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

[Data]
life = 1000          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 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 = 10     ;Player width (back, ground)
ground.front = 24    ;Player width (front, ground)
air.back = 11        ;Player width (back, air)
air.front = 20       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
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 = 1

[Velocity]
walk.fwd  = 2.1      ;Walk forward
walk.back = -2.0     ;Walk backward
;walk.up   = -1       ;Walk up (into)
;walk.down = 1        ;Walk down (outwards)
run.fwd  = 4.1, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -3.5,-4.0 ;Run backward (x, y) - if y=0, player will run
;run.up = -2,0        ;Dash up/into (x, y)
;run.down = 2,0       ;Dash down/outwards (x, y)
jump.neu = 0,-8.3    ;Neutral jumping velocity (x, y)
jump.back = -3     ;Jump back Speed (x, y)
jump.fwd = 3.2       ;Jump forward Speed (x, y)
;jump.up = -1         ;Jump up Speed (z, y)
;jump.down = 1        ;Jump Back Speed (z, y)
;runjump.back = -2.55 ;Running jump speeds (opt)
runjump.fwd = 3.6    ;.
;runjump.up = -1.2    ;.
;runjump.down = 1.2   ;.
airjump.neu = 0      ;.
airjump.back = -2.55 ;Air jump speeds (opt)
airjump.fwd = 2.5    ;.
;airjump.up = -1      ;.
;airjump.down = 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 = .35         ;Vertical acceleration
stand.friction = .8  ;Friction coefficient when standing
crouch.friction = .8 ;Friction coefficient when crouching
;---------------------------------------------------------------------------
; Format:
; [State STATENAME]
; number = number of controllers
;
; [State STATENAME 1]
; type = type (see testp3.c)
; starttime = time to activate controller
; endtime = time to stop controller (if omitted, defaults to starttime)
; value = ???? (depends on controller)
;---------------------------------------------------------------------------
; LOSE (Time over)
;[Statedef 170]
;type = S
;ctrl = 0
;anim = 170
;velset = 0,0

;[State 170, 1]
;type = NotHitBy
;trigger1 = Time >= 0
;value = SCA
;time = 1
;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 180, 2] ;Choose win1
type = VarSet
trigger1 = Command = "hold_x"
trigger2 = Command = "hold_a"
v = 1
value = 0

[State 180, 3] ;Choose win2
type = VarSet
trigger1 = Command = "hold_y"
trigger2 = Command = "hold_b"
v = 1
value = 33

[State 180, 4] ;Choose win3
type = VarSet
trigger1 = Command = "hold_z"
trigger2 = Command = "hold_c"
v = 1
value = 66

[State 180, 2]
type = ChangeState
trigger1 = Var(1) < 33
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Var(1) = [33,65]
value = 182

[State 180, 4]
type = ChangeState
trigger1 = Var(1) >= 66
value = 183
;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[State 181, 2]
type = PlaySnd
trigger1 = Time = 15
value = 10,1 ;"I'm impressed"

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
value = 0,0
;---------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 182, 2]
type = PlaySnd
trigger1 = Time = 15
value = 10,2 ;"Amateur"
;---------------------------------------------------------------------------
; WIN3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

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

[State 183, 2]
type = PosAdd
trigger1 = Time = 0
x = 4
;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 0]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Charlie"
trigger2 = P4Name = "Charlie"
value = 192 

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

[State 191, 2]
type = ChangeState
triggerall = Time = 0
trigger1 = random > 0
trigger1 = random < 249
value = 193

[State 191, 2]
type = ChangeState
triggerall = Time = 0
trigger1 = random > 249
trigger1 = random < 498
value = 194

[State 191, 2]
type = ChangeState
triggerall = Time = 0
trigger1 = random > 498
trigger1 = random < 747
value = 196

[State 191, 2]
type = ChangeState
triggerall = Time = 0
trigger1 = random > 747
trigger1 = random < 999
value = 197

[State 191, 3] ;Intro over, set v9 to 0
type = VarSet
trigger1 = Time = 65
v = 9
value = 0

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0
;---------------------------------------------------------------------------
; INTRO Versus Charlie
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 192, 1]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = intro

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; INTRO
[Statedef 193]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 12
value = 9, 0

[State 192, 1]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = intro

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; INTRO
[Statedef 194]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 12
value = 9, 1

[State 192, 1]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = intro

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; INTRO
[Statedef 196]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 12
value = 9, 2

[State 192, 1]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = intro

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; INTRO
[Statedef 197]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 12
value = 9, 3

[State 192, 1]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = intro

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
velset = 0
ctrl = 0

[State 195, 2]
type = CtrlSet
trigger1 = AnimElem = 4
value = 1

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 8
ctrl = 0
anim = 200
velset = 0

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

[State 200, 3]
type = HitDef
trigger1 = Time = 3              ;Time to activate controller
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MA                   ;Flags of conditions that move can hit
priority = 3                     ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10,10                ;Time attacker pauses, time opponent shakes
; sparkno = 0                   ;Spark image group and no
sparkxy = 0,-50                  ;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 = Low                ;Type (refer to testp.h)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 15             ;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 = -2.6         ;Guard velocity in air (def: (air.xvel*2, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
air.type = High                  ;Type (refer to testp.h)
air.velocity = -1.3,-1           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
; attack.width = 3, 3              ;Override default attack width
fall = 0                         ;1 to cause opponent to fall. If omitted, assumed 0.

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_B
[Statedef 210]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 40
ctrl = 0
anim = 210
velset = 0,0

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

[State 210, 2]
type = VelSet
trigger1 = AnimElem = 2
trigger1 = Command = "holdfwd"
x = 2

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
trigger1 = Command = "holdback"
x = -2

[State 210, 4]
type = VelMul
trigger1 = AnimElem = 8, >= 0
trigger2 = Vel X < -2
x = .85

[State 210, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 57
animtype = Med
hitflag = MA
guardflag = MA
pausetime = 10,10
sparkxy =  0,-84
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
ground.velocity = -6
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5,-2.5     

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_B (close)
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 215
velset = 0,0

[State 215, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 215, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 57
hitflag = MA
guardflag = MA
pausetime = 10,10
sparkxy =  0,-90
hitsound   = 5,2
guardsound = 6,0
ground.type = Hi
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6.2
air.velocity = -3.1,-3.3
airguard.velocity = -3.2,-2.3   

[State 215, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;RUNF_A
[Statedef 217]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 40
ctrl = 0
anim = 217
;velset = 0,0

[State 217, 1] ;Friction
type = VelMul
trigger1 = AnimElem = 2, < 0
x = .85

[State 217, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 217, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 4
y = -4.4

[State 217, 4]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 18, -16

[State 217, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 28, -22

[State 217, 6]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 66
hitflag = MA
guardflag = MA
pausetime = 10,10
sparkxy = -20,-50
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -10
air.velocity = -3.3,-4
airguard.velocity = -3.3,-2 

[State 217, 7]
type = VelAdd
trigger1 = AnimElem = 2, >= 0
y = .35

[State 217, 8]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = AnimElem = 2, >= 0
value = 218

[State 217, 9]
type = MakeDust
trigger1 = Time >= 0
trigger1 = AnimElem = 2, < 8
pos = 5,0
;---------------------------------------------------------------------------
;RUNF_A (land)
[Statedef 218]
type    = S
movetype= A
physics = S
anim = 47
;velset = 0,0

[State 218, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 218, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 218, 3]
type = ChangeState
trigger1 = Time = 6
value = 0
ctrl = 1

[State 218, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -15
pos2 = 15
;---------------------------------------------------------------------------
;RUNF_B
[Statedef 227]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 40
ctrl = 0
anim = 227
;velset = 0,0

[State 227, 1] ;Friction
type = VelMul
trigger1 = AnimElem = 2, < 0
x = .85

[State 227, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 227, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 4
y = -4.4

[State 227, 4]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 18, -16

[State 227, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 28, -22

[State 227, 6]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 70
animtype = Med
hitflag = MA
guardflag = MA
pausetime = 10,10
sparkxy = -20,-50
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,-5.5    
air.velocity = -3,-5
airguard.velocity = -3.1,-2  

