; Cell's CNS. ( bem vindo seu curioso(a) ) Obs: espero que não copie nada
; Format (case insensitive):
;  [groupname]        
;  constname = "value"

[Data]
life = 1500          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 150        ;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   
head.pos = -5, -80   ;Approximate position of head
mid.pos = -5, -65    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.6      ;Walk forward
walk.back = -1.3     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-10.1    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;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 = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .57         ;Vertical acceleration
stand.friction = .8  ;Friction coefficient when standing
crouch.friction = .8 ;Friction coefficient when crouching

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

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

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

[State 180, 1] ;Vitoria Normal
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 1
value = 181 

[State 180, 1] ; Final
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 0
value = 182

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

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

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


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


;---------------------------------------------------------------------------
; WIN
[Statedef 181]
type = S

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

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

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

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

[State 180, 8]
type = ChangeState
trigger1 = Var(10) = 11
value = 183

[State 180, 9]
type = ChangeState
trigger1 = Var(10) = 12
value = 184

[State 180, 9]
type = ChangeState
trigger1 = Var(10) = 13
value = 185

;---------------------------------------------------------------------------
; Final Teste
[Statedef 182]
type = A
ctrl = 0
velset = 0,0

[State 191, 3]
type = Explod
trigger1 = time = 0
anim = 185
postype = left
pos = 0,0
bindtime = 140
sprpriority = 999
ownpal = 1
supermove = 1

[State 183, 2]
type = Assertspecial
trigger1 = time = [0,300]
Flag = roundnotover

;---------------------------------------------------------------------------
; Win do 1º Round ( fala )
[Statedef 183]
type = A
ctrl = 0
anim = 181
velset = 0,0

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 181, 0
volume = 255

[State 183, 2]
type = Assertspecial
trigger1 = time = [0,150]
Flag = roundnotover

;---------------------------------------------------------------------------
; Win do 2º Round ( risada )
[Statedef 184]
type = A
ctrl = 0
anim = 182
velset = 0,0

[State 183, 2]
type = Assertspecial
trigger1 = time = [0,300]
Flag = roundnotover

;---------------------------------------------------------------------------
; Win do 2º Round (cansado)
[Statedef 185]
type = A
ctrl = 0
anim = 5300
velset = 0,0

[State 183, 2]
type = Assertspecial
trigger1 = time = [0,300]
Flag = roundnotover

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

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

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

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

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = 190, 0
volume = 255

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 53
value = 190, 1
volume = 255

;---------------------------------------------------------------------------
; INTRO Especial

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

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

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

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = 190, 0
volume = 255

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 53
value = 190, 1
volume = 255

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

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

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
priority = 2, miss
numhits = 0
sparkno = -1
snap = 32,0,0,1
p1stateno = 810
p2stateno = 820
p2facing = 1

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

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

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

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

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 35,-92

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 35,-92

[State 1601, 12]
type = TargetState
trigger1 = AnimElem = 1
value = 820

[State 1601, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage    = 50
animtype  = back
hitflag = MAFD
guardflag = L
pausetime = 8,12
sparkxy = 500,500
hitsound   = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3,-4
air.velocity = -3,-4
down.velocity = -4,0
down.hittime = 20
P2stateno = 821
P2facing = 1
air.fall = 1
air.recover = 0
fall = 1
fall.recover = 0

[State 1601, 3]
type = Explod
trigger1 = animelem = 3
anim = 6008
pos = 35,-92
postype = p1
sprpriority = 3
bindtime = 1
supermove = 1
ownpal = 1

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

;---------------------------------------------------------------------------
; agarrada ( o otário )
[Statedef 820]
type    = A
movetype= H 
physics = N
velset = 0,0
ctrl = 0

[state screenbound]
type = screenbound
trigger1 = time >= 0
value = 0
movecamera = 0,0

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

;-------------------------------------------------------------------------
; Player 2 estado
[Statedef 821]
type    = A
movetype= H ;Get hit
physics = N
velset = -4,-5
anim = 5050
ctrl = 0

