value = 7075,0
volume = 100

[State 8000,Som]
type = PlaySnd
trigger1 = AnimElem = 4
value = 191,0
volume = 200

[State 7000,proj]
type = projectile
trigger1 = animelem = 4
projanim = 8050
projremovetime = 50
projremove = 0
projpriority = 8
projid = 8050
offset = 0,-45
velocity = 0,0
attr = S, HP
animtype  = Heavy
damage    = 9999,9999
getpower  = 0
givepower = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 4,4
hitsound   = S5,5
guardsound = S6,0
ground.type = Trip
ground.slidetime = 999	
ground.hittime  = 9
ground.velocity = 0,-25
air.velocity = 0,-25
fall = 1


[State 2000, 1]
type = SuperPause
trigger1 = animelem = 3
anim = -1
poweradd = -3000
time = 50


[State 9999,Foto]
type = Explod
trigger1 = animelem = 3
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 50
supermove = 1
supermovetime = 50


[State 2000,Fundo]
type = Envcolor
trigger1 = animelem = 3
persistent = 0
ignorehitpause = 1
Time = 50
value = 0, 0, 0
under = 1
supermove = 1

[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = F20,0 

[state 8000,sobe]
type = veladd
trigger1 = animelem = 2
trigger1 = time >= 0
y = -6

[state 8000,sobe]
type = velset
trigger1 = animelem = 3
y = 0

[state 8000,fim]
type = changestate
trigger1 = animelem = 4, > 4
trigger1 = numprojid(8050) = 0
;trigger1 = P2Life > 0
value = 5050
ctrl = 0

[state 8000,fim]
type = null;changestate
trigger1 = win = 1
trigger2 = lose = 1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
[Statedef -2]

[State -1,Sumir]
type = PosAdd
trigger1 = Var(3) = 1 && Life = 0
y = 999

[State -1,Sumir]
type = ChangeAnim
trigger1 = Var(3) = 1 && Life = 0 && Anim != 9998
value = 9998

[State -1,Sumir]
type = ChangeState
trigger1 = Var(3) = 1 && stateno != 8000 && Pos Y >= 0 && stateno != 5050 && stateno != 5150 && stateno != 16500
value = 5150

[State -1,Sumir]
type = PosSet
trigger1 = Var(3) = 1 && stateno != 8000 && Stateno = 5150 && Life > 0 && stateno != 16500
y = 0

[State -1,Sumir]
type = VarSet
trigger1 = Var(3) = 1 && stateno != 8000 && Stateno = 5150 && Life > 1 && stateno != 16500
v = 3
value = 0

[State -1,Som]
type = StopSnd
trigger1 = Stateno != 800 && stateno != 9000 && stateno != 10800 && stateno != 13500 && stateno != 7050
channel = 9

[State -2,Power]
type = PowerAdd
trigger1 = Time >= 0 && Var(9) = 0
ignorehitpause = 1
value = 2

[State -2,Power]
type = PowerAdd
trigger1 = Time >= 0 && Var(9) = 1
ignorehitpause = 1
value = 1

[State -2,...]
type = VarSet
trigger1 = pos y >= 0 && stateno != [130,155]
v = 5
value = 0

[State -2,...]
type = AssertSpecial
trigger1 = Var(5) = 1
flag = nowalk

[State -2,...]
type = null;VelSet
trigger1 = Var(5) = 1 
y = 0

[State -2,...]
type = null;ChangeState
trigger1 = Var(5) = 1 && stateno != [130,155]
value = 3001

[State -2,Display]
type = DisplayToClipboard
trigger1 = 1
text = "A.I. %d, Ssj4 %d" ;P2DistX %f, P2DistY %f"
params = Var(6),Var(9);P2BodyDist X, P2BodyDist Y

[State -2,Ki]
type = removeexplod
trigger1 = stateno != 800 && stateno != 9000 && stateno != 10181 && stateno != 10800 && stateno != 13500 && stateno != 7050
id = 800

[State -2,2]
type = null;palfx
trigger1 = var(6) = 1 && timemod = 2,0
;pal = 248,0,0
add = 255,32,32
mul = 255,96,96
time = 1