[State 227, 7]
type = VelAdd
trigger1 = AnimElem = 2, >= 0
y = .35

[State 227, 8]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = AnimElem = 2, >= 0
value = 218

[State 227, 9]
type = MakeDust
trigger1 = Time >= 0
trigger1 = AnimElem = 2, < 8
pos = 5,0
;---------------------------------------------------------------------------
;STAND_C
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
anim = 220
velset = 0,0

[State 220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,0

[State 220, 1]
type = PlaySnd
trigger1 = Time = 5
value = 0,2

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 82
animtype = Hard
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkxy =  -10,-90
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -7.5
air.velocity = -3,-5
airguard.velocity = -3.5,-3 

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_C (close)
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 54
ctrl = 0
anim = 225
velset = 0,0

[State 225, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,0

[State 225, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,2

[State 225, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 82
animtype = Hard
hitflag = MA
guardflag = MA
pausetime = 14,12
sparkxy =  -10,-87
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -7;8.5
air.velocity = -3,-5
airguard.velocity = -3.5,-2.8     

[State 225, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_FWD_C (close)
[Statedef 226]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 55
ctrl = 0
anim = 226
velset = 0,0

[State 226, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,0

[State 226, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,2

[State 226, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage   = 82
animtype = Med
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkxy =  -10,-95
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -7.5
air.velocity = -3,-4.5
airguard.velocity = -3.5,-2.8     

[State 226, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_FWD_C
[Statedef 325]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
anim = 325
velset = 0,0

[State 325, 0]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 325, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,1

[State 325, 2]
type = PlaySnd
trigger1 = Time = 7
value = 0,2

[State 325, 3]
type = PosAdd
trigger1 = Time >= 1
trigger1 = Time <= 7
x = 5

[State 325, 4]
type = PosAdd
trigger1 = AnimElem = 11
x = 17

[State 325, 5]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage   = 82
animtype = Hard
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkxy =  -15,-55
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -8
air.velocity = -3.2,-4.5
airguard.velocity = -3.5,-2.8     

[State 325, 6]
type = PosAdd
trigger1 = AnimElem = 15
x = -5

[State 325, 7]
type = PosAdd
trigger1 = AnimTime = 0
x = -11

[State 325, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_X
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 8
ctrl = 0
anim = 230
velset = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 19
priority = 3
hitflag = MA
guardflag = MA
pausetime = 8,9
sparkxy =  -5,-70
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5     

[State 230, 3]
type = CtrlSet
trigger1 = AnimTime = -1
value = 1

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_Y
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 47
hitflag = MA
guardflag = MA
pausetime = 10,10
sparkxy =  -5,-80
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-3.2
airguard.velocity = -3,-2.8     

[State 240, 3]
type = Width
trigger1 = Time = 0
value = 15

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_Y (close)
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
anim = 245
velset = 0,0

[State 245, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 245, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 47
hitflag = MA
guardflag = MA
pausetime = 10,10
sparkxy =  -5,-80
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -4.5
air.velocity = -2.5,-3.2
airguard.velocity = -3,-2.8     

[State 245, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_Z
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
ctrl = 0
anim = 250

[State 250, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 250, 2]
type = PosAdd
Trigger1 = Time = 0
x = 12

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 66
animtype  = Med
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkxy =  -10,-75
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4,-2.5     

[State 250, 4]
type = PosAdd
Trigger1 = AnimTime = 0
x = -12

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_FWD_Z
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 3,0,0
anim = 255

[State 255, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 255, 2]
type = Width
Trigger1 = AnimElem = 3
value = 20

[State 255, 3]
type = Width
Trigger1 = AnimElem = 4
value = 35

[State 255, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 66
animtype  = Hard
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkxy =  -10,-75
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4,-2.5     
;air.fall = 1

[State 255, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_YZ
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 260
velset = 0,0

[State 260, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 260, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 39
hitflag = MA
guardflag = MA
pausetime = 10,10
sparkxy = -12,-83
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = 0,-4    
air.type = High
air.velocity = 0,-3
maxdist = 55,-10
guard.velocity = -3
airguard.velocity = -1,-3   
fall = 1

[State 260, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 47
guardflag = MA
pausetime = 14,14
sparkxy = -12,-83
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.3,-6.5     
air.type = High
air.velocity = -1.5,-7
guard.velocity = -6
fall = 1

[State 260, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUNF_Z
[Statedef 350]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 65
ctrl = 0
anim = 350

[State 350, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,1

[State 350, 1]
type = PlaySnd
trigger1 = Time = 12
value = 0,2

[State 350, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 350, 2]
type = VelMul
trigger1 = AnimElem = 3, < 0
trigger2 = AnimElem = 6, >= 0
x = .8

[State 350, 3]
type = VelMul
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
x = .9

[State 350, 4]
type = MakeDust
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
trigger1 = Vel X > 1
pos = -15,0
;pos2 = 25,0
spacing = 3

[State 350, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 97
priority  = 5
hitflag = MAP
guardflag = MA
animtype  = Back
pausetime = 20,20
sparkxy = -15,-75
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.5,-3.5     
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5,-3    
fall = 1

[State 350, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_BACK_Z
[Statedef 355]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 60
ctrl = 0
anim = 355
velset = 0,0

[State 355, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 355, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 62
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkxy = -15,-75
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7 ;-.8,-6.5     
air.type = High
air.velocity = -1.5,-5.3;-1.3,-5.6
guard.velocity = -6
airguard.velocity = -1.9,-3.5      

[State 355, 3]
type = AttackDist
trigger1 = AnimElem = 5
value = 0

[State 355, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; CROUCH_A
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400
velset = 0,0

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

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 23
hitflag = MA
guardflag = LA
pausetime = 11,11
sparkxy = -10,-24
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.1
air.type = High
air.velocity = -1.4,-3

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; CROUCH_B
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 30
ctrl = 0
anim = 410
velset = 0,0

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

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 43
animtype = Med
hitflag = MA
guardflag = LA
pausetime = 11,11
sparkxy = -10,-21
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
air.type = High
air.velocity = -1.8,-3.1

[State 410, 3]
type = SprPriority
trigger1 = AnimElem = 4
value = -2

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 80
ctrl = 0
anim = 420
velset = 0,0

[State 420, 1]
type = PlaySnd
trigger1 = Time = 1
trigger2 = AnimElem = 8, 5
value = 0,2

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage   = 82
hitflag = MA
guardflag = LA
pausetime = 11,12
sparkxy =  -7,-20
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-4   
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3   
fall = 1

[State 420, 3]
type = HitDef
trigger1 = AnimElem = 9
attr = C, NA
damage   = 82
hitflag  = MA
guardflag = LA
pausetime = 12,12
sparkxy =  -7,-20
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -2,-4   
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3   
fall = 1

[State 420, 4]
type = SprPriority
trigger1 = AnimElem = 4
value = -2

[State 420, 5]
type = SprPriority
trigger1 = AnimElem = 7
value = 1

[State 420, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; CROUCH_X
[Statedef 430]
number = 6
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 12
ctrl = 0
anim = 430

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

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 16
hitflag = MA
guardflag = MA
pausetime = 9,9
sparkxy = -5,-45
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.type = High
air.velocity = -1.2,-3
guard.velocity = -5

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; CROUCH_Y
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 30
ctrl = 0
anim = 440

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 43
guardflag = MA
hitflag = MA
pausetime = 11,11
sparkxy = -5,-40
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.7
air.type = High
air.velocity = -1.5,-3.2

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; CROUCH_Z
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 65
ctrl = 0
anim = 450

[State 450, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 450, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage   = 66
animtype = Hard
guardflag = MA
hitflag = MA
pausetime = 12,12
sparkxy = -12,-80
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -9.5;-1.4,-7    
air.type = Low
air.animtype = Back
air.velocity = -1.6,-6.5;-1.4,-7
airguard.velocity = -2.5,-3.3      
;fall = 1

[State 450, 3]
type = Width
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 6, < 0
value = 15

[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 600

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

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 23
hitflag = MA
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-65
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3,-2.5     

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_A (moving)
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 18
ctrl = 0
anim = 605

[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 605, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 23
hitflag = MA
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-65
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3,-2.5     

