; Zangief's constants.
; Format (case insensitive):
;  [groupname]        
;  constname = "value"

[Data]
life = 1000          ;Amount of life to start with
attack = 150         ;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 = 1          ;1 to enable echo on KO
volume = 50          ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 12     ;Player width (back, ground)
ground.front = 30    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 30       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -1.12     ;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,-8.1    ;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 = .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 = ?
; ...

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

;---------------------------------------------------------------------------
; JUMP
[Statedef 43]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
velset = -5,-10
anim = 43

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
----------------------------------------------
; JUMP
[Statedef 63]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
velset = -5,-10
anim = 43

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
----------------------------------------------
; JUMP out
[Statedef 93]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
velset = 5,-10
anim = 93

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
----------------------------------------------
; 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]
type = ChangeState
trigger1 = Time = 0
value = 181

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

[State 181, 0]
type = PlaySnd
trigger1 = Time = 0
value = 10,0

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

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

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2

[State 191, 1] ;Intro not yet over
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 7] ;Intro over, set v9 to 1
type = VarSet
trigger1 = Time = 60
v = 9
value = 0

; Taunt
[Statedef 95]
type    = S
movetype= A
physics = S
ctrl = 0
velset= 0
anim = 95
juggle = 4

[State 191, 7] 
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Vodka Fire
[Statedef 94]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 95
ctrl = 0

[State 94, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4
        
[State 3900, 3]
type = Helper
trigger1 = Time = 0
trigger1 = numhelper(3912) < 1
ID = 3912
stateno = 3902
sprpriority = 2 
pos = 0, 0
postype = p1
helpertype = normal 
keyctrl = 0
ownpal = 1

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

;Flame 
[Statedef 3902]
type = A
movetype = A
physics = N
anim = 94

[State 3902, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,7

[State 3901, 1]
type = Velset
trigger1 = AnimElem = 9
x = 3

[State 3901, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = SCA, HP
damage   = 30, 25
hitflag = MAFD
sprpriority = 2
guardflag = MAFD
pausetime = 0,5
sparkxy =  -7,-20
hitsound   = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2   
guard.velocity = -6    
air.velocity = -3, -3
airguard.velocity = -3  
palfx.time = 30
palfx.add = 0,0,240

[State 810, 1]
type = HitDef
trigger1 = Animelem = 5
attr = A, SP
numhits = 1
damage    = 30
getpower  = 1
givepower = 25
guardflag = HA
priority = 3
pausetime = 0,10
sparkxy = -10,-51
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4    
air.velocity = -1.3,-3
palfx.time = 30
palfx.add = 0,0,240

[State 810, 1]
type = HitDef
trigger1 = Animelem = 7
attr = A, SP
numhits = 1
damage    = 30
getpower  = 1
givepower = 25
guardflag = HA
priority = 3
pausetime = 0,10
sparkxy = -10,-51
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4    
air.velocity = -1.3,-3
palfx.time = 30
palfx.add = 0,0,240

[State 3901, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, AT
time = -1

[State 3901, 3]
type = DestroySelf
trigger1 = AnimTime = 0

; DASH
[Statedef 100]
type    = S
movetype= A
physics = S
ctrl = 0
velset= 0
anim = 100
juggle = 4

[State 100, 1]
type = Velset
trigger1 = AnimElem = 2, >= 0
x = 3

[State 100, 2]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
getpower  = 70
hitflag = M- ;MAFD
priority = 1
snap = 0,-1,0, -1 ;x,y,z, bindtime (def 0)
hitsound = 6,0
sparkno = -1
p2facing = 1
p1stateno = 2105
p2stateno = 2110
fall = 1

[State 1100, 5]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 1100, 5]
type = ChangeState ;-=-=-=-=-
Trigger1 = AnimTime = 0
Trigger1 = Pos Y < 0
value = 50

[State 1100, 5]
type = VelMul ;-=-=-=-=-
Trigger1 = Pos Y < 0
x = 1.15
y = .9

[State 1100, 5]
type = PosSet ;-=-=-=-=-
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
y = 0

[State 1100, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 101

;Dash Cont
[Statedef 101]
type = S
movetype = A
physics = S
juggle = 1
Velset = 0,0
ctrl = 0
anim = 101

[State 2110, 2]
type = PlaySnd
Trigger1 = Time = 0
Value = 9,4


[State 2110, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 101,1]
type = Changestate
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 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 = 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,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9         ;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, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 8, 0

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

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

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 9, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 60
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

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

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 400, 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, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

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

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,1

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

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

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

;Knee
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 601

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;Elbow Drop (air)
[Statedef 199]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 55
ctrl = 0
anim = 199

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

[State 610,2]
type = Velset
trigger1 = AnimElem = 2
y = 8

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -2,-10   
air.velocity = -1.3,-3
fall = 1
fall.recover = 0

[State 1105, 7] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 198

;Elbow Air cont
[Statedef 198]
type    = C
movetype= A
physics = S
juggle  = 3
vel = 0,0

[State 1106, 4]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0

[State 1106, 4]
type = EnvShake
Trigger1 = Time = 0
time = 20
Ampl = 10

[State 1106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7,0

[State 1106, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = Time = 0
value = 50
pos = -10, 30
under = 1

[State 610, 4]
type = ChangeAnim
Trigger1 = Time = 0
value = 198

[State 610, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Elbow Ground
[Statedef 196]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 55
ctrl = 0
anim = 196

[State 1106, 4]
type = EnvShake
Trigger1 = AnimElem = 7
time = 20

[State 1106, 5]
type = PlaySnd
Trigger1 = AnimElem = 7
value = F7,0

[State 1106, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = AnimElem = 7
value = 50
pos = -10, 30
under = 1

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = MA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5,-5   
air.velocity = -1.3,-3
fall = 1

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Splash
[Statedef 602]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 602

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;Head Butt
[Statedef 69]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 96