;---------------------------------------------------------------------------
; Custom A.I. (Majin Ssj2)
;---------------------------------------------------------------------------
[State -2, Fly]
type = ChangeState
triggerall = Var(6)= 1
triggerall = ctrl = 1
triggerall = P2Life > 0
triggerall = MoveType != H
triggerall = Pos Y < 0
triggerall = Stateno != 3001
triggerall = PrevStateno != 3001
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger1 = P2StateNo = 1500
trigger2 = P2Name = "Mystic Gohan by Zero_X"
trigger2 = P2StateNo = 2000
trigger3 = P2Name = "Freeza by OverMind"
trigger3 = P2StateNo = 3001
trigger4 = P2Name = "Kurilin by EmuBoarding"
trigger4 = P2StateNo = 1500
trigger5 = P2Name = "Trunks por ssonic"
trigger5 = P2StateNo = 1900
trigger6 = P2Name = "Vegeta Super Sayjin 4 by EB and BS"
trigger6 = P2StateNo = 1500
trigger7 = P2Name = "N-Trunks by EmuBoarding"
trigger7 = P2StateNo = 1500
trigger8 = P2Name = "Mr.Boo by OverMind"
trigger8 = P2StateNo = 3001
trigger9 = P2Name = "Vegeta by OverMind"
trigger9 = P2StateNo = 3001
trigger10 = P2Name = "Broli Remix ver1.2"
trigger10 = P2StateNo = 2000
trigger11 = P2Name = "Mew Two"
trigger11 = P2StateNo = 1051
trigger12 = P2Name = "Raditz"
trigger12 = P2StateNo = 1510
trigger13 = P2Name = "C-Trunks by EmuBoarding"
trigger13 = P2StateNo = 1500
trigger14 = P2Name = "Piccolo por Ssonic"
trigger14 = P2StateNo = 1900
trigger15 = P2Name = "M. Bison"
trigger15 = P2StateNo = 89598
trigger16 = P2Name = "Cell por Ssonic"
trigger16 = P2StateNo = 1900
trigger17 = P2Name = "Recoom by Lucifer"
trigger17 = P2StateNo = 1500
trigger18 = P2Name = "Vegetto EX by Shishi-Ryu"
trigger18 = P2StateNo = 2000
trigger19 = P2Name = "Saiyaman by OverMind and Lucifer"
trigger19 = P2StateNo = 3001
value = 3001

[State -2, Fly]
type = ChangeState
triggerall = Var(6)= 1
triggerall = ctrl = 1
triggerall = P2Life > 0
triggerall = MoveType != H
triggerall = Pos Y >= 0
triggerall = Stateno != 3115
triggerall = PrevStateno != 3115
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger1 = P2StateNo = 1500
trigger2 = P2Name = "Mystic Gohan by Zero_X"
trigger2 = P2StateNo = 2000
trigger3 = P2Name = "Freeza by OverMind"
trigger3 = P2StateNo = 3001
trigger4 = P2Name = "Kurilin by EmuBoarding"
trigger4 = P2StateNo = 1500
trigger5 = P2Name = "Trunks por ssonic"
trigger5 = P2StateNo = 1900
trigger6 = P2Name = "Vegeta Super Sayjin 4 by EB and BS"
trigger6 = P2StateNo = 1500
trigger7 = P2Name = "N-Trunks by EmuBoarding"
trigger7 = P2StateNo = 1500
trigger8 = P2Name = "Mr.Boo by OverMind"
trigger8 = P2StateNo = 3001
trigger9 = P2Name = "Vegeta by OverMind"
trigger9 = P2StateNo = 3001
trigger10 = P2Name = "Broli Remix ver1.2"
trigger10 = P2StateNo = 2000
trigger11 = P2Name = "Mew Two"
trigger11 = P2StateNo = 1051
trigger12 = P2Name = "Raditz"
trigger12 = P2StateNo = 1510
trigger13 = P2Name = "C-Trunks by EmuBoarding"
trigger13 = P2StateNo = 1500
trigger14 = P2Name = "Piccolo por Ssonic"
trigger14 = P2StateNo = 1900
trigger15 = P2Name = "M. Bison"
trigger15 = P2StateNo = 89598
trigger16 = P2Name = "Cell por Ssonic"
trigger16 = P2StateNo = 1900
trigger17 = P2Name = "Recoom by Lucifer"
trigger17 = P2StateNo = 1500
trigger18 = P2Name = "Vegetto EX by Shishi-Ryu"
trigger18 = P2StateNo = 2000
trigger19 = P2Name = "Saiyaman by OverMind and Lucifer"
trigger19 = P2StateNo = 3001
trigger20 = P2StateType = S
trigger20 = P2MoveType != H
trigger20 = P2BodyDist Y < 0
value = 3115