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 610

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

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 35
hitflag = MA
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5     

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_B (moving)
[Statedef 615]
type    = A
movetype= A
physics = A
poweradd= 32
ctrl = 0
anim = 615

[State 615, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 615, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 39
hitflag = MA
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy = 0,-53
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -4.5
air.velocity = -2.1,-3.3
;fall = 1
;snap = 30,0,0, 2;-1 ;-=-=-
;---------------------------------------------------------------------------
;JUMP_C
[Statedef 620]
number = 10
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 70
ctrl = 0
anim = 620

[State 620, 1]
type = PlaySnd
trigger1 = Time = 3
value = 0,2

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
hitflag = MA
damage    = 55
guardflag = HA
pausetime = 12,11
sparkxy = -15,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8
;---------------------------------------------------------------------------
;JUMP_X
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 19
hitflag = MA
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-60
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5     

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_X (moving)
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630

[State 635, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,0

[State 635, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 19
guardflag = HA
hitflag = MA
priority = 3
pausetime = 9,9
sparkxy =  -5,-70
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5     

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 630

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 35
guardflag = HA
hitflag = MA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5     

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_Y (moving)
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 635

[State 645, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,1

[State 645, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 43
guardflag = HA
priority = 3
hitflag = MA
pausetime = 11,11
sparkxy =  -5,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5     

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 630

[State 650, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 62
guardflag = HA
hitflag = MA
pausetime = 12,12
sparkxy =  -5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6     

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_Z (moving)
[Statedef 655]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 635

[State 655, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 655, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 62
guardflag = HA
hitflag = MA
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6     

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_FWD_A
[Statedef 800]
type    = A
movetype= A
physics = A
poweradd= 40

[State 800, 0]
type = ChangeState
trigger1 = Time = 0
value = 1510
;---------------------------------------------------------------------------
;JUMP_FWD_B
[Statedef 810]
number = 9
type    = A
movetype= A
physics = A
poweradd= 55
ctrl = 0
anim = 810

[State 810, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 5

[State 810, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1, 0

[State 810, 3]
type = HitDef
trigger1 = Time >= 1
attr = A, NA
damage    = 19;10
guardflag = HA
hitflag = MA
pausetime = 29,27;30
sparkxy = 0,-53
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2,2.5    
air.type = High
air.velocity = -1.2,2.5
fall = 1

[State 810, 4]
type = CtrlSet
trigger1 = Time = 27
value = 1

[State 810, 5]
type = VelSet
trigger1 = Time = 0
x = 3
y = 6

[State 810, 6]
type = VelMul
trigger1 = Time = 0
x = 2.5

[State 810, 7]
type = VelAdd
trigger1 = Time >= 0
y = 0.5
;---------------------------------------------------------------------------
;SONICBOOM_X
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

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

[State 1000, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0,4

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 55, -60
velocity = 2.05, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SONICBOOM_Y
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

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

[State 1010, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0,4

[State 1010, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 53, -60
velocity = 2.90
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SONICBOOM_Z
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000

[State 1020, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1,2

[State 1020, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0,4

[State 1020, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 50, -60
velocity = 3.9
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AIRSONICBOOM_X
[Statedef 1005]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
anim = 1000

[State 1005, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,4

[State 1005, 2]
type = VelMul
trigger1 = Time = 0
x = .025
y = .1

[State 1005, 3]
type = VelAdd
trigger1 = Time >= 0
trigger1 = Pos Y < 0
y = .02

[State 1005, 4]
type = PosSet
trigger1 = Pos Y >= -1
y = 0

[State 1005, 5]
type = VelSet
trigger1 = Pos Y >= -1
y = 0

[State 1005, 7]
type = PlaySnd
trigger1 = Time = 1
value = 1,0

[State 1005, 4]
type = Projectile
trigger1 = Time = 9
projanim = 1005
projhitanim = 1006
offset = 25, -56
velocity = 1.1
velmul = 1.02, 1
xaccel = .01
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
guardflag = MA
hitflag = MA
pausetime = 0,12
;sparkno = 1
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
air.juggle = 2

[State 1005, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;AIRSONICBOOM_Y
[Statedef 1015]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
anim = 1000

[State 1015, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,4

[State 1015, 2]
type = VelMul
trigger1 = Time = 0
x = .025
y = .1

[State 1015, 3]
type = VelAdd
trigger1 = Time >= 0
trigger1 = Pos Y < 0
y = .02

[State 1015, 4]
type = PosSet
trigger1 = Pos Y >= -1
y = 0

[State 1015, 5]
type = VelSet
trigger1 = Pos Y >= -1
y = 0

[State 1015, 7]
type = PlaySnd
trigger1 = Time = 1
value = 1,1

[State 1015, 4]
type = Projectile
trigger1 = Time = 9
projanim = 1005
projhitanim = 1006
offset = 25, -56
velocity = 1.1
velmul = 1.03, 1
xaccel = 0.01
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
guardflag = MA
hitflag = MA
pausetime = 0,12
;sparkno = 1
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
air.juggle = 2

[State 1015, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;AIRSONICBOOM_Z
[Statedef 1025]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
anim = 1000

[State 1025, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,4

[State 1025, 2]
type = VelMul
trigger1 = Time = 0
x = .025
y = .1

[State 1025, 3]
type = VelAdd
trigger1 = Time >= 0
trigger1 = Pos Y < 0
y = .02

[State 1025, 4]
type = PosSet
trigger1 = Pos Y >= -1
y = 0

[State 1025, 5]
type = VelSet
trigger1 = Pos Y >= -1
y = 0

[State 1025, 7]
type = PlaySnd
trigger1 = Time = 1
value = 1,2

[State 1025, 4]
type = Projectile
trigger1 = Time = 9
projanim = 1005
projhitanim = 1006
offset = 25, -56
velocity = 1.1
velmul = 1.04, 1
xaccel = 0.05
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
guardflag = MA
hitflag = MA
pausetime = 0,12
;sparkno = 1
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
air.juggle = 2

[State 1025, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;SOMERSAULT_A (on the ground)
[Statedef 1030]
number = 5
type    = S
movetype= A
physics = N
juggle  = 6
poweradd=140
velset = 0
ctrl = 0
anim = 1030

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 3,-1
value = 1,3

[State 1030, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,3

[State 1030, 3]
type = ChangeState
trigger1 = AnimElem = 3
value = 1031
;---------------------------------------------------------------------------
;SOMERSAULT_A2 (going up)
[Statedef 1031]
number = 8
type   = A
movetype = A
velset = 1.7,-5.8

[State 1031, 1]
type = VelMul
trigger1 = Time >= 0
x = .99

[State 1031, 2] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 1031, 3]
type = Width
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 8, < 0
value = 20

[State 1031, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 103, 4
priority  = 5
guardflag = MA
hitflag = MA
pausetime = 12,12
sparkxy = -10,-65
hitsound = 5,3
guardsound = 6,0
animtype = Heavy
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-6   
air.velocity = -2,-6
fall = 1

[State 1031, 5]
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
type = PosAdd
y = -10

[State 1031, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1052
;---------------------------------------------------------------------------
;SOMERSAULT_B (on the ground)
[Statedef 1040]
number = 5
type    = S
movetype= A
physics = N
juggle  = 6
poweradd=140
velset = 0
ctrl = 0
anim = 1050

[State 1040, 1]
type = PlaySnd
trigger1 = AnimElem = 3,-1
value = 1,3

[State 1040, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,3

[State 1040, 3]
type = ChangeState
trigger1 = AnimElem = 3
value = 1041
;---------------------------------------------------------------------------
;SOMERSAULT_B2 (going up)
[Statedef 1041]
number = 8
type   = A
movetype = A
velset = 1.8,-7

[State 1041, 1]
type = VelMul
trigger1 = Time >= 0
x = .99

[State 1041, 2] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 1041, 3]
type = Width
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 8, < 0
value = 20

[State 1041, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 103, 4
priority  = 5
guardflag = MA
hitflag = MA
pausetime = 12,12
sparkxy = -5,-70
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-6   
air.velocity = -2,-6
fall = 1