[State 3048, 3]
type = SprPriority
trigger1 = AnimElem = 1
value = 2

[State 931, 1]
type = PosAdd
Trigger1 = Time = 0
x =  10
y = 65

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

[State 931, 3]
type = LifeAdd
Trigger1 = Time = 0
value = -80

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

;-------------------------------------------------------------------------
; Levitation Slicer (inicio)
[Statedef 825]
type = S
movetype = A
physics = S
anim = 825
velset = 0,0
ctrl = 0

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
priority = 2, miss
numhits = 0
sparkno = -1
snap = 88,0,0,1
p1stateno = 830
p2stateno = 840
p2facing = 1

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

;-------------------------------------------------------------------------
; Levitation Slicer ( sucesso )
[Statedef 830]
type     = S
movetype = A
physics  = S
anim     = 830
velset   = 0,0

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

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

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 85,-55

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 85,-75

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 85,-95

[State 1601, 12]
type = TargetState
trigger1 = AnimElem = 1
value = 840

[State 1601, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
damage    = 50
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 8,12
sparkxy = 500,500
numhits = 0
hitsound   = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0
down.velocity = 0
down.hittime = 20
P2stateno = 841
P2facing = 1
air.fall = 1
air.recover = 0
fall = 1
fall.recover = 0

[State 1601, 2]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
damage    = 50
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 8,12
sparkxy = 500,500
numhits = 0
hitsound   = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0
down.velocity = 0
down.hittime = 20
P2stateno = 841
P2facing = 1
air.fall = 1
air.recover = 0
fall = 1
fall.recover = 0

[State 1601, 3]
type = Explod
trigger1 = animelem = 5
anim = 6008
pos = 81,-102
postype = p1
sprpriority = 3
bindtime = 1
supermove = 1
ownpal = 1

[State 1601, 3]
type = Explod
trigger1 = animelem = 7
anim = 6008
pos = 81,-102
postype = p1
sprpriority = 3
bindtime = 1
supermove = 1
ownpal = 1

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

;---------------------------------------------------------------------------
; agarrada ( o otário )
[Statedef 840]
type    = A
movetype= H 
physics = N
velset = 0,0
ctrl = 0

[state screenbound]
type = screenbound
trigger1 = time >= 0
value = 0
movecamera = 0,0

[State 930, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 840

;---------------------------------------------------------------------------
; agarrada ( o otário )
[Statedef 841]
type    = A
movetype= H 
physics = N
velset = 0,0
ctrl = 0

[state screenbound]
type = screenbound
trigger1 = time >= 0
value = 0
movecamera = 0,0

[State 930, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 841

[State 1601, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 842
ctrl = 0

;-------------------------------------------------------------------------
; Player 2 estado
[Statedef 842]
type    = A
movetype= H ;Get hit
physics = N
velset = -4,-5
anim = 5050
ctrl = 0

[State 3048, 3]
type = SprPriority
trigger1 = AnimElem = 1
value = 2

[State 931, 1]
type = PosAdd
Trigger1 = Time = 0
x = 10
y = 50

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

[State 931, 3]
type = LifeAdd
Trigger1 = Time = 0
value = -80

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

;---------------------------------------------------------------------------
; soco fraco
[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)

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;getpower = 30,15                 ;Power to get on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
;givepower = 15,8                 ;Power to give opponent on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-60                ;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 = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

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

;---------------------------------------------------------------------------
; soco fraco (perto)
[Statedef 201]
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 = 201                       ;Change animation (Def: no change)

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;getpower = 30,15                 ;Power to get on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
;givepower = 15,8                 ;Power to give opponent on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-40                ;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 = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

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

;---------------------------------------------------------------------------
; chute fraco
[Statedef 202]
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 = 202                       ;Change animation (Def: no change)

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;getpower = 30,15                 ;Power to get on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
;givepower = 15,8                 ;Power to give opponent on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-60                ;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 = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

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

;---------------------------------------------------------------------------
; Chute Forte
[Statedef 203]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 203