[State -2,AI.Sair.do.Voa]
type = ChangeState
triggerall = Var(6)= 1
triggerall = stateno = 3001
trigger1 = p2statetype = S
trigger1 = p2bodydist Y > 40
value = 50

[State -2,AI.Carregar]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && power < 3000 && stateno != 800 && Var(9) = 0
triggerall = statetype = S
triggerall = movetype = I
trigger1 = p2movetype = H
trigger1 = random < 300
trigger2 = p2stateno = 5150
value = 800

[State -2,AI.Carregar]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && power < 3000 && stateno != 10800 && Var(9) = 1
triggerall = statetype = S
triggerall = movetype = I
trigger1 = p2movetype = H
trigger1 = random < 300
trigger2 = p2stateno = 5150
value = 10800

[State -2,AI.Sair.do.Charge]
type = ChangeState
triggerall = Var(6)= 1
triggerall = stateno = 800 || stateno = 10800
trigger1 = p2movetype != H
value = 0
ctrl = 1


[State -2,AI.BaKuHaTsuHa]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Pos Y = 0 && Var(9) = 0
trigger1 = statetype = S && ctrl = 1
trigger1 = p2bodydist y < 0 && p2bodydist x < 50 && prevstateno != 2600 ;&& stateno != 2600 
trigger2 = prevstateno = 2970 && p2bodydist x < 40 && movetype = I
value = 2600

[State -2,AI.BaKuHaTsuHa]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Pos Y = 0 && Var(9) = 1
trigger1 = statetype = S && ctrl = 1
trigger1 = p2bodydist y < 0 && p2bodydist x < 50 && prevstateno != 2600 ;&& stateno != 2600 
trigger2 = prevstateno = 2970 && p2bodydist x < 40 && movetype = I
value = 11400

[State -2,AI.Anti-RunBck]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Pos Y = 0 && Var(9) = 0
trigger1 = statetype != A && ctrl = 1 && p2bodydist y < 0 && p2bodydist x < 150 && p2stateno = 105
value = 7900

[State -2,AI.Anti-RunBck]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Pos Y = 0 && Var(9) = 1
trigger1 = statetype != A && ctrl = 1 && p2bodydist y < 0 && p2bodydist x < 150 && p2stateno = 105
value = 12300

[State -2,AI.Anti-RunFwd]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Pos Y = 0 && Var(9) = 0
trigger1 = statetype != A && ctrl = 1 && p2bodydist y < 0 && p2bodydist x < 150 && p2stateno = 100
value = 7800

[State -2,AI.Anti-RunFwd]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Pos Y = 0 && Var(9) = 1
trigger1 = statetype != A && ctrl = 1 && p2bodydist y < 0 && p2bodydist x < 150 && p2stateno = 100
value = 12200

[State -2,AI.Combo]
type = ChangeState
triggerall = Var(6)= 2 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = movehit = 1 && stateno = 220
value = 200

[State -2,AI.Combo]
type = ChangeState
triggerall = Var(6)= 2 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = movehit = 1 && stateno = 10220
value = 10200

[State -2,AI.Combo1]
type = ChangeState
triggerall = Var(6)= 2 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = movehit = 1 && stateno = 200
value = 230

[State -2,AI.Combo1]
type = ChangeState
triggerall = Var(6)= 2 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = movehit = 1 && stateno = 10200
value = 10230

[State -2,AI.Combo2]
type = ChangeState
triggerall = Var(6)= 2 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = movehit = 1 && stateno = 230
value = 7200