[State 1041, 5]
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = Anim = 1041
trigger3 = AnimElem = 1
trigger4 = Anim = 1041
trigger4 = AnimElem = 2
type = PosAdd
y = -10

[State 1041, 6]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 1041

[State 1041, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1052
;---------------------------------------------------------------------------
;SOMERSAULT_C (on the ground)
[Statedef 1050]
number = 5
type    = S
movetype= A
physics = N
juggle  = 6
poweradd=140
velset = 0
ctrl = 0
anim = 1050

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 3,-1
value = 1,3

[State 1050, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,3

[State 1050, 3]
type = ChangeState
trigger1 = AnimElem = 3
value = 1051
;---------------------------------------------------------------------------
;SOMERSAULT_C2 (going up)
[Statedef 1051]
number = 8
type   = A
movetype = A
velset = 1.8,-8

[State 1051, 1]
type = VelMul
trigger1 = Time >= 0
x = .99

[State 1051, 2] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 1051, 3]
type = Width
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 8, < 0
value = 20

[State 1051, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
;animtype = Back
damage    = 20, 4
priority  = 5
hitflag = MA
guardflag = M
pausetime = 8,8
sparkxy = -5,-50
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-6   
air.velocity = -1.2,-6
forcestand = 1
fall.animtype = Hard
fall = 1

[State 1051, 4]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage    = 95, 4
priority  = 5
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-6   ;-7
air.velocity = -2,-6
fall = 1

[State 1051, 5]
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = Anim = 1051
trigger3 = AnimElem = 1
trigger4 = Anim = 1051
trigger4 = AnimElem = 2
type = PosAdd
y = -10

[State 1051, 6]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 1051

[State 1051, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1052
;---------------------------------------------------------------------------
;SOMERSAULT_C3 (land on ground)
[Statedef 1052]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 1052, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 5]
type = ChangeState
trigger1 = Time = 5
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;DOWNERSAULT_A
[Statedef 1070]
type    = A
movetype= A
physics = N
poweradd= 110
juggle = 8
ctrl = 0
anim = 1090

[State 1070, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,1

[State 1070, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2

[State 1070, 2]
type = PosFreeze
trigger1 = Time = [0,9]

[State 1070, 2]
type = VelAdd
trigger1 = Time = 10
x = 1.5

[State 1070, 3]
type = VelSet
trigger1 = Time = 10
y = -2.5

[State 1070, 4]
type = VelAdd
trigger1 = Time = 18
y = .9

[State 1070, 5]
type = VelAdd
trigger1 = Time >= 18
y = .15

[State 1070, 6]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 23, 1
guardflag = HA
hitflag = MA
pausetime = 6,6
sparkxy = 0,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -2,-1   
air.type = High
air.velocity = -2,-1
guard.velocity = -7

[State 1070, 7]
type = Width
trigger1 = Time >= 0
trigger1 = AnimElem = 6, < 0
value = 12

[State 1070, 7]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage    = 25, 1
guardflag = HA
hitflag = MA
pausetime = 8,8
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3,9  
guard.velocity = -4.5
air.type = High
air.velocity = -3,12
air.juggle = 2
guard.velocity = -7
fall = 1
fall.damage = 23
fall.xvelocity = 0
fall.yvelocity = 0
p2stateno = 1525

[State 1070, 8]
type = Gravity
trigger1 = Time >= 0

[State 1070, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1091
;---------------------------------------------------------------------------
;DOWNERSAULT_B
[Statedef 1080]
type    = A
movetype= A
physics = N
poweradd= 110
juggle = 8
ctrl = 0
anim = 1090

[State 1080, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,1

[State 1080, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2

[State 1080, 2]
type = PosFreeze
trigger1 = Time = [0,8]

[State 1080, 2]
type = VelAdd
trigger1 = Time = 8
x = 1.5

[State 1080, 3]
type = VelSet
trigger1 = Time = 8
y = -4

[State 1080, 4]
type = VelAdd
trigger1 = Time = 18
y = 1

[State 1080, 5]
type = VelAdd
trigger1 = Time >= 18
y = .2

[State 1080, 6]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 23, 1
guardflag = HA
pausetime = 6,6
sparkxy = 0,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -2   
air.type = High
air.velocity = -2,-1
guard.velocity = -7

[State 1080, 7]
type = Width
trigger1 = Time >= 0
trigger1 = AnimElem = 6, < 0
value = 12

[State 1080, 7]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage    = 25, 1
guardflag = HA
pausetime = 8,8
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3  
guard.velocity = -4.5
air.type = High
air.velocity = -3,12
air.juggle = 2
guard.velocity = -7
fall = 1
fall.damage = 23
fall.xvelocity = 0
fall.yvelocity = 0
p2stateno = 1525

[State 1080, 8]
type = Gravity
trigger1 = Time >= 0

[State 1080, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1091
;---------------------------------------------------------------------------
;DOWNERSAULT_C
[Statedef 1090]
type    = A
movetype= A
physics = N
poweradd= 110
juggle = 8
ctrl = 0
anim = 1090

[State 1090, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,1

[State 1090, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2

[State 1090, 2]
type = PosFreeze
trigger1 = Time = [0,5]

[State 1090, 2]
type = VelAdd
trigger1 = Time = 6
x = 2.2

[State 1090, 3]
type = VelSet
trigger1 = Time = 6
y = -5.7

[State 1090, 4]
type = VelAdd
trigger1 = Time = 12
y = 1.2

[State 1090, 5]
type = VelAdd
trigger1 = Time >= 12
y = .22

[State 1090, 6]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 27, 1
guardflag = HA
pausetime = 6,6
sparkxy = 0,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 22
ground.velocity = -2   
air.type = High
air.velocity = -2,-1
guard.velocity = -7

[State 1090, 7]
type = Width
trigger1 = Time >= 0
trigger1 = AnimElem = 6, < 0
value = 12

[State 1090, 7]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage    = 25, 1
guardflag = HA
pausetime = 8,8
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3  
guard.velocity = -4.5
air.type = High
air.velocity = -3,12
air.juggle = 2
guard.velocity = -7
fall = 1
fall.damage = 27
fall.xvelocity = 0
fall.yvelocity = 0
p2stateno = 1525

[State 1090, 8]
type = Gravity
trigger1 = Time >= 0

[State 1090, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1091
;---------------------------------------------------------------------------
; DOWNERSAULT_C (land on ground)
[Statedef 1091]
type    = A
movetype= A
physics = N
anim = 1091
velset = 0,0

[State 1091, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1091, 5]
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 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 = 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 = 15

[State 1105, 2]
type = VelSet
Trigger1 = Time = 23
x = -1.2
y = -10

[State 1105, 3]
type = VelAdd
Trigger1 = Time >= 23
y = .28

[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 = 1106
;---------------------------------------------------------------------------
; DUNK1_SUCCESS2 (land on ground)
[Statedef 1106]
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 = 15
pos = 0, 0
under = 1

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

[State 1106, 7]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 1106, 8]
type = ChangeState
Trigger1 = AnimTime = 0
value = 12  ;Crouch up
;---------------------------------------------------------------------------
; 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 = .4

[State 1112, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
type = SelfState
value = 5100
;---------------------------------------------------------------------------
; HeavenDrop Attempt
[Statedef 1120]
type    = S
movetype= A
physics = S
poweradd = 90
ctrl = 0
velset = 0
anim = 900
juggle = 4

[State 1120, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,2

[State 1120, 2]
type = PlaySnd
trigger1 = Time = 2
value = 2,3

[State 1120, 3]
type = HitDef
Trigger1 = Time = 1
;Trigger1 = P2BodyDist X <= 40
attr = S, ST
getpower  = 50
givepower = 40
hitflag = M-
priority = 4, Miss
snap = 50, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p2facing = 1
p1stateno = 1121
p2stateno = 1125
p2getp1state = 1
hitsound = 6,0
fall = 1
fall.damage = 97

[State 1120, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HeavenDrop SUCCESS
[Statedef 1121]
type    = S
movetype= A
physics = N
poweradd = 40
anim = 1121

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 105,0
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 75
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 77,-103
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = 15,-90
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 5
pos = -58,0
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 6
pos = -58,0
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 7
pos = -58,0
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 8
pos = -58,0
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 9
pos = -75,-97
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 10
pos = -25,-95
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 11
pos = 58,-74
time = 1