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-60
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
; Soco Forte
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 205

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-60
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
; Soco Forte (perto)
[Statedef 204]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 204

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 1

[State 1020, 6]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 102,4
getpower  = 0
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
hitsound   = 5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1025

[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; player 2 state
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = Time >= 0
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; player 2 voando
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; player 2 quika na parede
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3
ownpal = 1

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; hit da parede
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = Time >= 0
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; soco fraco baixo
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
anim = 400

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-20
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, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Chute fraco baixo
[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
anim = 401

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-10
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, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Soco forte baixo
[Statedef 402]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
anim = 402

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 1

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = S5,1
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, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Chute forte baixo
[Statedef 403]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0
anim = 403

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 1

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 62
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,1
guardsound = S6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-3   
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

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

;---------------------------------------------------------------------------
; soco no ar fraco
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 600

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = S5,0
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

;---------------------------------------------------------------------------
; chute no ar fraco
[Statedef 602]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 602

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = S5,0
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

;---------------------------------------------------------------------------
; Soco forte no ar
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0
anim = 601

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S5,1
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

;---------------------------------------------------------------------------
; chute forte no ar
[Statedef 603]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0
anim = 603

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S5,1
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

;-------------------------------------------------------------------------
; Enche Power
[Statedef 700]
type = S
physics = S
anim = 700
ctrl = 0

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 700,0
volume = 255

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 700,1
volume = 255

[State 954, 2]
type = PowerAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
value = 40

[State 954, 4]
type = ChangeState
trigger1 = command != "hold_s"
value = 701
ctrl = 1

;-------------------------------------------------------------------------
; Enche Power ( final )
[Statedef 701]
type = S
physics = S
anim = 701
ctrl = 0

[State 954, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------
; Enche Power
[Statedef 702]
type = S
physics = S
anim = 702
ctrl = 0
velset = 0,0,0

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 700,0
volume = 255

[State 954, 2]
type = PowerAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
value = 40

[State 954, 4]
type = ChangeState
trigger1 = command != "hold_s"
value = 703
ctrl = 1

;-------------------------------------------------------------------------
; Enche Power ( final )
[Statedef 703]
type = S
physics = S
anim = 703
ctrl = 0

[State 954, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Voar inicio
[Statedef 1800]
type = A
movetype = A
physics = A
juggle  = 0
velset = 0, -8, 0
ctrl = 0
anim = 1800

[State 1300, Super D]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 20
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000, 0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1900
ctrl = 1

;---------------------------------------------------------------------------
;Voar
[Statedef 1900]
type = S
ctrl = 0
anim = 1900
velset = 0,0

[State 1900, para1]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -405
x = 0
y = 0

[State 1900, para2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 1900
value = 1900

[State 1900,fuwaVar(1)]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = var(2) != 2
trigger2 = var(2) = 2
trigger2 = Vel Y >= 1.4
v = 2
value = 1

[State 1900,fuwaVar(2)]
type = VarSet
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -1.4
trigger2 = P2BodyDist Y > 405
trigger2 = Vel Y < 0
v = 2
value = 2

[State 1900,fuwaUp]
type = VelAdd
trigger1 = Var(2) = 1
y = -0.2

[State 1900,fuwaDown]
type = VelAdd
trigger1 = Var(2) = 2
y = 0.2

[State 1900,fuwaEnd]
type = VelSet
triggerall = Var(2) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 1900,fuwaEndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0

[State 1900, UpBorder]
type = PosSet
trigger1 = Pos Y < -405
y = -405

[State 1500, UpBorder2a]
type = PosAdd
trigger1 = P2BodyDist Y > 405
trigger1 = Vel Y < 0
y = 1

[State 1500, UpBorder2b]
type = VelSet
trigger1 = P2BodyDist Y > 405
trigger1 = Vel Y < 0
y = 0

[State 1900, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.3

[State 1900,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 1900, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 1904
trigger1 = command = "holddown"
value = 1904