[State -2,AI.Combo2]
type = ChangeState
triggerall = Var(6)= 2 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = movehit = 1 && stateno = 10230
value = 12600

[State -2,AI.Combo3]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = movehit = 1 && stateno = 7200 && prevstateno = 230 && animtime = 0
value = 7900

[State -2,AI.Combo3]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = movehit = 1 && stateno = 12600 && prevstateno = 10230 && animtime = 0
value = 12300

[State -2,AI.Renzokus]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = movecontact = 1 && stateno = [400,499]
value = 7200

[State -2,AI.Renzokus]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = movecontact = 1 && stateno = [10400,10499]
value = 12600

[State -2,AI.Knee]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = p2movetype != A
trigger1 = p2bodydist x < 10
value = 2700

[State -2,AI.Knee]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = p2movetype != A
trigger1 = p2bodydist x < 10
value = 11500

[State -2,AI.KneeCombo1]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = prevstateno = 2700
trigger1 = p2movetype = H
value = 600

[State -2,AI.KneeCombo1]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = prevstateno = 11500
trigger1 = p2movetype = H
value = 10600

[State -2,AI.KneeCombo2]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = stateno = 600 && movehit = 1
trigger1 = p2movetype = H
value = 610

[State -2,AI.KneeCombo2]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = stateno = 10600 && movehit = 1
trigger1 = p2movetype = H
value = 10610

[State -2,AI.KneeCombo3]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = stateno = 610 && movehit = 1
trigger1 = p2movetype = H
value = 630

[State -2,AI.KneeCombo3]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = stateno = 10610 && movehit = 1
trigger1 = p2movetype = H
value = 10630

[State -2,AI.KneeCombo4]
type = null;ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = stateno = 600 && movehit = 1
trigger1 = p2movetype = H
value = 630

[State -2,AI.KneeCombo5]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
triggerall = p2movetype = H
trigger1 = stateno = 600 && movehit = 1
trigger2 = stateno = 610 && movehit = 1
trigger3 = stateno = 620 && movehit = 1
trigger4 = stateno = 630 && movehit = 1
value = 6100

[State -2,AI.KneeCombo5]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
triggerall = p2movetype = H
trigger1 = stateno = 10600 && movehit = 1
trigger2 = stateno = 10610 && movehit = 1
trigger3 = stateno = 10620 && movehit = 1
trigger4 = stateno = 10630 && movehit = 1
value = 11900

[State -2,AI.Slide]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2movetype != A
trigger1 = p2bodydist x < 70 && p2bodydist y = 0
value = 2900

[State -2,AI.Slide]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2movetype != A
trigger1 = p2bodydist x < 70 && p2bodydist y = 0
value = 11700

[State -2,AI.SlideCombo]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = stateno = 2900 && movehit = 1
trigger1 = p2movetype = H
value = 2910

[State -2,AI.SlideCombo]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = stateno = 11700 && movehit = 1
trigger1 = p2movetype = H
value = 11710

[State -2,AI.SlideCombo]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = stateno = 2910 && movehit = 1
trigger1 = p2movetype = H
value = 2920

[State -2,AI.SlideCombo]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = stateno = 11710 && movehit = 1
trigger1 = p2movetype = H
value = 11720

[State -2,AI.SlideCombo]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = stateno = 2920 && movehit = 1
trigger1 = p2movetype = H
value = 2930

[State -2,AI.SlideCombo]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = stateno = 11720 && movehit = 1
trigger1 = p2movetype = H
value = 11730

[State -2,AI.Renzoku]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = statetype = A && ctrl = 1
trigger1 = p2bodydist y > 0 && p2bodydist x = 0 
value = 2800

[State -2,AI.Renzoku]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1
trigger1 = statetype = A && ctrl = 1
trigger1 = p2bodydist y > 0 && p2bodydist x = 0 
value = 11600

[State -2,AI.BigBang]
type = null;ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
trigger1 = statetype = A && ctrl = 1
trigger1 = p2bodydist y > 50 && p2bodydist x < 170 
value = 6000

[State -2,AI.BigBang]
type = null;ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 1 && random < 600
trigger1 = statetype = A && ctrl = 1 
trigger1 = p2bodydist y > 50 && p2bodydist x < 170 
value = 11300