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 11
value = 1126

[State 1121, 1] ; Can't be too close to edge
type = Width
Trigger1 = Time = 0
edge = 25,30

[State 1121, 2]
type = PlaySnd
trigger1 = Time = 8
value = 3,0

[State 1121, 2]
type = PlaySnd
trigger1 = Time = 37
value = 3,1

[State 1121, 2]
type = PlaySnd
Trigger1 = Time = 10
value = 0,1 ;swoosh

[State 1121, 2]
type = PlaySnd
Trigger1 = Time = 50
value = 0,3 ;swoosh4

[State 1121, 3]
type = PlaySnd
Trigger1 = Time = 40
value = F6, 0 ;Block sound

[State 1121, 9]
type = ChangeState
Trigger1 = AnimTime = 0
value = 12
ctrl = 1
;---------------------------------------------------------------------------
; THROWN by HeavenDrop
[Statedef 1125]
type    = A
movetype= H ;Get hit
physics = N

[State 1125, 0]
type = CtrlSet
Trigger1 = Time = 0
value = 0

[State 1125, 0]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 1125, 0]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 1125, 1]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1125, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1125

[State 1125, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 1125, 3]
type = PosAdd
Trigger1 = Time = 15
x = 14

[State 1125, 4]
type = Turn
Trigger1 = Time = 20

[State 1125, 5]
type = PosAdd
Trigger1 = Time = 20
x = -52
y = -5

[State 1125, 6]
type = PosAdd
Trigger1 = Time = 25
x = -19
y = 5

[State 1125, 7]
type = LifeAdd
Trigger1 = Time = 25
value = -78

[State 1125, 4]
type = PowerAdd
Trigger1 = Time = 25
value = 60

[State 1125, 5]
type = GameMakeAnim
trigger1 = Time = 25
value = 15
pos = 0, 0
under = 1

[State 1125, 8]
type = PlaySnd
Trigger1 = Time = 25
value = F5, 4

[State 1125, 8]
type = EnvShake
Trigger1 = Time = 27
time = 15
ampl = -3
freq = 90
phase = 90

[State 1125, 6]
type = PosAdd
Trigger1 = Time = 55
x = 90

[State 1125, 6]
type = PosAdd
Trigger1 = Time = 60
x = 10
y = -10

[State 1125, 8]
type = Turn
Trigger1 = Time = 60

[State 1125, 8]
type = ChangeState
Trigger1 = Time = 60
value = 1126
;---------------------------------------------------------------------------
; THROWN by HeavenDrop (going through air)
[Statedef 1126]
type    = A
movetype= H
physics = N

[State 1126, 2]
type = VelSet
Trigger1 = Time = 0
x = 1.8
y = -12

[State 1126, 3] ;Acceleration
type = VelAdd
Trigger1 = Time >= 0
y = .35

[State 1126, 4]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
guardflag = MA
hitflag = MAF
priority = 2
pausetime = 12,12
sparkno = -0
hitsound   = 5,3
guardsound = 6,0
ground.type      = HITG_UP
ground.slidetime = 10
ground.hittime   = 15
ground.velocity  = -4   ;-4,-2.8
air.type         = HITA_UP
air.velocity = -4,12;-3.5,-3
fall = 1
fall.damage = 16
;fall.xvelocity = -3
fall.yvelocity = -7

[State 1126, 5] ;If yvelocity > 0
type = ChangeState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1127
;---------------------------------------------------------------------------
; THROWN by HeavenDrop (Hit ground)
[Statedef 1127]
type    = L
movetype= H
physics = N

[State 1127, 0]
type = ChangeAnim
Trigger1 = Time >= 0
value = 5100

[State 1127, 1]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1127, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 1127, 3]
type = EnvShake
Trigger1 = Time = 0
time = 20

[State 1127, 3] ;Friction
type = VelMul
Trigger1 = Time >= 0
x = 0.85

[State 1127, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 1127, 4]
type = PowerAdd
Trigger1 = Time = 0
value = 110

[State 1127, 3]
type = GameMakeAnim
trigger1 = Time = 0
value = 15
pos = 0, 0
under = 1

[State 1127, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7, 0

[State 1127, 5]
type = PlaySnd
Trigger1 = Time = 0
value = 0, 5

[State 1127, 6]
type = ChangeState
Trigger1 = Time = 4
value = 1128
;---------------------------------------------------------------------------
; THROWN by HeavenDrop (Bounce into air)
[Statedef 1128]
type    = L
movetype= H
physics = N

[State 1128, 0]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1126

[State 1128, 0]
type = VelSet
trigger1 = Time = 0
y = -5.5

[State 1128, 1]
type = PosSet
trigger1 = Time = 0
y = 20

[State 1128, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 1128, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = SelfState
value = 5110
;---------------------------------------------------------------------------
; MajikThrow A Attempt
[Statedef 1150]
type    = S
movetype= A
physics = S
poweradd = 90
ctrl = 0
velset = 0
anim = 1150
juggle = 0

[State 1150, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,3

[State 1150, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 1150, 1]
type = AttackDist
trigger1 = Time = 0
value = 180

[State 1150, 1] ;--
type = MakeDust
trigger1 = Time = 5
pos = 110,-10
pos2 = 105,-5
spacing = 1
[State 1150, 1] ;--
type = MakeDust
trigger1 = Time = 10
pos = 80,-10
pos2 = 75,-5
spacing = 1
[State 1150, 1] ;--
type = MakeDust
trigger1 = Time = 15
pos = 50,-10
pos2 = 45,-5
spacing = 1

[State 1150, 2] ;Majik throw
type = HitDef
Trigger1 = AnimElem = 2
Trigger1 = p2stateno != 5110
attr = S, ST
getpower  = 50
givepower = 40
hitflag = MAFD
priority = 2, Miss
guardflag = MA
sparkno = -1
guard.sparkno = -1
p1stateno = 1175
; Guard info (guardable throws)
guardflag = M
pausetime = 15,10
numhits   = 0
guardsound = 6,0
ground.type = None
ground.slidetime = 15
ground.hittime = 15
guard.velocity = 6
air.type = None
airguard.velocity = 2  
attack.width = 150, 150

[State 1150, 5]
type = PosAdd
trigger1 = AnimElem = 4
x = 6

[State 1150, 5]
type = VelSet
trigger1 = AnimElem = 6,1
x = 3

[State 1150, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; MajikThrow B Attempt
[Statedef 1160]
type    = S
movetype= A
physics = S
poweradd = 90
ctrl = 0
velset = 0
anim = 1160
juggle = 0

[State 1160, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,3

[State 1160, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 1160, 1]
type = AttackDist
trigger1 = Time = 0
value = 220

[State 1160, 1] ;--
type = MakeDust
trigger1 = Time = 5
pos = 175,-10
pos2 = 170,-5
spacing = 1
[State 1160, 1] ;--
type = MakeDust
trigger1 = Time = 10
pos = 130,-10
pos2 = 125,-5
spacing = 1
[State 1160, 1] ;--
type = MakeDust
trigger1 = Time = 15
pos = 85,-10
pos2 = 80,-5
spacing = 1

[State 1160, 2] ;Majik throw
type = HitDef
Trigger1 = AnimElem = 2
Trigger1 = p2stateno != 5110
attr = S, ST
getpower  = 50
givepower = 40
hitflag = MAFD
priority = 2, Miss
guardflag = MA
sparkno = -1
guard.sparkno = -1
p1stateno = 1175
; Guard info (guardable throws)
guardflag = M
pausetime = 15,10
numhits   = 0
guardsound = 6,0
ground.type = None
ground.slidetime = 15
ground.hittime = 15
guard.velocity = 6
air.type = None
airguard.velocity = 2  
attack.width = 150, 150

[State 1160, 5]
type = PosAdd
trigger1 = AnimElem = 4
x = 6

[State 1160, 5]
type = VelSet
trigger1 = AnimElem = 6,1
x = 3

[State 1160, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; MajikThrow C Attempt
[Statedef 1170]
type    = S
movetype= A
physics = S
poweradd = 90
ctrl = 0
velset = 0
anim = 1170
juggle = 0