[State 1900, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.3

[State 1900,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 1900, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 1903
trigger1 = command = "holdup"
value = 1903

[State 1900, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.3

[State 1900,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 1900, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 1902
trigger1 = command = "holdback"
;trigger2 = command = "holddown"
value = 1902

[State 1900, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.3

[State 1900,GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0

[State 1900, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 1901
trigger1 = command = "holdfwd"
value = 1901

[State 1900,Turn]
type = Turn
trigger1 = P2dist X < 0

[State 1900,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

[State 2000,End]
type = ChangeState
trigger1 = command = "hold_x"
trigger1 = command = "hold_y"
trigger1 = command = "holddown"
value = 50
ctrl = 1

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

;---------------------------------------------------------------------------
; Energy Release
[Statedef 2011]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 2011

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 700,0
volume = 255

[State 954, 1]
type = Explod
trigger1 = NumExplod(6015) = 0
trigger1 = AnimElem = 2
id = 6015
anim = 6015
pos = -6
sprpriority = -999
removetime = -1
bindtime = -1
ownpal = 1

[State 954, 1]
type = RemoveExplod
trigger1 = AnimElem = 6
ID = 6015

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6014
projhitanim = 6014
projremovetime = 28
projpriority = 4
projsprpriority = -999
projshadow = -1
offset = -6
velocity = 0000.1
attr = S, SP
damage   = 90,10
animtype = back
guardflag = MA
hitflag = MA
pausetime = 7,10
numhits = 0
hitsound = S5,1
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-5
fall = 1
fall.recover = 0
air.animtype = Back
air.velocity = -3,-5
air.fall = 1
air.recover = 0

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

;---------------------------------------------------------------------------
; Power Attack
[Statedef 2010]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 2010

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6013
projhitanim = 6013
projpriority = 1
projshadow = -1
offset = 25,-70
velocity = 2,-2
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 7,10
numhits = 0
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-5
air.animtype = Back
air.velocity = -4,-5
air.fall = 1

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6013
projhitanim = 6013
projpriority = 1
projshadow = -1
offset = 41,-90
velocity = 2,-2
attr = S, SP
damage   = 90,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 7,10
numhits = 0
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.fall = 1

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 3
projhitanim = 6013
projanim = 6013
projpriority = 1
projshadow = -1
offset = 57,-109
velocity = 2,-2
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MA
pausetime = 5,10
numhits = 0
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -1,-1
air.fall = 1

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

;---------------------------------------------------------------------------
; Energy Dan
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 1000

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 255

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6000
projhitanim = 6007
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 40,-58
velocity = 4
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

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

;---------------------------------------------------------------------------
; Energy Dan reto ( no ar )
[Statedef 1001]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 1003

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 255

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6000
projhitanim = 6007
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 40,-58
velocity = 4
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = light
air.velocity = -4

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

;---------------------------------------------------------------------------
; Katssu Energy Dan reto ( no ar )
[Statedef 1005]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 1003

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 255

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6003
projhitanim = 6007
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 40,-58
velocity = 4
attr = S, SP
damage   = 75,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = light
air.velocity = -4

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

;---------------------------------------------------------------------------
; Energy Dan cima ( no ar )
[Statedef 1002]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 1001

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 255

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6002
projhitanim = 6007
projpriority = 1
projheightbound = -1000
projstagebound = 500
projshadow = -1
offset = 35,-99
velocity = 4,-4
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = light
air.velocity = -4

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

;---------------------------------------------------------------------------
; Energy Dan para baixo ( no ar )
[Statedef 1003]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 1002

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 255

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6001
projhitanim = 6007
projpriority = 1
projheightbound = 240 
projstagebound = 500
projshadow = -1
offset = 43,-40
velocity = 4,4
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = light
air.velocity = -4

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

;---------------------------------------------------------------------------
; Negative Arrow
[Statedef 1004]
type    = A
movetype= A
physics = A
velset = 0,0
juggle = 0
ctrl = 0
anim = 1004