[State -2,AI.ZanzokenVar]
type = VarSet
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && ctrl = 1 && stateno = 4000 && Var(9) = 0
trigger1 = p2bodydist x > 200 && p2movetype = A 
trigger2 = p2bodydist x < 30 && p2bodydist y < -30 && p2movetype = A
v = 4
value = 0

[State -2,AI.Zanzoken]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && ctrl = 1 && Var(9) = 0
trigger1 = p2bodydist x > 200 && p2bodydist x < 260 && p2movetype = A
trigger2 = p2bodydist x < 30 && p2bodydist y < -30 && p2movetype = A
trigger3 = p2bodydist x < 50 && p2movetype = A && p2stateno = [600,799]
value = 4000

[State -2,AI.Zanzoken1]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && ctrl = 1 && Var(9) = 0
trigger1 = p2bodydist x < 30 && p2bodydist y < -50 && p2movetype = A
value = 4000

[State -2,AI.ZanzokenVar]
type = VarSet
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && ctrl = 1 && stateno = 4000 && Var(9) = 1
trigger1 = p2bodydist x > 200 && p2movetype = A 
trigger2 = p2bodydist x < 30 && p2bodydist y < -30 && p2movetype = A
v = 4
value = 0

[State -2,AI.Zanzoken]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && ctrl = 1 && Var(9) = 1
trigger1 = p2bodydist x > 200 && p2bodydist x < 260 && p2movetype = A
trigger2 = p2bodydist x < 30 && p2bodydist y < -30 && p2movetype = A
trigger3 = p2bodydist x < 50 && p2movetype = A && p2stateno = [600,799]
value = 14000

[State -2,AI.Zanzoken1]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && ctrl = 1 && Var(9) = 1
trigger1 = p2bodydist x < 30 && p2bodydist y < -50 && p2movetype = A
value = 14000

[State -2,AI.FinalFlash]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 2000 && Var(9) = 0
trigger1 = statetype = S && ctrl = 1 && p2bodydist x > 50 && p2bodydist y > -30 && p2movetype = A
trigger2 = stateno = 2600 && projhit2650 = 1
value = 2000

[State -2,AI.FinalFlash]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 2000 && Var(9) = 1
trigger1 = statetype = S && ctrl = 1 && p2bodydist x > 50 && p2bodydist y > -30 && p2movetype = A
trigger2 = stateno = 11400 && projhit2650 = 1
value = 15500

[State -2,AI.BigBangAttack]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 1000 && Var(9) = 0 && stateno != 2000
trigger1 = statetype = S && ctrl = 1 && p2bodydist x > 200 && p2bodydist y > -30 && p2movetype != h && p2movetype = A
trigger2 = prevstateno = 2000 && numproj = 0 && p2stateno != [130,155] 
value = 7000

[State -2,AI.BigBangAttack]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 1000 && Var(9) = 1 && stateno != 15500
trigger1 = statetype = S && ctrl = 1 && p2bodydist x > 200 && p2bodydist y > -30 && p2movetype != h && p2movetype = A
trigger2 = prevstateno = 15500 && numproj = 0 && p2stateno != [130,155] 
value = 13000

[State -2,AI.EnergyShower]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 1500 && Var(9) = 0
trigger1 = movehit = 1 && stateno = [200,499]
value = 7500

[State -2,AI.EnergyShower]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 1500 && Var(9) = 1
trigger1 = movehit = 1 && random < 600 && stateno = [10200,10499] 
value = 14500


[State -2,AI.Meteor]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 2500 && Pos Y = 0 && Var(9) = 0
trigger1 = p2movetype = I && statetype != A && ctrl = 1 
value = 3000

[State -2,AI.Meteor]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 2500 && Pos Y = 0 && Var(9) = 1
trigger1 = p2movetype = I && statetype != A && ctrl = 1 
value = 16000

[State -2,AI.Suicide]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 3000 && Var(9) = 0
trigger1 = random < 250 && Life >= 1200 && ctrl = 1
value = 8000