[State 1170, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,3

[State 1170, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 1170, 1]
type = AttackDist
trigger1 = Time = 0
value = 300

[State 1170, 1] ;--
type = MakeDust
trigger1 = Time = 5
pos = 235,-10
pos2 = 230,-5
spacing = 1
[State 1170, 1] ;--
type = MakeDust
trigger1 = Time = 10
pos = 190,-10
pos2 = 185,-5
spacing = 1
[State 1170, 1] ;--
type = MakeDust
trigger1 = Time = 15
pos = 145,-10
pos2 = 140,-5
spacing = 1

[State 1170, 2] ;Majik throw
type = HitDef
Trigger1 = AnimElem = 2
Trigger1 = p2stateno != 5110
attr = S, ST
getpower  = 50
givepower = 40
hitflag = MAFD
priority = 2, Miss
guardflag = MA
sparkno = -1
guard.sparkno = -1
p1stateno = 1175
; Guard info (guardable throws)
guardflag = M
pausetime = 15,10
numhits   = 0
guardsound = 6,0
ground.type = None
ground.slidetime = 15
ground.hittime = 15
guard.velocity = 6
air.type = None
airguard.velocity = 2  
attack.width = 150, 150

[State 1170, 5]
type = PosAdd
trigger1 = AnimElem = 4
x = 6

[State 1170, 5]
type = VelSet
trigger1 = AnimElem = 6,1
x = 3

[State 1170, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; MajikThrow SUCCESS
[Statedef 1175]
type    = S
movetype= A
physics = N
anim = 1175
poweradd = 30
velset = 0

[State 1175, 1]
type = PlaySnd
Trigger1 = Time = 0
value = 2,2
volume = -30

[State 1175, 2]
type = PlaySnd
Trigger1 = Time = 20
value = 0, 3

[State 1175, 3]
type = HitDef
Trigger1 = Time = 20
attr = S, ST
hitflag = MAFD
priority = 1
sparkxy = 0,-55
sparkno = 0
p2facing = 1
p2stateno = 1180
attack.width = 150, 150
p2getp1state = 1
fall = 1
fall.damage = 58

[State 1175, 9]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; THROWN by Majik Throw
[Statedef 1180]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 1180, 0]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 1180, 0]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 1180, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 910

[State 1180, 3]
type = PosAdd
Trigger1 = AnimElem = 3
x = -10
y = -25

[State 1180, 5]
type = PosAdd
Trigger1 = AnimElem = 4
x = 45
y = -15

[State 1180, 6]
type = PosAdd
Trigger1 = AnimElem = 5
x = 25

[State 1180, 7]
type = LifeAdd
Trigger1 = AnimElem = 5
value = -39

[State 1180, 8]
type = ChangeState
Trigger1 = AnimElem = 5
value = 911
;---------------------------------------------------------------------------
; Reversal1 (high)
[Statedef 1200]
type    = S
movetype= I  ;Reversals must be "idle" type.
physics = S
juggle  = 0
poweradd= 100
ctrl = 0
anim = 1200
velset = 0,0

[State 1200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,2

[State 1200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 1200, 3] ;Blink red
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,-128,-128

[State 1200, 3]
type = ReversalDef
trigger1 = AnimElem = 2
reversal.attr = SCA, AA;SA, NA, SA
pausetime = 20,30
;sparkno = 2;20
sparkxy = 35,-80
hitsound = 6,0
p1stateno = 1205 ;Reversal1_success

[State 1200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Reversal1 success
[Statedef 1205]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1205
velset = 0,0

[State 1205, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,0

[State 1205, 2]
type = PlaySnd
trigger1 = Time = 5
value = 0,2

[State 1205, 3]
type = NotHitBy
trigger1 = Time >= 0
trigger1 = AnimElem = 3, <= 0
value = SCA
time = 1

[State 1205, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage   = 104
animtype = Back
priority = 8
guardflag = MA
pausetime = 14,14
sparkxy =  -10,-90
hitsound   = 5,4
ground.type = High
ground.velocity = -4    
air.velocity = -4,-5
fall = 1

[State 1205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Reversal2 (high)
[Statedef 1220]
type    = S
movetype= I  ;Reversals must be "idle" type.
physics = S
juggle  = 0
poweradd= 100
ctrl = 0
anim = 1999
velset = 0,0

[State 1220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,2

[State 1220, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 1220, 3] ;Blink red
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,-128,-128

[State 1220, 3]
type = ReversalDef
trigger1 = AnimElem = 2
attr = S, ST
reversal.attr = SCA, AA;C, NA, SA
pausetime = 20,20
sparkxy = 35,-80
hitsound = 6,0
p1stateno = 1225 ;Reversal2_success
p2stateno = 1230 ;Hit by reversal2
p2facing = 1
fall = 1

[State 1220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Reversal2 Success
[Statedef 1225]
type    = S
movetype= A
physics = N
anim = 905

[State 1225, 3]
type = Turn
Trigger1 = animelem = 3

[State 1225, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1225, 1]
type = VelSet
trigger1 = Time >= 0
x = 0

[State 1225, 2] ; Bind target for 1 frame
type = TargetBind
trigger1 = Time = 0
pos = 20, 0
time = 1

[State 1225, 2] ; Bind target for 1 frame
type = TargetBind
trigger1 = animelem = 4
pos = -38, -90
time = 1

[State 1225, 1]
type = Width
Trigger1 = Time >= 0
Trigger1 = AnimElem = 2, < 0
edge = 40

[State 1225, 1]
type = Width
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
edge = 0,50

[State 1225, 2]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 3,1

[State 1225, 4]
type = CtrlSet
Trigger1 = AnimTime = -15
value = 1

[State 1225, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hit by Reversal2
[Statedef 1230]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0
velset = 0,0

[State 1230, 0]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 1230, 0]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 1230, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 911

[State 1230, 3]
type = PosAdd
Trigger1 = AnimElem = 3
x = -10
y = -25

[State 1230, 5]
type = PosAdd
Trigger1 = AnimElem = 4
x = 45
y = -15

[State 1230, 6]
type = PosAdd
Trigger1 = AnimElem = 5
x = 25

[State 1230, 7]
type = LifeAdd
Trigger1 = AnimElem = 5
value = -26

[State 1230, 8]
type = ChangeState
Trigger1 = AnimElem = 5
value = 1231
;---------------------------------------------------------------------------
; Thrown by Guile's Reversal2 (going through air)
[Statedef 1231]
type    = A
movetype= H ;Get hit
physics = N
velset = 1,-9.5

[State 1231, 4] ;Acceleration
type = VelAdd
Trigger1 = Time >= 0
y = .35

[State 1231, 5] ;If yvelocity > 0
type = ChangeState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 5
value = 912

[State 1231, 6] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER
;---------------------------------------------------------------------------
; ZERO COUNTER BLOCKING
[Statedef 1250]
type    = S
movetype= A
physics = S
velset = 0
anim = 1250
poweradd = -1000
ctrl = 0

[State 1250, 0]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = Null;PosFreeze
trigger1 = time >= 0

[State 900, 2]
type = Pause
trigger1 = time = 0
time = 21
movetime = 21

[State 255, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,5

[State 3100, Eclair2] 
type = Explod
trigger1 = animelem = 1
anim = 1252
pos = 39,-69
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1251
ctrl = 1
;---------------------------------------------------------------------------
; ZERO COUNTER BLOCKING
[Statedef 1251]
type    = S
movetype= A
physics = S
velset = 0
anim = 1254
ctrl = 0

[State 182, 2]
type = NotHitBy
Trigger1 = Time >= 0
Trigger1 = AnimElem = 5, <0
value = SCA

[State 255, 2]
type = Width
Trigger1 = AnimElem = 3
value = 70

[State 255, 3]
type = Width
Trigger1 = AnimElem = 4
value = 87

[State 255, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 255, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 144
animtype  = Hard
Hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy =  -10,-75
hitsound   = 5,3
guardsound = 6,0
ground.type = trip
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5   
air.type = High
air.velocity = -6,-5
airguard.velocity = -4 
p2getp1state = 1
p2stateno = 1253
;air.fall = 1