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

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 255

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6012
projhitanim = 6007
projpriority = 1
projheightbound = 240 
projstagebound = 500
projshadow = -1
offset = 54,-28
velocity = 4,4
attr = S, SP
damage   = 90,10
animtype = heavy
guardflag = MA
hitflag = MA
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6, 4
fall = 1
fall.recover = 0
air.animtype = back
air.velocity = -4,4
air.fall
air,recover = 0
down.velocity = 4, 4

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Katsuu Energy Dan
[Statedef 1010]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 1000

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 255

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6003
projhitanim = 6008
projpriority = 1
projheightbound = -240, 100
projshadow = -1
offset = 40,-58
velocity = 5
attr = S, SP
damage   = 80,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

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

;---------------------------------------------------------------------------
; KameHame Ha ( horizontal )
[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 3000

[State 2040, 1]
type = explod
trigger1 = AnimElem = 1
anim = 6009
pos = -10,-41
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1
ownpal = 1

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
volume = 255

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6004
projhitanim = 6008
projpriority = 1
projheightbound = -240, 100
projshadow = -1
offset = 36,-56
velocity = 5
attr = S, SP
damage   = 90,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

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

;---------------------------------------------------------------------------
; KameHame Ha ( para cima )
[Statedef 2001]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 3005

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
volume = 255

[State 2040, 1]
type = explod
trigger1 = AnimElem = 1
anim = 6011
pos = -10,-41
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6005
projhitanim = 6008
projpriority = 1
projheightbound = -240, 100
projshadow = -1
offset = 17,-82
velocity = 3,-4
attr = S, SP
damage   = 90,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

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

;---------------------------------------------------------------------------
; KameHame Ha ( horizontal )no voo
[Statedef 2002]
type    = A
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 3003

[State 2040, 1]
type = explod
trigger1 = AnimElem = 1
anim = 6009
pos = -10,-41
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1
ownpal = 1

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
volume = 255

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6004
projhitanim = 6008
projpriority = 1
projheightbound = -240, 100
projshadow = -1
offset = 36,-56
velocity = 5
attr = S, SP
damage   = 90,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = light
air.velocity = -4

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

;---------------------------------------------------------------------------
; KameHame Ha ( para cima no voo)
[Statedef 2003]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 3001

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
volume = 255

[State 2040, 1]
type = explod
trigger1 = AnimElem = 1
anim = 6011
pos = -10,-41
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6005
projhitanim = 6008
projpriority = 1
projheightbound = -1000
projstagebound = 500
projshadow = -1
offset = 17,-82
velocity = 3,-4
attr = S, SP
damage   = 90,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = light
air.velocity = -4

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

;---------------------------------------------------------------------------
; KameHame Ha ( para baixo no voo)
[Statedef 2004]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 3002

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
volume = 255

[State 2040, 1]
type = explod
trigger1 = AnimElem = 1
anim = 6011
pos = -10,-41
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6006
projhitanim = 6008
projpriority = 1
projheightbound = 240 
projstagebound = 500
projshadow = -1
offset = 28,-34
velocity = 4,4
attr = S, SP
damage   = 90,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = light
air.velocity = -4

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

;---------------------------------------------------------------------------
; Cell Combo
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 1050

[State 210, 2]
type = VelAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
x = 3

[State 210, 2]
type = Makedust
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
Pos = 2,0
Pos2 = -4,0
spacing = 2 

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
value = 700,0
volume = 255

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
value = 200, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Light
damage    = 37,5
guardflag = MA
pausetime = 7,11
sparkxy = -10,-60
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Light
damage    = 37,5
guardflag = MA
pausetime = 11,11
sparkxy = -10,-60
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Light
damage    = 37,5
guardflag = MA
pausetime = 11,11
sparkxy = -10,-40
hitsound   = S5,1
guardsound = S6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
animtype  = Light
damage    = 40,5
guardflag = MA
pausetime = 11,11
sparkxy = -10,-60
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = -4,-5
air.velocity = -2.2,-3.2
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Cell Jr. Attack
[Statedef 1060]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 1060