[State -2,AI.Suicide]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Power >= 3000 && Var(9) = 1
trigger1 = random < 250 && Life >= 1200 && ctrl = 1
value = 16500

;AI - Auto Defesa
[State -2,AIGuard]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 && Var(9) = 0
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2movetype = A
;trigger1 = p2bodydist x <= 50
value = 130

[State -2,AIGuard]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0 
triggerall = statetype = C
triggerall = ctrl = 1
trigger1 = p2movetype = A
;trigger1 = p2bodydist x <= 50
value = 131

[State -2,AIGuard]
type = ChangeState
triggerall = Var(6)= 1 && Life != 0 && P2Life != 0
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = p2movetype = A
;trigger1 = p2bodydist x <= 50
value = 132

[State -2,Counter]
type = ChangeState
triggerall = Var(6)= 1 && life != 0 && P2BodyDist X < 20 && P2BodyDist Y = 0 && P2MoveType = A && Pos Y != 0 && Random > 300
trigger1 = stateno = [130,155]
value = 2701

[State -2,Counter]
type = ChangeState
triggerall = Var(6)= 1 && life != 0 && P2BodyDist X < 20 && P2BodyDist Y = 0 && P2MoveType = A && Pos Y != 0 && Random > 300
trigger1 = stateno = [130,155]
value = 6101
;---------------------------------------------------------------------------
; Super Sayajin 4 
;---------------------------------------------------------------------------
[State -2,Variavel]
type = VarSet
trigger1 = PalNo = [7,12]
v = 9
value = 1

[State -2,AtaqueMaior]
type = AttackMulSet
trigger1 = Var(9) = 1
value = 1.5

[State -2,DefesaMaior]
type = DefenceMulSet
trigger1 = Var(9) = 1 
value = 1.5

[state -2,Cansado]
type = changeanim
triggerall = Var(9) = 1 
trigger1 = Anim = 5300
value = 15300

[state -2,Defesa]
type = changeanim
trigger1 = anim = 120 || anim = 121 || anim = 122 
value = Anim + 10

[state -2,Defesa]
type = changeanim
trigger1 = anim = 140 || anim = 141 || anim = 142 
value = Anim - 10

[state -2,hit]
type = changeanim
triggerall = Var(9) = 1 && stateno = [130,155]
trigger1 = AnimExist(anim + 10000)
value = Anim + 10000

[state -2,hit]
type = changeanim
triggerall = Var(9) = 1
trigger1 = AnimExist(anim + 10000)
value = Anim + 10000

[state -2,hit]
type = changeanim
triggerall = Var(9) = 1 
triggerall = anim != 15030
triggerall = stateno != [5000,5210]
triggerall = stateno != [130,155]
triggerall = anim < 5000 
triggerall = movetype = H
trigger1 = Vel Y != 0
trigger1 = Vel X = 0
value = 15030 ;Numero do Animação do Char Subindo Apos o Hit no Modo Ssj4

[state -2,hit]
type = changeanim
triggerall = Var(9) = 1
triggerall = anim != 15050
triggerall = stateno != [5000,5210]
triggerall = stateno != [130,155]
triggerall = anim < 5000 
triggerall = movetype = H
trigger1 = Vel Y != 0
trigger1 = Vel X != 0
value = 15050 ;Numero do Animação do Char em Fall no Modo Ssj4

[state -2,hit]
type = changeanim
triggerall = Var(9) = 1
triggerall = anim != 15000
triggerall = stateno != [5000,5210]
triggerall = stateno != [130,155]
triggerall = anim < 5000 
triggerall = movetype = H
trigger1 = Vel Y = 0
trigger2 = stateno = 1085 && p2name = "Broli Remix ver1.2"
value = 15000 ;Numero do Animação do Hit High no Modo Ssj4

[state -2,hit]
type = changeanim
triggerall = Var(9) = 1
triggerall = anim != 15030
triggerall = stateno != [5000,5210]
triggerall = stateno != [130,155]
triggerall = anim != [5000,5210]
triggerall = movetype = H
trigger1 = Vel Y != 0
trigger1 = Vel X = 0
value = 15030 ;Numero do Animação do Char Subindo Apos o Hit no Modo Ssj4