[State 196, 1]
type = Explod
trigger1 = movehit = 1
anim = 1251
sprpriority = 3
postype = p2
pos = 0,0
bindtime = -1

[State 196, 1]
type = Screenbound
trigger1 = movehit = 1
value = 1
movecamera = 0,0

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hitby ZERO COUNTER
[Statedef 1253]
type    = A
movetype= H
physics = N
velset = 0
ctrl = 0

[State 910, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1253

[State 912, 1]
type = PosSet
Trigger1 = Time = 0
y = -64

[State 912, 1]
type = velSet
Trigger1 = Time = 0
x = -4
y = -7

[State 931, 1] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .3


[State 962, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5100
;---------------------------------------------------------------------------
; ZERO COUNTER BLOCKING
[Statedef 1260]
type    = S
movetype= A
physics = S
velset = 0
anim = 1250
poweradd = -1000
ctrl = 0

[State 1250, 0]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = Pause
trigger1 = time = 0
time = 25
movetime = 25

[State 255, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,5

[State 3100, Eclair2] 
type = Explod
trigger1 = animelem = 1
anim = 1252
pos = 39,-69
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1261
ctrl = 1
;---------------------------------------------------------------------------
; ZERO COUNTER BLOCKING
[Statedef 1261]
type    = S
movetype= A
physics = S
velset = 0
anim = 210
ctrl = 0

[State 182, 2]
type = NotHitBy
Trigger1 = Time >= 0
Trigger1 = AnimElem = 5, <0
value = SCA

[State 255, 2]
type = Width
Trigger1 = AnimElem = 3
value = 70

[State 255, 3]
type = Width
Trigger1 = AnimElem = 4
value = 87

[State 255, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 255, 4]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 144
animtype  = Hard
Hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy =  -10,-75
hitsound   = 5,3
guardsound = 6,0
ground.type = trip
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5   
air.type = High
air.velocity = -6,-5
airguard.velocity = -4 
p2getp1state = 1
p2stateno = 1253
;air.fall = 1

[State 196, 1]
type = Explod
trigger1 = movehit = 1
anim = 1251
sprpriority = 3
postype = p2
pos = 0,0
bindtime = -1

[State 196, 1]
type = Screenbound
trigger1 = movehit = 1
value = 1
movecamera = 0,0

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; THROW1_ATTEMPT
[Statedef 900]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 900

[State 900, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 900, 3]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 905
p2stateno = 910
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 900, 3] ;Holding fwd
type = HitDef
Trigger1 = Time = 0
Trigger1 = Command = "holdback"
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 906
p2stateno = 907
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; THROW1_SUCCESS
[Statedef 905]
type    = S
movetype= A
physics = N
anim = 905

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = -62,0
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -26,-92
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 5
pos = -5,-108
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 6
pos = 65,-84
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 7
pos = 93,-83
time = 1

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 7
value = 911

[State 905, 2]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 3,1

;[State 905, 3]
;type = Turn
;Trigger1 = AnimElem = 6

[State 905, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; THROWN by Guile's THROW1
[Statedef 910]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0
velset = 0,0

[State 910, 0]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 910, 0]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 910, 2]
type = ChangeAnim2
Trigger1 = Time = 8
value = 910

[State 905, 3]
type = Turn
Trigger1 = Time = 8
;---------------------------------------------------------------------------
; THROW1_SUCCESS
[Statedef 906]
type    = S
movetype= A
physics = N
anim = 905

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = -62,0
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -26,-92
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 5
pos = -5,-108
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 6
pos = 65,-84
time = 1

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 7
pos = 93,-83
time = 1

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 7
value = 911

[State 905, 2]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 3,1

[State 905, 3]
type = Turn
Trigger1 = AnimElem = 3

[State 905, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; THROWN by Guile's THROW1
[Statedef 907]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0
velset = 0,0

[State 910, 0]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 910, 0]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 910, 2]
type = ChangeAnim2
Trigger1 = Time = 8
value = 910
;---------------------------------------------------------------------------
; THROWN by Guile's THROW1 (going through air)
[Statedef 911]
type    = A
movetype= H ;Get hit
physics = N
velset = 3.2,-8.5

[State 910, 7]
type = LifeAdd
Trigger1 = Time = 0
value = -135

[State 911, 4] ;Acceleration
type = VelAdd
Trigger1 = Time >= 0
y = .35

[State 911, 5] ;If yvelocity > 0
type = ChangeState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 5
value = 912
;---------------------------------------------------------------------------
; THROWN by Guile's THROW1 -- Hit ground
[Statedef 912]
type    = L
movetype= H
physics = N

[State 912, 0]
type = ChangeAnim
Trigger1 = Time = 0
value = 5100

[State 912, 1]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 912, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 912, 3] ;Friction
type = VelMul
Trigger1 = Time = [0,2]
x = 0.85

[State 912, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 912, 4]
type = PowerAdd
Trigger1 = Time = 0
value = 70

[State 912, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7, 0

[State 912, 6]
type = GameMakeAnim
trigger1 = Time = 0
value = 15
pos = 0, 0
under = 1

[State 912, 6]
type = SelfState
Trigger1 = Time = 3
value = 5101
;---------------------------------------------------------------------------
; THROW2_ATTEMPT
[Statedef 920]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 900
juggle = 0

[State 920, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 920, 2]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p2facing = -1
p1stateno = 925
p2stateno = 930
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 920, 3] ;Holding fwd
type = HitDef
Trigger1 = Time = 0
Trigger1 = Command = "holdfwd"
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p1facing = -1
p2facing = -1
p1stateno = 925
p2stateno = 930
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 920, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; THROW2_SUCCESS
[Statedef 925]
type    = C
movetype= A
physics = N
anim = 925

[State 925, 1]
type = Width
Trigger1 = AnimElem = 1, >= 0
Trigger1 = AnimElem = 3, < 0
edge = 0,20

[State 925, 1]
type = Width
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
edge = 0,60

[State 925, 1]
type = Width
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
edge = 0,110

[State 925, 2]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 3,1

[State 925, 3]
type = TargetBind
Trigger1 = Time >= 0
Trigger1 = AnimElem = 2, < 0
pos = 26,0
time = 1

[State 925, 3]
type = TargetBind
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 26,-30
time = 1

[State 925, 4]
type = TargetBind
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
pos = -37,-30
time = 1

[State 925, 5]
type = TargetBind
Trigger1 = AnimElem = 4
Trigger1 = AnimElem = 5, < 0
pos = -110,0
time = 1

[State 925, 6] ;Damage target
type = TargetLifeAdd
Trigger1 = AnimElem = 4
value = -135

[State 925, 7] ;Shake
type = EnvShake
Trigger1 = AnimElem = 4
time = 30

[State 925, 8] ;Hit ground sound
type = PlaySnd
Trigger1 = AnimElem = 4
value = F7,0

[State 925, 9] ;Ground shockwave
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 15
pos = -110, 0
under = 1

[State 925, 8] ;Hit ground sound
type = turn
Trigger1 = animtime = 0

[State 925, 10]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by Throw2
[Statedef 930]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 930, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 930

[State 930, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 930, 3] ;Bounce into air
type = ChangeState
Trigger1 = AnimElem = 5
value = 931
;---------------------------------------------------------------------------
; Thrown by Throw2 (Bounce into air)
[Statedef 931]
type    = L
movetype= H
physics = N
velset = -2,-6.3

[State 931, 1] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 931, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 931, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5110
;---------------------------------------------------------------------------
; AIRTHROW1_ATTEMPT
[Statedef 950]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 950

[State 950, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 950, 3]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2bodydist X < 15
Trigger1 = p2dist X > -20
attr = A, NT
getpower  = 50
givepower = 40
hitflag = A-
priority = 1, Miss
snap = 0,-51,0, -1 ;x,y,z, bindtime (def 0)
sparkno = -1
p2facing = -1
p1stateno = 955
p2stateno = 960
fall = 1

[State 950, 4]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 950, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 50
;---------------------------------------------------------------------------
; AIRTHROW1_SUCCESS
[Statedef 955]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 955
velset = 0,0

