[Data]
life=1001
attack=100
defence=100
fall.defence_up=50
liedown.time=60
airjuggle=15
sparkno=2
guard.sparkno=40
volume=965
echo=1

[Size]
xscale=1
yscale=1
z.width=3
ground.back=15
ground.front=13
air.back=12
air.front=12
height=60
attack.width=0
attack.dist=160
proj.attack.dist=90
proj.doscale=0

[Movement]
airjump.num=2
airjump.height=35
yaccel=0.43
crouch.friction=0.82
stand.friction=0.85

[Velocity]
walk.fwd=2.3
walk.back=-2.2
run.fwd=4.6,0
run.back=-4.5,-3.8
runjump.back=-2.55,-8.1
runjump.fwd=4,-8.1
jump.neu=0,-8.1
jump.back=-2.55,0
jump.fwd=2.5,0
airjump.neu=0,-8.1
airjump.back=-2.55,-8.1
airjump.fwd=2.5,-8.1


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

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

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


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

;---------------------------------------------------------------------------
 RUN_BACK
[Statedef 105]
type    = S
physics = S
anim = 105

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

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


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



[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

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

; WIN
[Statedef 180]
type = S

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

[State 180, 1] ; Final
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 0
value = 9797

; Final 
;Anima鈬o do Final

[Statedef 9797]
type = S
ctrl = 0
velset = 0,0,0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9797
facing = 1
pos = 0,0
postype = left
sprpriority = 1;-2
bindtime = -1
ownpal = 1
supermove = 1
removetime = 999999999999999999999999

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

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

; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

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

[State 190, 1] ;If opponent 
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger2 = P2Name = "N-Trunks by EmuBoarding"
trigger3 = P2Name = "Recoom by Lucifer"
trigger4 = P2Name = "Goku Super Sayajin 2 by ribeiro"
trigger5 = P2Name = "Mr.Satan"
trigger6 = P2Name = "Goku SSJ4 by _Vision and MRP"
trigger7 = P2Name = "Androide 18 by _Vision"
trigger8 = P2Name = "Broli Remix ver1.2"
trigger9 = P2Name = "Cell por Ssonic"
value = 159999

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

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

;Intro pad縊
[Statedef 159999]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

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

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

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



[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 200 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 37                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

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

[State 200, 8]
type = null
trigger1 = Time = 2
value = 0, 2

trigger1 = Time = 2
value = 0, 1

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

[State 210, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 30
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

trigger1 = Time = 2
value = 0, 1

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 30
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

trigger1 = Time = 2
value = 0, 1

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 30
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

trigger1 = Time = 2
value = 0, 1

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 30
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

trigger1 = Time = 2
value = 0, 1

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 30
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

trigger1 = Time = 2
value = 0, 1

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 30
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

trigger1 = Time = 2
value = 0, 1

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 30
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

trigger1 = Time = 2
value = 0, 1

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

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

[State 210 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 0
givepower = 30
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

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

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

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

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

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

[State 1060, 14]
type = veladd
trigger1 = AnimElem = 2
x = 15

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 1, 3

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 62
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

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

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0
anim = 600

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



[State 600, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 65
getpower  = 0
givepower = 40
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound = 5,0
guardsound = 6,0
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3   
air.velocity = -1.3,-3
fall = 1

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

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

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

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

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

[State 3000 , Super A]
type = SuperPause
trigger1 = Time = 2
pos = 0, -60
anim = 30

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

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

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

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

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

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

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


;連続エネルギー弾
[Statedef 1050]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1050
velset = 0

[State 1050, 0]
type = PowerAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
value = -166

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
value = 0, 2

[State 1050, 2]
type = Projectile
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
ProjAnim = 1055         ;Action id 1055 is fireball animation
ProjHitAnim = 1036      ;Action id when fireball hits
ProjRemAnim = 1037      ;Action id when fireball is deleted
;ProjStageBound = 40
;ProjEdgeBound = 40
;ProjHeightBound = -240, 1
offset = 45, -85        ;Creation offset from player (x,y)
velocity = 10, 0       ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0     ;Speed fireball moves when being removed (x,y) (opt)
velmul = 1.005, 1       ;Speed multiplier (opt)
accel = 0, 0            ;Acceleration (opt)
; HitDef part of projectile info
attr = S, SP
damage    = 52,18
animtype  = Medium
getpower = 0
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound = S20, 1
guardsound = S20, 3
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 1052, 3]
type = ChangeState
trigger1 = power = 0
trigger1 = AnimTime = 0
value = 5300