[state -2,hit]
type = changeanim
triggerall = Var(9) = 1
triggerall = anim != 15050
triggerall = stateno != [5000,5210]
triggerall = stateno != [130,155]
triggerall = anim != [5000,5210]
triggerall = movetype = H
trigger1 = Vel Y != 0
trigger1 = Vel X != 0
value = 15050 ;Numero do Animação do Char em Fall no Modo Ssj4

[state -2,hit]
type = changeanim
triggerall = Var(9) = 1
triggerall = anim != 15000
triggerall = stateno != [5000,5210]
triggerall = stateno != [130,155]
triggerall = anim != [5000,5210]
triggerall = movetype = H
trigger1 = Vel Y = 0
value = 15000 ;Numero do Animação do Hit High no Modo Ssj4

[state -2,spr]
type = sprpriority 
trigger1 = stateno = 0
trigger2 = stateno = 50
trigger3 = stateno = 3001
value = 0

[state -2,defesa.no.voa]
type = null;changestate
triggerall = time >= 0
triggerall = pos Y < 0
triggerall = stateno = 0
trigger1 = command != "holdback"
trigger1 = p2movetype != A
trigger2 = command = "holdback"
trigger2 = p2movetype != A
trigger3 = command = "holdfwd"
trigger4 = command = "holdup"
trigger5 = command = "holddown"
value = 3001

[state -2,defesa.no.voa]
type = null;changestate
triggerall = time >= 0
triggerall = pos Y < 0
triggerall = stateno = 20
trigger1 = command != "holdback"
trigger1 = p2movetype != A
trigger2 = command = "holdback"
trigger2 = p2movetype != A
trigger3 = command = "holdfwd"
trigger4 = command = "holdup"
trigger5 = command = "holddown"
value = 3001
;---------------------------------------------------------------------------
 RUN_FWD
[Statedef 100]
type    = S
physics = S

[State 0, 1]
type = ChangeAnim
trigger1 = Var(9) = 0 && Anim != 100
value = 100

[State 0, 1]
type = ChangeAnim
trigger1 = Var(9) = 1 && Anim != 10100
value = 10100

[State 100, 1]
type = VelSet
trigger1 = Var(9) = 0
x = 5
y = 0

[State 100, 1]
type = VelSet
trigger1 = Var(9) = 1
x = 7
y = 0

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


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

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

[State 0, 1]
type = ChangeAnim
trigger1 = Var(9) = 0 && Anim != 105
value = 105

[State 0, 1]
type = ChangeAnim
trigger1 = Var(9) = 1 && Anim != 10105
value = 10105

[State 100, 1]
type = VelSet
trigger1 = Var(9) = 0
x = -5
y = 0

[State 100, 1]
type = VelSet
trigger1 = Var(9) = 1
x = -7
y = 0

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


[State 100, 2]
type = ChangeState
trigger1 = command != "holdback"
value = 0
;---------------------------------------------------------------------------
;AIR DASH
[Statedef 101]
type    = A
physics = N

[State 0, 1]
type = ChangeAnim
trigger1 = Var(9) = 0 && Anim != 100
value = 100

[State 0, 1]
type = ChangeAnim
trigger1 = Var(9) = 1 && Anim != 10100
value = 10100

[State 100, 1]
type = VelSet
trigger1 = Var(9) = 0
x = 6
y = 0

[State 100, 1]
type = VelSet
trigger1 = Var(9) = 1
x = 7.5
y = 0

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


[State 100, 2]
type = ChangeState
trigger1 = command != "holdfwd"
trigger2 = command = "holddown"
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AIR DASH BACK
[Statedef 106]
type    = A
physics = N

[State 0, 1]
type = ChangeAnim
trigger1 = Var(9) = 0 && Anim != 105
value = 105

[State 0, 1]
type = ChangeAnim
trigger1 = Var(9) = 1 && Anim != 10105
value = 10105

[State 100, 1]
type = VelSet
trigger1 = Var(9) = 0
x = -6
y = 0

[State 100, 1]
type = VelSet
trigger1 = Var(9) = 1
x = -7.5
y = 0

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


[State 100, 2]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = command = "holddown"
value = 50
ctrl = 1