[State 955, 2]
type = PlaySnd
trigger1 = Time = 2
value = 2,2

[State 955, 3] ;-=-=-
type = null;Velmul
Trigger1 = Time = 0
x = .25
y = -2.5
z = 0

[State 955, 4]
type = VelAdd
Trigger1 = Time >= 10
y = .25

[State 955, 5] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = TargetState
value = 961

[State 955, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 956
;---------------------------------------------------------------------------
; AIRTHROW1_SUCCESS2 (land on ground)
[Statedef 956]
type    = S
movetype= A
physics = S

[State 956, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 956

[State 956, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 956, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 956, 4]
type = EnvShake
Trigger1 = Time = 0
time = 20

[State 956, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7,0

[State 956, 6] ; Ground shockwave
type = GameMakeAnim
trigger1 = Time = 0
value = 15
pos = 0, 0
under = 1

[State 956, 7]
type = TargetBind
Trigger1 = Time = 0
time = 0

[State 956, 8]
type = ChangeState
Trigger1 = AnimTime = 0
value = 12  ;Crouch up
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by AIRTHROW1 (coming down)
; At this point, position is bound to attacker
[Statedef 960]
type    = A
movetype= H
physics = N

[State 960, 1]
type = CtrlSet
Trigger1 = Time = 0
value = 0

[State 960, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 960

[State 960, 3]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0
z = 0
;---------------------------------------------------------------------------
; Thrown by AIRTHROW1 (hit ground)
[Statedef 961]
type    = A
movetype= H
physics = N
poweradd= 60

[State 961, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 961

[State 961, 2] ;Extra damage from falling fast
type = LifeAdd
Trigger1 = Time = 0
Trigger1 = Vel Y > 10
value = -97

[State 961, 2] ;Extra damage from falling fast
type = LifeAdd
Trigger1 = Time = 0
Trigger1 = Vel Y > 15
value = -43

[State 961, 2] ;Extra damage from falling fast
type = LifeAdd
Trigger1 = Time = 0
Trigger1 = Vel Y > 20
value = -43

[State 961, 2] ;Extra damage from falling fast
type = LifeAdd
Trigger1 = Time = 0
Trigger1 = Vel Y > 25
value = -214

[State 961, 2] ;Extra damage from falling fast
type = LifeAdd
Trigger1 = Time = 0
Trigger1 = Vel Y > 40
value = -780

[State 961, 3] ;Shake a lot from high fall
type = EnvShake
Trigger1 = Time = 0
Trigger1 = Vel Y > 40
time = 30
freq = 178
ampl = 60

[State 961, 2]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0

[State 961, 3]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 961, 4]
type = LifeAdd
Trigger1 = Time = 0
value = -90

[State 961, 5]
type = ChangeState
Trigger1 = Time = 15
value = 962
;---------------------------------------------------------------------------
; THROWN by Guile's THROW1 -- Bounce into air (close)
[Statedef 962]
type    = L
movetype= H
physics = N

[State 962, 0]
type = VelSet
trigger1 = Time = 0
x = -3
y = -4.5

[State 962, 1]
type = PosAdd
trigger1 = Time = 0
x = -10

[State 962, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 962, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 35
type = SelfState
value = 5100
;--------------------------------------------------------------------------
; AirThrow2 Attempt
[Statedef 970]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 950
juggle = 0

[State 970, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 970, 3]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2bodydist X < 15
Trigger1 = p2dist X > -20
attr = A, NT
getpower  = 50
givepower = 40
hitflag = A-
priority = 1, Miss
snap = 8,0,0, 1 ;x,y,z, bindtime (def 0)
sparkno = -1
p2facing = 1
p1stateno = 975
p2stateno = 980
fall = 1
fall.damage = 94

[State 970, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; AirThrow2 Success
[Statedef 975]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 975

[State 975, 1]
type = PosFreeze
trigger1 = Time >= 0
trigger1 = AnimElem = 2, <0

[State 975, 2]
type = VelSet
trigger1 = AnimElem = 2
y = 0

[State 975, 3]
type = PlaySnd
trigger1 = Time = 5
value = 2,2

[State 975, 4]
type = VelAdd
Trigger1 = AnimElem = 2, >= 0
y = .3

[State 975, 5]
trigger1 = AnimElem = 1, >0
trigger1 = AnimElem = 2, <0
type = TargetBind
pos = 3,-107
time = 1

[State 975, 5]
trigger1 = AnimElem = 2, >0
trigger1 = AnimElem = 3, <0
type = TargetBind
pos = 33,-104
time = 1

[State 975, 5] ;Hold target
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
trigger1 = Pos Y < -20
type = TargetBind
pos = 93,-36
time = 1

[State 975, 6] ;Release target (straight)
triggerall = Vel X = 0
trigger1 = AnimElem = 4, >= 0
trigger2 = Pos Y >= -20
type = TargetVelAdd
persistent = 0
x = -3.5

[State 975, 6] ;Release target (back)
triggerall = Vel X < 0
trigger1 = AnimElem = 4, >= 0
trigger2 = Pos Y >= -20
type = TargetVelAdd
persistent = 0
x = -5

;[State 975, 5] ;Release target
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= -20
;type = TargetState
;value = 980

[State 975, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
type = ChangeState
value = 976
;---------------------------------------------------------------------------
;AirThrow2 Success (land)
[Statedef 976]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 976, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 976, 2]
type = ChangeState
trigger1 = Time = 5
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by AirThrow2
[Statedef 980]
type    = L
movetype= H
physics = N

[State 980, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 980

[State 980, 3] ;Acceleration
type = VelAdd
Trigger1 = AnimElem = 4, >= 0
x = -0.5

[State 980, 3] ;Acceleration
type = VelAdd
Trigger1 = AnimElem = 2, >= 0
y = .3

[State 980, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5100
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
anim = 100
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 6

[State 100, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 5

[State 100, 1]
type = VelSet
trigger1 = AnimElem = 5
x = 4

[State 100, 4]
type = CtrlSet
trigger1 = Time = 18
value = 1

[State 100, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,1

[State 100, 2]
type = PlaySnd
trigger1 = Time = 7
value = 0,2

[State 100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

[State 100, 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = AnimElem = 3, >= 0
pos = -15,-2
;---------------------------------------------------------------------------
; States that are always checked (use -2) :
;---------------------------------------------------------------------------
[Statedef -2]

; Play "hmmph" sound when recovering in air or on ground
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5201
trigger2 = stateno = 5210
value = 2,2

; Less wide in front when hit
[State -2, 1]
type = Width
trigger1 = stateno = 5000
trigger2 = stateno = 5001
value = -13

; Play "ow" sound when hit
;[State -2, 1]
;type = PlaySnd
;triggerall = Time = 1
;trigger1 = stateno = 5001
;trigger2 = stateno = 5002
;trigger3 = stateno = 5030
;value = 8,0

[State -2, SuperFinish]
type = explod
triggerall = p2life = 0
triggerall = RoundNo >= 2
triggerall = RoundState = 3
triggerall = NumExplod(9999) < 1
trigger1 = anim = 1520
trigger1 = movehit = 1
trigger2 = anim = 1526
trigger3 = anim = 1510
trigger3 = movehit = 1
trigger4 = anim = 1608
trigger5 = anim = 1530
trigger5 = movehit = 1
trigger6 = anim = 1536
trigger7 = anim = 1700
trigger7 = movehit = 1
trigger8 = anim = 4050
trigger8 = movehit = 1
trigger9 = anim = 4051
trigger9 = movehit = 1
trigger10 = anim = 4052
trigger10 = movehit = 1
pos = 160,120
postype = left
id = 9999
anim = 8000
bindtime = -1
ownpal = 1
removetime = 25
ignorehitpause = 1

[State -2, SuperFinish]
type = Playsnd
triggerall = p2life = 0
triggerall = RoundNo >= 2
triggerall = RoundState = 3
triggerall = NumExplod(9999) < 1
trigger1 = anim = 1520
trigger2 = anim = 1526
trigger3 = anim = 1510
trigger4 = anim = 1608
trigger5 = anim = 1530
trigger6 = anim = 1536
trigger7 = anim = 1700
trigger8 = anim = 4050
trigger9 = anim = 4051
trigger10 = anim = 4052
value = 10, 3