[State 1050, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

[State 1000 , 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 1000 , 4]
type = Projectile
trigger1 = Time = 14
ProjAnim = 1005         ;Action id 1005 is Shinobu's fireball animation
ProjHitAnim = 1009      ;Action id when fireball hits
ProjRemAnim = 1009      ;Action id when fireball is deleted
offset = 25, -56        ;Creation offset from player (x,y)
velocity = 5.5, 0       ;Speed fireball moves (x,y) (optional)
remvelocity = .7, 0     ;Speed fireball moves when being removed (x,y) (opt)
accel = 0, 0            ;Acceleration (opt)
attr = S, SP
damage    = 72,4
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

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

[Statedef 1005]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
anim = 1000

[State 1005 , 1]
type = VelSet
trigger1 = Time = 0
z = 0

[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 = 2
value = 0, 4

[State 1005 , 8]
type = Projectile
trigger1 = Time = [0,14]
persistent = 2
projanim = 1005
projhitanim = 1009
offset = 25, -56
velocity = .000002, -4
remvelocity = .7, 0
velmul = 1.102, 1
accel = 0, .05
attr = S, SP
damage    = 6,2
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 1

[State 1005 , 9]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1005 , 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 1006
[Statedef 1050]
type    = A
movetype= A
physics = A
anim = 1050

[State 1050 , 0]
type = VelSet
trigger1 = Time = 0
x = 10
y = 2

[State 1050 , 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0

[State 1050 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0

[State 1050 , 3]
type = HitDef
trigger1 = Time = 17
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0

[State 1050 , 4]
type = HitDef
trigger1 = Time = 19
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -2.8,-2.1
air.fall = 1
fall = 1

[State 1050 , 5]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 52

[Statedef 1051]
type    = S
movetype= A
physics = S
anim = 1050

[State 1051 , 0]
type = VelSet
trigger1 = Time = 0
x = 10
y = 2

[State 1051 , 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0

[State 1051 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0

[State 1051 , 3]
type = HitDef
trigger1 = Time = 17
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0

[State 1051 , 4]
type = HitDef
trigger1 = Time = 19
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -2.8,-2.1
air.fall = 1
fall = 1

[Statedef 1700]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 1700
velset = 0,0,0

[State 1700, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
;time = 20
pos = -18, -23

[State 1700, 3]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 1700, 4]
type = AfterImage
trigger1 = Time = 1	
Time = 45
TimeGap  = 1
FrameGap = 4

[State 1700, 5]
type = AfterImageTime
;trigger1 = Time > = 0
trigger1 = AnimElem = 2, < 0
time = 5

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,4

[State 1700, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1015
offset = 0, 0
velocity = 0, 0
projremovetime = 10
velmul = 0, 0
projpriority = 9999

[State 1700, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1015
projremanim = 1015
offset = 0, 0
velocity = 0, 0
projremovetime = 110
velmul = 0, 0
projpriority = 9999

[State 1700, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 25

[State 1700, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1015
projremanim = 1015
offset = 0, 0
velocity = 0, 0
projremovetime = 220
projhits = 30
projpriority = 9999
projmisstime = 5
; HitDef part of projectile info
attr = S, HP
damage    = 13,4
animtype  = Hard
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,15
hitsound   = 5,3
hitspark = -1
sparkno = -1
guardsound = 6,0
ground.type = high;trip
ground.slidetime = 4
ground.velocity = -50   
airguard.velocity = -50  
air.type = Low
air.velocity = -50,1
air.juggle = 5
fall.animtype = Hard
fall = 1
;PalFX
palfx.time = 15
palfx.add = 50,30,130

[State 1700, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 25


[State 1700, 8]
type = Projectile
trigger1 = Time = 300
projanim = 1015
offset = 0, 0
velocity = 0, 0
projhits = 0
projremovetime = 0
velmul = 0, 0
projpriority = 9999
projmisstime = 5
; HitDef part of projectile info
attr = S, HP
numhits = 1
getpower  = 0
givepower = 31
guardflag = MA
pausetime = 2,12
hitsound   = 5,3
hitspark = -1
sparkno = -1
guardsound = 6,0
ground.type = high;trip
ground.slidetime = 4
ground.velocity = -50  
airguard.velocity = -50  
air.type = Low
air.velocity = -50,0
air.juggle = 5
fall.animtype = Hard
fall = 1
;PalFX
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 1700, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 25