[State 410, 2]
type = Helper
trigger1 = AnimElem = 6
id = 1061
name = "Cell Jr."
pos = -57, -8
postype = p1
stateno = 1061
helpertype = normal
keyctrl = 0
ownpal = 1

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

;---------------------------------------------------------------------------
; Cell Jr. ( helper )
[Statedef 1061]
type = S
movetype = I
physics = S
velset = 0.0,0
anim = 1061
juggle  = 0

[State 1001, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Back
damage    = 180,40
getpower  = 0
priority  = 6
guardflag = M
pausetime = 0,15
sparkxy = 500,500
hitsound   = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4,-5
air.velocity = -4,-5
p1stateno = 1063
fall.recover = 0
fall = 1

[State 1000, 8]
type = ChangeState
trigger1 = moveguarded = 1
value = 1063

[State 415, 3]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -35

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1062
ctrl = 1

;---------------------------------------------------------------------------
; Cell Jr. ( helper )
[Statedef 1062]
type = A
movetype = A
physics = N
velset = 0.0,0
anim = 1062
juggle  = 0

[State 3048, 3]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 1451, 3]
type = VelSet
trigger1 = Time = 0
x = 4
y = -4

[State 1451, 4]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1001, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Back
damage    = 180,40
getpower  = 0
priority  = 6
guardflag = M
pausetime = 0,15
sparkxy = 500,500
hitsound   = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4,-5
air.velocity = -4,-5
p1stateno = 1063
fall.recover = 0
fall = 1

[State 1000, 8]
type = ChangeState
trigger1 = moveguarded = 1
value = 1063

[State 415, 3]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -35

[State 1451, 6]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1061

;---------------------------------------------------------------------------
; Cell Jr. ( explode )
[Statedef 1063]
type = A
movetype = A
velset = 0.0,0
anim = 6008
juggle  = 0

[State 415, 3]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Giga Shoulder ( inicio )
[Statedef 1090]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 1090

[State 1001, 2]
type = ChangeState
trigger1 = p2bodydist X < 50
value = 1091
ctrl = 0

[State 1001, 2]
type = ChangeState
trigger1 = p2bodydist X > 50
value = 1092
ctrl = 0

[State 1001, 2]
type = ChangeState
trigger1 = p2bodydist X = 100
value = 1093
ctrl = 0

;---------------------------------------------------------------------------
; Giga Shoulder ( ataque )
[Statedef 1091]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 1091

[State 954, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 700,0
volume = 255

[state 954, vel]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 3

[state 954, vel]
type = veladd
trigger1 = Time > 0
x = .35

[State 3048, 3]
type = SprPriority
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
value = -999

[State 1090,3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 85,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 11,6
sparkxy = -10,-60
hitsound   = S5,1            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Giga Shoulder ( ataque ) meio de tela
[Statedef 1092]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 1092

[State 954, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 700,0
volume = 255

[state 954, vel]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 10

[state 954, vel]
type = veladd
trigger1 = Time > 0
x = .35

[State 1090,3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 85,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 11,6
sparkxy = -10,-60
hitsound   = S5,1            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Giga Shoulder ( ataque ) meio de tela
[Statedef 1093]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 1092

[State 954, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 700,0
volume = 255

[state 954, vel]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 15

[state 954, vel]
type = veladd
trigger1 = Time > 0
x = .35

[State 1090,3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 85,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 11,6
sparkxy = -10,-60
hitsound   = S5,1            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Hyper Kamehame Ha
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
PowerAdd = -1000
velset = 0,0
anim = 3010
ctrl = 0

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 55
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -10, -41
anim = 100
Time = 55

[State 2040, 1]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9002
Facing = 1
Pos = 0,0
PosType = left
SprPriority = -2
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 2040, 1]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9002
Pos = 0, 0
PosType = right
SprPriority = -3
Facing = -1
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 2040, 1]
type = explod
trigger1 = AnimElem = 1
anim = 6010
pos = -10,-41
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1
ownpal = 1