[State 610, 2]
type = PlaySnd
trigger1 = Time = 11
value = 0, 2

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 610

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,1

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; WAZAA_B
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1010
ctrl = 0

[State 1010, 1]
type = PlaySnd
trigger1 = Time = 6
value = 0, 2

[State 1010, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 20

[State 1010, 4]
type = PosAdd
trigger1 = AnimTime = 0
x = 20

[State 1010, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 10

[State 1010, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 94,2
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4     
air.velocity = -4,1
fall = 1
palfx.time = 30
palfx.add = 0,0,240

[State 1010, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 89,2
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4,-2.5
palfx.time = 30
palfx.add = 0,0,240

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; SUPERWAZA A
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 25, -57
anim = 31

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

[State 3000, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

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

[State 3000, Super F]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3000, Super F]
type = NotHitBy
trigger1 = Time = [2,30]
value2 = C, NA
time = 1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
value = 0, 2

[State 3000, 2]
type = PosAdd
trigger1 = Time = 0
x = 20

[State 1010, 3]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 16
trigger5 = AnimElem = 18
trigger4 = AnimTime = 0
x = 10

[State 3000, 4]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
x = 6

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
attr = S, HA
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 3000, 6]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype  = Hard
damage    = 75,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5    
guard.velocity = -9
air.velocity = -5,-4
airguard.velocity = -3   
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; DUNK1_ATTEMPT
[Statedef 1100]
type    = S
movetype= A
physics = S
ctrl = 0
velset= 0
anim = 1100
juggle = 4

[State 1100, 3]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
getpower  = 70
hitflag = M- ;MAFD
priority = 1
snap = 0,-1,0, -1 ;x,y,z, bindtime (def 0)
hitsound = 6,0
sparkno = -1
p2facing = 1
p1stateno = 1105
p2stateno = 1110
fall = 1

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 9,4

[State 1100, 5]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 1100, 5]
type = ChangeState ;-=-=-=-=-
Trigger1 = AnimTime = 0
Trigger1 = Pos Y < 0
value = 50

[State 1100, 5]
type = VelMul ;-=-=-=-=-
Trigger1 = Pos Y < 0
x = 1.15
y = .9

[State 1100, 5]
type = PosSet ;-=-=-=-=-
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
y = 0

[State 1100, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; DUNK1_SUCCESS1
[Statedef 1105]
type    = A
movetype= A
physics = N
anim = 1105
velset = 0

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 1,1

[State 1105, 1]
type = PlaySnd
Trigger1 = Time = 19
Trigger2 = Time >= 27
Trigger2 = Time <= 50
Trigger2 = TimeMod = 10, 5
Trigger3 = Time > 50
Trigger3 = TimeMod = 7, 0
value = 0,2

[State 1105, 1]
type = PosAdd
Trigger1 = Time = 27
x = 20
y = 10

[State 1105, 2]
type = VelSet
Trigger1 = Time = 27
x = -3
y = -10

[State 1105, 3]
type = VelAdd
Trigger1 = Time >= 37
y = .78

[State 1105, 4]
type = sprpriority
Trigger1 = Time >= 23
Trigger2 = Time = 20
value = 1

[State 1105, 5]
type = sprpriority
;Trigger1 = Time = 14
Trigger1 = AnimElem = 6,[0,4]
value = -2

[State 1105, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = TargetState
value = 1111

[State 1105, 7] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1106

;---------------------------------------------------------------------------
; DUNK1_SUCCESS2 (land on ground)
[Statedef 1106]
type    = C
movetype= A
physics = S

[State 1106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = 0,9

[State 1106, 0] ;--=-=-=
type = sprpriority
Trigger1 = Time = 0
value = 1

[State 1106, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 1106

[State 1106, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 1106, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1106, 4]
type = EnvShake
Trigger1 = Time = 0
time = 20

[State 1106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7,0

[State 1106, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = Time = 0
value = 50
pos = -10, 30
under = 1

[State 1106, 6]
type = TargetBind
Trigger1 = Time = 0
time = 0

[State 2106, 7]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 2106, 9]
type = ChangeState
trigger1 = Time = 20
value = 43

;---------------------------------------------------------------------------
; Thrown by DUNK1 (coming down)
; At this point, position is bound to attacker
[Statedef 1110]
type    = A
movetype= H
physics = N

[State 1110, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1110

[State 1110, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0
z = 0

;---------------------------------------------------------------------------
; Thrown by DUNK1 (hit ground)
[Statedef 1111]
type    = A
movetype= H
physics = N

[State 1111, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1111

[State 1111, 2]
type = Turn
Trigger1 = Time = 0

[State 1111, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0

[State 1111, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1111, 4]
type = LifeAdd
Trigger1 = Time = 0
value = -144

[State 1111, 5]
type = PowerAdd
Trigger1 = Time = 0
value = 130

[State 1111, 5]
type = ChangeState
Trigger1 = Time = 15
value = 1112

;---------------------------------------------------------------------------
; THROWN by DUNK1 (bounce into air)
[Statedef 1112]
type    = L
movetype= H
physics = N

[State 1112, 0]
type = VelSet
trigger1 = Time = 0
x = 2.5
y = -4.5

[State 1112, 1]
type = PosAdd
trigger1 = Time = 0
x = -10

[State 1112, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .8

[State 1112, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
type = SelfState
value = 5100


;---------------------------------------------------------------------------
; JUMP_LAND
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = PosSet
trigger1 = Time = 3
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S

[State 106, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 106, 3]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 4]
type = CtrlSet
trigger1 = Time = 7
value = 1

[State 106, 5]
type = ChangeState
trigger1 = Time = 7
value = 0
;-------------------------------------------------------------------------
; Lariat fast
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1200
ctrl = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 6
value = 1, 3

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 6
value = 0, 2

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 40
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4     
air.velocity = -4,-3
fall = 1

[State 1000, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 45
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7      
air.velocity = -4,-3.5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

; Lariat fast Cont
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1201
ctrl = 0

[State 4001, 4] 
type = velset 
trigger1 = command = "holdfwd"
x = 1.5

[State 4001, 5]
type = velset 
trigger1 = command = "holdback"
x = -1.5

[State 4001, 6] 
type = velset 
trigger1 = command = "relfwd"
trigger2 = command = "relback"
x = 0

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 2
trigger1 = p2bodydist X < 40
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
attr = S, SA
animtype  = Hard
damage    = 40
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4     
air.velocity = -4,-3
fall = 1

[State 1000, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 2
trigger1 = p2bodydist X >= 40
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
attr = S, SA
animtype  = Hard
damage    = 45
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7      
air.velocity = -4,-3.5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202

; Lariat fast
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1202
ctrl = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
; Lariat slow
[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1200
ctrl = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 6
value = 1, 6
[State 1000, 1]
type = PlaySnd
trigger1 = Time = 6
value = 0, 2

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 40
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4     
air.velocity = -4,-3
fall = 1

[State 1000, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 45
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7      
air.velocity = -4,-3.5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1204

; Lariat fast Cont
[Statedef 1204]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1203
ctrl = 0

[State 4001, 4] 
type = velset 
trigger1 = command = "holdfwd"
x = 1.5

[State 4001, 5]
type = velset 
trigger1 = command = "holdback"
x = -1.5

[State 4001, 6] 
type = velset 
trigger1 = command = "relfwd"
trigger2 = command = "relback"
x = 0

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 2
trigger1 = p2bodydist X < 40
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
attr = S, SA
animtype  = Hard
damage    = 40
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4     
air.velocity = -4,-3
fall = 1

[State 1000, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 2
trigger1 = p2bodydist X >= 40
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
attr = S, SA
animtype  = Hard
damage    = 45
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7      
air.velocity = -4,-3.5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202

; AERIAL Lariat 
[Statedef 1205]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = 1200
ctrl = 0

[State 1105, 1]
type = PlaySnd
Trigger1 = Time = 2
value = 1,5

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 6
value = 0, 2

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 40
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4     
air.velocity = -4,-3
fall = 1

[State 1000, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 45
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7      
air.velocity = -4,-3.5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1206

; AERIAL Lariat Cont
[Statedef 1206]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = 1201
ctrl = 0

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 2
trigger1 = p2bodydist X < 40
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
attr = S, SA
animtype  = Hard
damage    = 40
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4     
air.velocity = -4,-3
fall = 1

[State 1000, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 2
trigger1 = p2bodydist X >= 40
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
attr = S, SA
animtype  = Hard
damage    = 45
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7      
air.velocity = -4,-3.5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1207

; Lariat fast
[Statedef 1207]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = 1202
ctrl = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; MWUHAHA
[Statedef 2100]
type    = S
movetype= A
physics = S
ctrl = 0
velset= 0
anim = 2100
juggle = 4

[State 1006, 1]
type = VelSet
Trigger1 = AnimElem = 1, >= 0
x = 2

[State 2100, 3]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
getpower  = 70
hitflag = M- ;MAFD
priority = 1
snap = 0,-1,0, -1 ;x,y,z, bindtime (def 0)
hitsound = 6,0
sparkno = -1
p2facing = 1
p1stateno = 2105
p2stateno = 2110
fall = 1

[State 2100, 5]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 2100, 5]
type = ChangeState ;-=-=-=-=-
Trigger1 = AnimTime = 0
Trigger1 = Pos Y < 0
value = 50

[State 2100, 5]
type = PosSet ;-=-=-=-=-
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
y = 0

[State 2100, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 2101

; MWUHAHA
[Statedef 2101]
type    = S
movetype= A
physics = S
ctrl = 0
velset= 0,0
anim = 2101
juggle = 4

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = 9,4

[State 1006, 1]
type = VelSet
Trigger1 = AnimElem = 1
x = 0

[State 2100, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; DUNK1_SUCCESS1
[Statedef 2105]
type    = A
movetype= A
physics = N
anim = 2105
velset = 0

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 1,0

[State 2105, 1]
type = PosAdd
Trigger1 = Time = 23
x = 20
y = 15

[State 2105, 2]
type = VelSet
Trigger1 = Time = 23
x = 4
y = -10

[State 2105, 3]
type = VelMul
Trigger1 = Time >= 33
x = 1

[State 2105, 3]
type = VelAdd
Trigger1 = Time >= 33
y = .78

[State 2105, 4]
type = sprpriority
Trigger1 = Time >= 23
Trigger2 = Time = 20
value = 1

[State 2105, 5]
type = sprpriority
Trigger1 = Time = 14
Trigger2 = AnimElem = 7,[0,4]
value = -2

[State 2105, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = TargetState
value = 2111

[State 2105, 7] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 2106

;---------------------------------------------------------------------------
; DUNK1_SUCCESS2 (land on ground)
[Statedef 2106]
type    = C
movetype= A
physics = S

[State 1106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = 0,9

[State 2106, 0] ;--=-=-=
type = sprpriority
Trigger1 = Time = 0
value = 1

[State 2106, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 2106

[State 2106, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 2106, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 2106, 4]
type = EnvShake
Trigger1 = Time = 0
time = 20

[State 2106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7,0

[State 2106, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = Time = 0
value = 50
pos = -10, 30
under = 1

[State 2106, 6]
type = TargetBind
Trigger1 = Time = 0
time = 0

[State 2106, 7]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 2106, 9]
type = ChangeState
trigger1 = Time = 20
value = 43

;---------------------------------------------------------------------------
; Thrown by DUNK1 (coming down)
; At this point, position is bound to attacker
[Statedef 2110]
type    = A
movetype= H
physics = N

[State 1110, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2110

[State 2110, 2]
type = VelSet
Trigger1 = Time = 0
x = 9
y = 0
z = 0

;---------------------------------------------------------------------------
; Thrown by DUNK1 (hit ground)
[Statedef 2111]
type    = A
movetype= H
physics = N