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0 

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
volume = 255

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7000
projhitanim = 7001
projremanim = 7001
projmisstime = 4
projhits = 30
projshadow = -1
projpriority = 30
projremovetime = 150
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projid = 7000
velocity = 0.001,0.001
offset = 55,-56
attr = S, HP
damage   = 14,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 1,5
hitsound   = 5,3
sparkxy = 500,500
guardsound = S6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10,-2
air.animtype = Back
air.velocity = -10,-2
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall = 1
fall.recover = 0

[State 3000] 
type = explod
trigger1 = projcontact(7000) = 1
anim = 7002
pos = 0,-60
postype = p2
sprpriority = 999
bindtime = 1
ownpal = 1

[State 3000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hyper Kamehame Ha ( no ar )
[Statedef 3001]
type    = A
movetype= A
physics = S
juggle  = 0
PowerAdd = -1000
velset = 0,0
anim = 3011
ctrl = 0

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 55
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -10, -41
anim = 100
Time = 55

[State 2040, 1]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9002
Facing = 1
Pos = 0,0
PosType = left
SprPriority = -2
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 2040, 1]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9002
Pos = 0, 0
PosType = right
SprPriority = -3
Facing = -1
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 2040, 1]
type = explod
trigger1 = AnimElem = 1
anim = 6010
pos = -10,-41
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1
ownpal = 1

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0 

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
volume = 255

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7000
projhitanim = 7001
projremanim = 7001
projmisstime = 4
projhits = 30
projshadow = -1
projpriority = 30
projremovetime = 150
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projid = 7000
velocity = 0.001,0.001
offset = 55,-56
attr = S, HP
damage   = 14,5
animtype = light
guardflag = MA
hitflag = MAFDP
pausetime = 1,5
hitsound   = 5,3
sparkxy = 500,500
guardsound = S6,0
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -7
air.animtype = light
air.velocity = -7

[State 3000] 
type = explod
trigger1 = projcontact(7000) = 1
anim = 7002
pos = 0,-60
postype = p2
sprpriority = 999
bindtime = 1
ownpal = 1

[State 3000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Giga Cell Combination ( Meteor Attack Hyper Dimension )
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 4010
PowerAdd = -1000

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 55
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -10, -41
anim = -1
Time = 55

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = 190, 0
volume = 255

[State 2040, 1]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9002
Facing = 1
Pos = 0,0
PosType = left
SprPriority = -2
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 2040, 1]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9002
Pos = 0, 0
PosType = right
SprPriority = -3
Facing = -1
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 210, 3]
type = EnvShake
trigger1 = AnimElem = 24
time = 30

[State 210, 2]
type = VelAdd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
trigger3 = AnimElem = 11
trigger4 = AnimElem = 12
trigger5 = AnimElem = 13
trigger6 = AnimElem = 14
trigger7 = AnimElem = 15
trigger8 = AnimElem = 16
trigger9 = AnimElem = 17
trigger10 = AnimElem = 18
trigger11 = AnimElem = 19
trigger12 = AnimElem = 20
trigger13 = AnimElem = 21
x = 4

[State 210, 2]
type = Makedust
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
trigger3 = AnimElem = 11
trigger4 = AnimElem = 12
trigger5 = AnimElem = 13
trigger6 = AnimElem = 14
trigger7 = AnimElem = 15
trigger8 = AnimElem = 16
trigger9 = AnimElem = 17
trigger10 = AnimElem = 18
trigger11 = AnimElem = 19
trigger12 = AnimElem = 20
trigger13 = AnimElem = 21
Pos = 2,0
Pos2 = -4,0
spacing = 2 

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 15
trigger5 = AnimElem = 17
trigger6 = AnimElem = 19
trigger7 = AnimElem = 21
value = 700,0
volume = 255

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 15
trigger5 = AnimElem = 17
trigger6 = AnimElem = 19
trigger7 = AnimElem = 21
value = 200, 1

[State 410, 2]
type = NothitBy
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 15
trigger5 = AnimElem = 17
trigger6 = AnimElem = 19
trigger7 = AnimElem = 21
value = S, NA, SA, AT
time = 49