[State 1111, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2111

[State 1305, T7]
type = TargetBind
trigger1 = AnimElem = 1
pos = 580,30
time = 50

[State 1111, 2]
type = Turn
Trigger1 = Time = 0

[State 1111, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0

[State 1111, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1111, 4]
type = LifeAdd
Trigger1 = Time = 0
value = -144

[State 1111, 5]
type = PowerAdd
Trigger1 = Time = 0
value = 130

[State 1111, 5]
type = ChangeState
Trigger1 = Time = 15
value = 2112
;---------------------------------------------------------------------------
; THROWN by DUNK1 (bounce into air)
[Statedef 2112]
type    = L
movetype= H
physics = N

[State 1112, 0]
type = VelSet
trigger1 = Time = 0
x = 2.5
y = -4.5

[State 1112, 1]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 1112, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .8

[State 1112, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
type = SelfState
value = 5100

;---------------------------------------------------------------------------
; STAND_Z
[Statedef 299]
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 = 299                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

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

[State 299, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 75                   ;Damage that move inflicts
animtype = Heavy                 ;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 = 11,17                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,                                ;Y-offset for the spark rel. to p1
hitsound = 5,2                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9         ;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 299, 1]
type = PlaySnd
trigger1 = Time = 1
value = 9, 0

[State 299, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------
;CROUCH_Z
[Statedef 499]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 499

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 40
animtype  = Medium
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -.5,-8   
air.velocity = -.5,-9
down.velocity = -4,0
down.hittime = 20
fall.recover = 0

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

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
--------------------------
;CROUCH_Y
[Statedef 599]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 599

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 65
animtype  = Heavy
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

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

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; STAND_y
[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)
poweradd = 20                    ;Power to add (Def: 0)

[State 299, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 45                   ;Damage that move inflicts
animtype = Medium                 ;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 = 11,11                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,                                 ;Y-offset for the spark rel. to p1
hitsound = 5,1                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
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
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 299, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 299, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------
; STAND_b
[Statedef 699]
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
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 699                      ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 299, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 45                   ;Damage that move inflicts
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,15                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
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
pausetime = 12,12                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = 5,1                  ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
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
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 299, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 299, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------------------------------------
; STAND_A
[Statedef 799]
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 = 799                      ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 299, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,15                 ;Power to get on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
givepower = 15,8                 ;Power to give opponent on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9         ;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 299, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 299, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;CROUCH_C
[Statedef 999]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 999

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 45
animtype  = Heavy
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1


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

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
--------------------------
;CROUCH_X
[Statedef 899]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 899

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 50
animtype  = Medium
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

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

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

;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 688]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 688

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,1

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

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


;---------------------------------------------------------------------------
;JUMP_X
[Statedef 888]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 888

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,1

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

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

;JUMP_C
[Statedef 988]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 988

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 40
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,1

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

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 788]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 788

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 45
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,1

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

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

;---------------------------------------------------------------------------
; SUPLEX Attempt (copy off TESTP's Blue Mary and helped by Tenshin)
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1300

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 9,4

[State 1300, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
getpower  = 70
givepower = 50
hitflag = M
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
sprpriority = -2      ;Behind opponent
sparkno = -1
p2facing = 1
p1stateno = 1305
p2stateno = 1310
p2getp1state = 1	; added
fall = 1

[State 1300, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 12

[State 1300, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SUPLEX Success
[Statedef 1305]
type    = S
movetype= A
physics = N
anim = 1305

[State 1305, Behind]
type = SprPriority
trigger1 = time >= 0
value = 1

[State 1305, T1]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
pos = -90,0
time = 9

[State 1305, T2]
type = TargetBind
trigger1 = AnimElem = 3
pos = -90,-10
time = 9

[State 1305, T3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 15,-45
time = 9

[State 1305, T4]
type = TargetBind
trigger1 = AnimElem = 5
pos = 80,-50
time = 17

[State 1305, T5]
type = TargetBind
trigger1 = AnimElem = 6
pos = -40,-80
time = 9

[State 1305, T6]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
pos = -100, -50
time = 9

[State 1305, T7]
type = TargetBind
trigger1 = AnimElem = 9
pos = -60,-10
time = 9

[State 1305, T7]
type = TargetBind
trigger1 = AnimElem = 10
pos = -60,-40
time = 9

[State 1305, T9]
type = TargetBind
trigger1 = AnimElem = 11
pos = 40,-90
time = 4

[State 1305, T10]
type = TargetBind
trigger1 = AnimElem = 12
pos = 40,-90
time = 22

; There are only now 10 animations to the throw and all the target binds are above
; u can tweak em hwoever u want
;--------------------------
; the things on the bottom are for u to add the other stuff like sound, shakes .etc
; i modified some stuff so that both player can recover after animelem 10 that's all.

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 0,7

[State 1305, 2.2]
type = GameMakeAnim
trigger1 = AnimElem = 6
value = 7
pos = -30,-60

[State 1305, 5.1]
type = PosAdd
trigger1 = Time = 0
x = 30

[State 1305, 6.1]
type = PosAdd
trigger1 = AnimElem = 3
x = 30

[State 1305, 7.1]
type = PosAdd
trigger1 = AnimElem = 4
x = 20

[State 1305, 7.1]
type = Posset
trigger1 = AnimElem = 7
y = -1

[State 1305, 7.1]
type = Velset
trigger1 = Animelem = 10
x = 5

[State 1305, 7.1]
type = Velset
trigger1 = AnimElem = 9
y = -13

[State 1305, 7.1]
type = Veladd
Trigger1 = AnimElem = 11
y = 20

[State 1305, 7,1]
type = Velmul
Trigger1 = Time = 90
y = 1.5

[State 1305, 7.1]
type = VelSet
;trigger1 = Time > 110
trigger1 = pos Y >=0
y = 0
x = 0

[State 1305, 17.3] ;Shake
type = EnvShake
Trigger1 = AnimElem = 5
Time = 18
ampl = 7

[State 1305, 17.3] ;Shake
type = EnvShake
trigger1 = Time = 105
Time = 18
ampl = 13

[State 1305, 17.4] ;Crunch
type = PlaySnd
trigger1 = Time = 105
value = F7,0

[State 1305, 17.5]
type = TargetLifeAdd
trigger1 = Time = 105
value = -105

[State 1305, 18.1]
type = TargetState
trigger1 = time > 110
trigger1 = pos Y >= 0
value = 1311

[State 1305, 18.2]
type = PosAdd
trigger1 = AnimTime = 0
x = 20

[State 1305, 19]
type = ChangeState
Trigger1 = AnimTime = 0
value = 93
ctrl = 1

;---------------------------------------------------------------------------
; Suplex (hit by, on ground)
[Statedef 1310]
type    = A
movetype= H ;Get hit
physics = N
velset = 0,0
ctrl = 0

[State 1310, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1310

[State 1310, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

;[State 1305, 19]
;type = ChangeState
;Trigger1 = Time = 14
;value = 1311
;ctrl = 1

;---------------------------------------------------------------------------
; Suplex (hit by, into air)
[Statedef 1311]
type    = A
movetype= H ;Get hit
physics = N
velset = 2.5, -5

[State 1311, 2] ;Gravity
type = VelAdd
Trigger1 = Time >= 0
y = .4

[State 1311, 3] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
; FINAL ATOMIC ATTEMPT
[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1300

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = 9,4

[State 3000, 1.1]
type = PosAdd
trigger1 = AnimElem = 4
x = 12

[State 3000, 5]
type = Explod
trigger1 = Time = 0
anim = 9999
pos = 0,0
postype = p1
sprpriority = 2

[State 3000, Super.1]
type = SuperPause
trigger1 = Time= 0
anim = -1
time = 24

[State 3000, 1.3]
type = PlaySnd
trigger1 = Time = 0
value = F20,0 ;Super chime

[State 3000, 1.4]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State 3000, 1.5]
type = NotHitBy
Trigger1 = Time = 0
value = SCA
time = 1


[State 3000, 1]
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 = 3005
p2stateno = 3003
fall = 1

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 12

[State 3000, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;FINAL ATOMIC
[Statedef 3005]
type    = S
movetype= A
physics = N
anim = 3005

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,5

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 11
value = 0,6

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 255
TimeGap  = 1
FrameGap = 4
Trans = Add1

[State 1305, Behind]
type = SprPriority
trigger1 = time >= 0
value = 1

[State 1305, T6]
type = PosAdd
trigger1 = AnimElem = 10 
x= 95

[State 1305, 17.3] ;Shake
type = EnvShake
Trigger1 = AnimElem = 7
time = 18
ampl = 7

[State 1305, 17.3] ;Shake
type = EnvShake
Trigger1 = AnimElem = 16
time = 18
ampl = 7

[State 1305, T1]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
pos = -50,0
time = 10

[State 1305, T2]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 12 
trigger4 = AnimElem = 13
pos = -30,-10
time = 10

[State 1305, T3]
type = TargetBind
trigger1 = AnimElem = 5
Trigger2 = AnimELem = 6
trigger3 = AnimElem = 14
trigger4 = AnimElem = 15
pos = 35,-75
time = 10

[State 1305, T4]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 16
pos = 105,-50
time = 12

[State 1305, T4]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 17
trigger4 = AnimElem = 18
pos =  95,-120
time = 20

[State 1305, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 3006
ctrl = 0
;---------------------------------------------------------------------------

[Statedef 3006]
type    = A
movetype= A
physics = N
anim = 1105
velset = 0

[State 1111, 2]
type = Turn
Trigger1 = Time = 0

[State 1111, 2,]
type = PosAdd
Trigger1 = Time = 0
x = -43

[State 1100, 3]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
getpower  = 70
hitflag = M- ;MAFD
priority = 1
snap = 0,-1,0, -1 ;x,y,z, bindtime (def 0)
hitsound = 6,0
sparkno = -1
p2facing = 1
p2stateno = 1114
fall = 1

[State 1305, T1]
type = TargetBind
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
pos = 0,0
time = 1

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,7

[State 1105, 1]
type = PlaySnd
Trigger1 = Time = 15
Trigger2 = Time >= 25
Trigger2 = Time <= 50
Trigger2 = TimeMod = 10, 5
Trigger3 = Time > 50
Trigger3 = TimeMod = 7, 0
value = 0,1

[State 1105, 1]
type = PosAdd
Trigger1 = Time = 23
x = 20
y = 10

[State 1105, 2]
type = VelSet
Trigger1 = Time = 23
y = -10

[State 1105, 3]
type = VelAdd
Trigger1 = Time >= 33
y = .78

[State 1105, 4]
type = sprpriority
Trigger1 = Time >= 23
Trigger2 = Time = 20
value = 1

[State 1105, 5]
type = sprpriority
Trigger1 = Time = 14
Trigger2 = AnimElem = 7,[0,4]
value = -2

[State 1105, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = TargetState
value = 1111

[State 1105, 7] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3007
ctrl = 0
;---------------------------------------------------------------------------
; DUNK1_SUCCESS2 (land on ground)
[Statedef 3007]
type    = C
movetype= A
physics = S

[State 1106, 0] ;--=-=-=
type = sprpriority
Trigger1 = Time = 0
value = 1

[State 1106, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 1106

[State 1106, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 1106, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1106, 4]
type = EnvShake
Trigger1 = Time = 0
time = 20

[State 1106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7,0

[State 1106, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = Time = 0
value = 50
pos = -10, 30
under = 1

[State 1106, 6]
type = TargetBind
Trigger1 = Time = 0
time = 0

[State 2106, 7]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 0

[State 2106, 9]
type = ChangeState
trigger1 = Time = 14
value = 3008

;---------------------------------------------------------------------------
;Dunk Again
[Statedef 3008]
type    = A
movetype= A
physics = N
anim = 1105
velset = 0