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 15
trigger5 = AnimElem = 17
trigger6 = AnimElem = 19
trigger7 = AnimElem = 21
attr = S, HA
animtype  = Light
damage    = 60,20
guardflag = MA
pausetime = 7,11
sparkxy = -10,-60
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 100
ground.velocity = -1
air.velocity = 0
air.fall = 1
air.recover = 0

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 24
projanim = 7003
projhitanim = 7004
projremanim = 7004
projmisstime = 4
projshadow = -1
projpriority = 30
projremovetime = 16
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projid = 7003
velocity = 0.001,0.001
offset = 29,6
attr = S, HP
damage   = 180,5
animtype = up
guardflag = MA
hitflag = MAFDP
pausetime = 11,10
hitsound   = 5,3
sparkxy = 500,500
guardsound = S6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5,-10
air.animtype = up
air.velocity = -5,-10
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Giga Burn ( Meteor Attack Hyper Dimension )
[Statedef 4010]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 4000
PowerAdd = -1000

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 55
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -10, -41
anim = -1
Time = 55

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = 190, 0
volume = 255

[State 2040, 1]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9002
Facing = 1
Pos = 0,0
PosType = left
SprPriority = -2
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 2040, 1]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9002
Pos = 0, 0
PosType = right
SprPriority = -3
Facing = -1
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 210, 3]
type = EnvShake
trigger1 = AnimElem = 11
time = 30

[State 410, 2]
type = NothitBy
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 15
trigger5 = AnimElem = 17
trigger6 = AnimElem = 19
trigger7 = AnimElem = 21
value = S, NA, SA, AT
time = 49

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 12
projanim = 7003
projhitanim = 7004
projremanim = 7004
projmisstime = 4
projshadow = -1
projpriority = 30
projremovetime = 16
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projid = 7003
velocity = 0.001,0.001
offset = 29,6
attr = S, HP
damage   = 200,20
animtype = up
guardflag = M
hitflag = MAFDP
pausetime = 11,5
hitsound   = 5,3
sparkxy = 500,500
guardsound = S6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-6
air.animtype = up
air.velocity = -3,-6
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall = 1
fall.recover = 0

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 13
projanim = 7003
projhitanim = 7004
projremanim = 7004
projmisstime = 4
projshadow = -1
projpriority = 30
projremovetime = 16
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projid = 7003
velocity = 0.001,0.001
offset = 79,6
attr = S, HP
damage   = 200,20
animtype = up
guardflag = M
hitflag = MAFDP
pausetime = 11,5
hitsound   = 5,3
sparkxy = 500,500
guardsound = S6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-6
air.animtype = up
air.velocity = -3,-6
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall = 1
fall.recover = 0

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 14
projanim = 7003
projhitanim = 7004
projremanim = 7004
projmisstime = 4
projshadow = -1
projpriority = 30
projremovetime = 16
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projid = 7003
velocity = 0.001,0.001
offset = 129,6
attr = S, HP
damage   = 200,20
animtype = up
guardflag = M
hitflag = MAFDP
pausetime = 11,5
hitsound   = 5,3
sparkxy = 500,500
guardsound = S6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5,-9
air.animtype = up
air.velocity = -5,-9
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

; Som de chegada ao chão
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

; remover especiais explods
[state -3, 1]
type = RemoveExplod
trigger1 = movetype = H
ID = 7000

; remover especiais explods
[State -3, 2]
type = RemoveExplod
trigger1 = movetype = H
ID = 6015

;---------------------------------------------------------------------------
; correr para trás
[Statedef 105]
type    = S
physics = S
anim = 105

[State 100, 1]
type = VelSet
trigger1 = 1
x = -4.5
y = 0

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

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

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

[State 0,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1900

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

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

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

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

[State 10,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1900

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

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

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

[State 11,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1900

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

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

[State 12,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1900

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

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

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1900

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

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21


[Statedef -2]

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

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