[State 1100, 3]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
getpower  = 70
hitflag = M- ;MAFD
priority = 1
snap = 0,-1,0, -1 ;x,y,z, bindtime (def 0)
hitsound = 6,0
sparkno = -1
p2facing = 1
p1stateno = 3008
;p2stateno = 1114
fall = 1

[State 1305, T1]
type = TargetBind
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
pos = 0,0
time = 5

[State 1105, 1]
type = PlaySnd
Trigger1 = Time = 15
Trigger2 = Time >= 25
Trigger2 = Time <= 50
Trigger2 = TimeMod = 10, 5
Trigger3 = Time > 50
Trigger3 = TimeMod = 7, 0
value = 0,1

[State 1105, 1]
type = PosAdd
Trigger1 = Time = 23
y = 10

[State 1105, 2]
type = VelSet
Trigger1 = Time = 23
y = -10

[State 1105, 3]
type = VelAdd
Trigger1 = Time >= 33
y = .78

[State 1105, 4]
type = sprpriority
Trigger1 = Time >= 23
Trigger2 = Time = 20
value = 1

[State 1105, 5]
type = sprpriority
Trigger1 = Time = 14
Trigger2 = AnimElem = 7,[0,4]
value = -2

[State 1105, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = TargetState
value = 1111

[State 1105, 7] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3009
ctrl = 0
;---------------------------------------------------------------------------
; DUNK1_SUCCESS2 (land on ground)
[Statedef 3009]
type    = C
movetype= A
physics = S

[State 1105, 1]
type = PlaySnd
Trigger1 = Time = 1
value = 0,8

[State 1106, 0] ;--=-=-=
type = sprpriority
Trigger1 = Time = 0
value = 1

[State 1106, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 1106

[State 1106, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 1106, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1106, 4]
type = EnvShake
Trigger1 = Time = 0
time = 20

[State 1106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7,0

[State 1106, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = Time = 0
value = 50
pos = -10, 30
under = 1

[State 1106, 6]
type = TargetBind
Trigger1 = Time = 0
time = 40

[State 2106, 7]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 0

[State 2106, 9]
type = ChangeState
trigger1 = Time = 40
value = 63

;---------------------------------------------------------------------------
; ATOMIC (hit by, on ground)
[Statedef 3003]
type    = A
movetype= H ;Get hit
physics = N;
velset = 0,0
ctrl = 0

[State 1310, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3003

[State 1310, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 1305, 19]
type = ChangeState
Trigger1 = Time = 184
value = 1110
;ctrl = 1
;--------------------------------


; Thrown by DUNK1 (hit ground)
[Statedef 1114]
type    = A
movetype= H
physics = N

[State 1111, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3004

[State 1111, 2]
type = Turn
Trigger1 = Time = 0

[State 1111, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0

[State 1111, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1111, 4]
type = LifeAdd
Trigger1 = Time = 0
value = -884

[State 1111, 5]
type = PowerAdd
Trigger1 = Time = 0
value = 130

[State 1111, 5]
type = ChangeState
Trigger1 = Time = 20
value = 1113

;---------------------------------------------------------------------------
; THROWN by DUNK1 (bounce into air)
[Statedef 1113]
type    = L
movetype= H
physics = N

[State 1112, 0]
type = VelSet
trigger1 = Time = 0
x = 2.5
y = -4.5

[State 1112, 1]
type = PosAdd
trigger1 = Time = 0
x = -10

[State 1112, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
x = 1
y = .8

[State 1112, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
type = SelfState
value = 1114

; Override common states (use same number to override) :
;---------------------------------------------------------------------------
; FINAL ATOMIC ATTEMPT LEVEL2
[Statedef 4001]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1300

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = 9,4

[State 3000, 1.1]
type = PosAdd
trigger1 = AnimElem = 4
x = 12

[State 3000, 5]
type = Explod
trigger1 = Time = 0
anim = 9999
pos = 0,0
postype = p1
sprpriority = 2

[State 3000, Super.1]
type = SuperPause
trigger1 = Time= 0
anim = -1
time = 24

[State 3000, 1.3]
type = PlaySnd
trigger1 = Time = 0
value = F20,0 ;Super chime

[State 3000, 1.4]
type = PowerAdd
trigger1 = Time = 0
value = -2000

[State 3000, 1.5]
type = NotHitBy
Trigger1 = Time = 0
value = SCA
time = 1


[State 3000, 1]
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 = 4005
p2stateno = 4003
fall = 1

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 12

[State 3000, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;FINAL ATOMIC
[Statedef 4005]
type    = S
movetype= A
physics = N
anim = 3005

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,5

[State 1105, 1]
type = PlaySnd
Trigger1 = AnimElem = 11
value = 0,6

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 255
TimeGap  = 1
FrameGap = 4
Trans = Add1

[State 1305, Behind]
type = SprPriority
trigger1 = time >= 0
value = 1

[State 1305, T6]
type = PosAdd
trigger1 = AnimElem = 10 
x= 95

[State 1305, 17.3] ;Shake
type = EnvShake
Trigger1 = AnimElem = 7
time = 18
ampl = 7

[State 1305, 17.3] ;Shake
type = EnvShake
Trigger1 = AnimElem = 16
time = 18
ampl = 7

[State 1305, T1]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
pos = -50,0
time = 10

[State 1305, T2]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 12 
trigger4 = AnimElem = 13
pos = -30,-10
time = 10

[State 1305, T3]
type = TargetBind
trigger1 = AnimElem = 5
Trigger2 = AnimELem = 6
trigger3 = AnimElem = 14
trigger4 = AnimElem = 15
pos = 35,-75
time = 10

[State 1305, T4]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 16
pos = 105,-50
time = 12

[State 1305, T4]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 17
trigger4 = AnimElem = 18
pos =  95,-120
time = 20

[State 1305, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 4006
ctrl = 0
;---------------------------------------------------------------------------

[Statedef 4006]
type    = A
movetype= A
physics = N
anim = 1105
velset = 0

[State 1111, 2]
type = Turn
Trigger1 = Time = 0

[State 1111, 2,]
type = PosAdd
Trigger1 = Time = 0
x = -43

[State 1100, 3]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
getpower  = 70
hitflag = M- ;MAFD
priority = 1
snap = 0,-1,0, -1 ;x,y,z, bindtime (def 0)
hitsound = 6,0
sparkno = -1
p2facing = 1
p2stateno = 1114
fall = 1

[State 1305, T1]
type = TargetBind
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
pos = 0,0
time = 1

[State 1105, 1]
type = PlaySnd
Trigger1 = Time = 15
Trigger2 = Time >= 25
Trigger2 = Time <= 50
Trigger2 = TimeMod = 10, 5
Trigger3 = Time > 50
Trigger3 = TimeMod = 7, 0
value = 0,1

[State 1105, 1]
type = PosAdd
Trigger1 = Time = 23
x = 20
y = 10

[State 1105, 2]
type = VelSet
Trigger1 = Time = 23
y = -10

[State 1105, 3]
type = VelAdd
Trigger1 = Time >= 33
y = .78

[State 1105, 4]
type = sprpriority
Trigger1 = Time >= 23
Trigger2 = Time = 20
value = 1

[State 1105, 5]
type = sprpriority
Trigger1 = Time = 14
Trigger2 = AnimElem = 7,[0,4]
value = -2

[State 1105, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = TargetState
value = 1111

[State 1105, 7] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 4007
ctrl = 0
;---------------------------------------------------------------------------
; DUNK1_SUCCESS2 (land on ground)
[Statedef 4007]
type    = C
movetype= A
physics = S

[State 1105, 1]
type = PlaySnd
Trigger1 = Time = 1
value = 0,8

[State 1106, 0] ;--=-=-=
type = sprpriority
Trigger1 = Time = 0
value = 1

[State 1106, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 1106

[State 1106, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 1106, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1106, 4]
type = EnvShake
Trigger1 = Time = 0
time = 20

[State 1106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7,0

[State 1106, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = Time = 0
value = 50
pos = -10, 30
under = 1

[State 1106, 6]
type = TargetBind
Trigger1 = Time = 0
time = 0

[State 2106, 7]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 0

[State 2106, 9]
type = ChangeState
trigger1 = Time = 14
value = 63

;---------------------------------------------------------------------------
; ATOMIC (hit by, on ground)
[Statedef 4003]
type    = A
movetype= H ;Get hit
physics = N;
velset = 0,0
ctrl = 0

[State 1310, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3003

[State 1310, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 1305, 19]
type = ChangeState
Trigger1 = Time = 184
value = 1110
;ctrl = 1
;---------------------------------------------------------------------------
; SFA3_ATTEMPT
[Statedef 3100]
type    = A
movetype= A
physics = N
ctrl = 0
velset= 0
anim = 3100
juggle = 4

[State 1100, 5]
type = PosSet ;-=-=-=-=-
Trigger1 = AnimElem = 1
y = -1

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

[State 3000, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -2000

[State 3000, 5]
type = Explod
trigger1 = Time = 0
anim = 9999
pos = 0,0
postype = p1
sprpriority = 2

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 25, -57
anim = 31

[State 1100, 3]
type = AfterImageTime
trigger1 = time = 90
Time = 0

[State 1100, 3]
type = HitDef
Trigger1 = Time = 10
attr = A, NT
getpower  = 70
hitflag = MAFD
priority = 1
snap = 0,-1,0, -1 ;x,y,z, bindtime (def 0)
hitsound = 6,0
sparkno = -1
p2facing = 1
p1stateno = 3105
p2stateno = 3110
fall = 1

[State 1100, 5]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 1100, 5]
type = ChangeState ;-=-=-=-=-
Trigger1 = AnimTime = 0
Trigger1 = Pos Y < 0
value = 50

[State 1100, 5]
type = VelSet ;-=-=-=-=-
Trigger1 = AnimElem = 2
x = 5.15
y = -5

[State 1100, 5]
type = VelAdd 
Trigger1 = Time = 50
x = -5.15

[State 1100, 5]
type = ChangeAnim2
Trigger1 = Time = 50
value = 3101

[State 1100, 5]
type = PosSet ;-=-=-=-=-
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
y = 0

[State 1100, 5]
type = ChangeState
Trigger1 = Pos Y > 0
value = 0

;---------------------------------------------------------------------------
; DUNK1_SUCCESS1
[Statedef 3105]
type    = A
movetype= A
physics = N
anim = 3105
velset = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1, 5

[State 1100, 5]
type = VelSet ;-=-=-=-=-
Trigger1 = Time = 0
x = 4.15

[State 1105, 1]
type = PosAdd
Trigger1 = Time = 23
x = 20
y = 10

[State 1105, 3]
type = VelAdd
Trigger1 = Time >= 33
y = .78

[State 1105, 4]
type = sprpriority
Trigger1 = Time >= 23
Trigger2 = Time = 20
value = 1

[State 1105, 5]
type = sprpriority
Trigger1 = Time = 14
Trigger2 = AnimElem = 7,[0,4]
value = -2

[State 1105, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = TargetState
value = 3111

[State 1105, 7] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3106

;---------------------------------------------------------------------------
; DUNK1_SUCCESS2 (land on ground)
[Statedef 3106]
type    = C
movetype= A
physics = S

[State 1106, 0] ;--=-=-=
type = sprpriority
Trigger1 = Time = 0
value = 1

[State 1106, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3106

[State 1106, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 1106, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1106, 4]
type = EnvShake
Trigger1 = Time = 0
time = 20
ampl = 7

[State 1106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7,0

[State 1106, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = Time = 0
value = 50
pos = -10, 30
under = 1

[State 1106, 6]
type = TargetBind
Trigger1 = Time = 0
time = 0

[State 2106, 7]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 2106, 9]
type = ChangeState
trigger1 = Time = 20
value = 43

;---------------------------------------------------------------------------
; Thrown by DUNK1 (coming down)
; At this point, position is bound to attacker
[Statedef 3110]
type    = A
movetype= H
physics = N

[State 1110, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3110

[State 1110, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0
z = 0

;---------------------------------------------------------------------------
; Thrown by DUNK1 (hit ground)
[Statedef 3111]
type    = A
movetype= H
physics = N

[State 1111, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3111

[State 1111, 2]
type = Turn
Trigger1 = Time = 0

[State 1111, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0

[State 1111, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1111, 4]
type = LifeAdd
Trigger1 = Time = 0
value = -720

[State 1111, 5]
type = PowerAdd
Trigger1 = Time = 0
value = 130

[State 1111, 5]
type = ChangeState
Trigger1 = Time = 15
value = 3112

;---------------------------------------------------------------------------
; THROWN by DUNK1 (bounce into air)
[Statedef 3112]
type    = L
movetype= H
physics = N

[State 1112, 0]
type = VelSet
trigger1 = Time = 0
x = 2.5
y = -4.5

[State 1112, 1]
type = PosAdd
trigger1 = Time = 0
x = -10

[State 1112, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .8

[State 1112, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
type = SelfState
value = 5100
;------------------------
;---------------------------------------------------------------------------
; SFA3_ATTEMPT Level 3
[Statedef 8100]
type    = A
movetype= A
physics = N
ctrl = 0
velset= 0
anim = 3100
juggle = 4

[State 1100, 5]
type = PosSet ;-=-=-=-=-
Trigger1 = AnimElem = 1
y = -1

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

[State 3000, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -3000

[State 3000, 5]
type = Explod
trigger1 = Time = 0
anim = 9999
pos = 0,0
postype = p1
sprpriority = 2

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 25, -57
anim = 31

[State 1100, 3]
type = AfterImageTime
trigger1 = time = 90
Time = 0

[State 1100, 3]
type = HitDef
Trigger1 = Time = 10
attr = A, NT
getpower  = 70
hitflag = MAFD
priority = 1
snap = 0,-1,0, -1 ;x,y,z, bindtime (def 0)
hitsound = 6,0
sparkno = -1
p2facing = 1
p1stateno = 8105
p2stateno = 8110
fall = 1

[State 1100, 5]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 1100, 5]
type = ChangeState ;-=-=-=-=-
Trigger1 = AnimTime = 0
Trigger1 = Pos Y < 0
value = 50

[State 1100, 5]
type = VelSet ;-=-=-=-=-
Trigger1 = AnimElem = 2
x = 5.15
y = -5

[State 1100, 5]
type = VelAdd 
Trigger1 = Time = 50
x = -5.15

[State 1100, 5]
type = ChangeAnim2
Trigger1 = Time = 50
value = 3101

[State 1100, 5]
type = PosSet ;-=-=-=-=-
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
y = 0

[State 1100, 5]
type = ChangeState
Trigger1 = Pos Y > 0
value = 0

;---------------------------------------------------------------------------
; DUNK1_SUCCESS1
[Statedef 8105]
type    = A
movetype= A
physics = N
anim = 8105
velset = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1, 5

[State 1100, 5]
type = VelSet ;-=-=-=-=-
Trigger1 = Time = 0
x = 4.15

[State 1105, 1]
type = PosAdd
Trigger1 = Time = 23
x = 20
y = 10

[State 1105, 3]
type = VelAdd
Trigger1 = Time >= 33
y = .78

[State 1105, 4]
type = sprpriority
Trigger1 = Time >= 23
Trigger2 = Time = 20
value = 1

[State 1105, 5]
type = sprpriority
Trigger1 = Time = 14
Trigger2 = AnimElem = 7,[0,4]
value = -2

[State 1105, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = TargetState
value = 3111

[State 1105, 7] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 8106

; DUNK1_SUCCESS2 (land on ground)
[Statedef 8106]
type    = C
movetype= A
physics = S

[State 1106, 0] ;--=-=-=
type = sprpriority
Trigger1 = Time = 0
value = 1

[State 1106, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 8106

[State 1106, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 1106, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1106, 4]
type = EnvShake
Trigger1 = Time = 0
time = 20
Ampl = 10

[State 1106, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7,0

[State 1106, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = Time = 0
value = 50
pos = -10, 30
under = 1

[State 1106, 6]
type = TargetBind
Trigger1 = Time = 0
time = 0

[State 2106, 7]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 2106, 9]
type = ChangeState
trigger1 = Time = 20
value = 43

;---------------------------------------------------------------------------
; Thrown by DUNK1 (coming down)
; At this point, position is bound to attacker
[Statedef 8110]
type    = A
movetype= H
physics = N

[State 1110, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3110

[State 1110, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0
z = 0

;---------------------------------------------------------------------------
; Thrown by DUNK1 (hit ground)
[Statedef 8111]
type    = A
movetype= H
physics = N

[State 1111, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3111

[State 1111, 2]
type = Turn
Trigger1 = Time = 0

[State 1111, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0

[State 1111, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1111, 4]
type = LifeAdd
Trigger1 = Time = 0
value = -620

[State 1111, 5]
type = PowerAdd
Trigger1 = Time = 0
value = 130

[State 1111, 5]
type = ChangeState
Trigger1 = Time = 15
value = 8112

;---------------------------------------------------------------------------
; THROWN by DUNK1 (bounce into air)
[Statedef 8112]
type    = L
movetype= H
physics = N

[State 1112, 0]
type = VelSet
trigger1 = Time = 0
x = 2.5
y = -4.5

[State 1112, 1]
type = PosAdd
trigger1 = Time = 0
x = -10

[State 1112, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .8

[State 1112, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
type = SelfState
value = 5100
;------------------------