[State 1700, 9]
type = ChangeState
trigger1 = Time = 300
value = 0
ctrl = 1


[Statedef 500]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 500

[State 500 , 1]
type = PlaySnd
trigger1 = Time = 2
value = 1, 3

[State 500 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 500 , 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 500 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1823]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0
anim = 1823

[State 1823, 2]
type = afterimage
trigger1 = AnimElem = 1 
time = 100
TimeGap  = 1
FrameGap = 4

[State 1823, 13]
type = EnvShake
trigger1 = AnimElem = 17
time = 25
ampl = -5
freq = 90
phase = 90

[State 1823, 1] 
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 1823, 2]
type = veladd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 8

[State 1823, 3]
type = veladd
trigger1 = AnimElem = 3
x = -8

[State 1823, 4]
type = veladd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 8

[State 1823, 5]
type = veladd
trigger1 = AnimElem = 5
x = -8

[State 1823, 6]
type = veladd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
x = 8

[State 1823, 7]
type = veladd
trigger1 = AnimElem = 7
x = -8

[State 1823, 8]
type = veladd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = 8

[State 1823, 9]
type = veladd
trigger1 = AnimElem = 9
x = -8

[State 1823, 10]
type = veladd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
x = 8

[State 1823, 11]
type = veladd
trigger1 = AnimElem = 11
x = -8

[State 1823, 12]
type = veladd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
x = 8

[State 1823, 13]
type = veladd
trigger1 = AnimElem = 13
x = -8

[State 1823, 14]
type = veladd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 15
x = 8

[State 1823, 15]
type = veladd
trigger1 = AnimElem = 15
x = -8

[State 1090, 12]
type = veladd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 17
x = 8

[State 1823, 13]
type = veladd
trigger1 = AnimElem = 17
x = -8

[State 1823, 18]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HP
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 16,18
sparkxy = -7,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1823, 18]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HP
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 16,18
sparkxy = -7,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1823, 18]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HP
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 16,18
sparkxy = -7,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1823, 18]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HP
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 16,18
sparkxy = -7,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1823, 18]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HP
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 16,18
sparkxy = -7,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1823, 18]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HP
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 16,18
sparkxy = -7,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1823, 18]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HP
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 16,18
sparkxy = -7,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1823, 18]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -7,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1823, 18]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HP
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 16,18
sparkxy = -7,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 1

[State 1823, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1080]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 1080

[State 1080 , 13]
type = EnvShake
trigger1 = AnimElem = 1
time = 25
ampl = -5
freq = 90
phase = 90

[State 1080 , 2]
type = veladd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 1
x = 20

[State 1080 , 1]
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 1080 , 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 116
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 1080 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 730]
type = S
movetype = I
physics = S
anim = 730
velset = 0
ctrl = 0

[State 730 , 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

[Statedef 735]
type = S
movetype = I
physics = S
anim = 735

[State 735 , 1]
type = ChangeState
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value = 740

[State 735 , 2]
type = PowerAdd
trigger1 = Time = [0,12]
value = 3

[State 735 , 2]
type = ChangeState
trigger1 = Power >= 3000
value = 741

[State 735 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

[Statedef 740]
type = S
movetype = I
physics = S
anim = 740

[State 740 , 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 741]
type = S
movetype = I
physics = S
anim = 740

[State 741 , 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,16

[State 741 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kaioken
[Statedef 201]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0,0,0
anim = 201

[State 201, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 201, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Medium
damage    = 320
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
getpower = 150
givepower = 35
;hitsound = 6, 0
;guardsound = 6, 0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 201, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KI Burn
[Statedef 1070]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -80
ctrl = 0
velset = 0,0,0
anim = 1070

[State 1070, 1] 
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 1070, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 80
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2
fall = 1                         ;1 to cause opponent to fall (def: 0)
fall.damage = 0                  ;Damage opponent takes on fall
fall.animtype = Hard             

[State 1070, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1070 , 4]
type = HitDef
trigger1 = Time = 0
attr = S, HA

[State 1700 , 5]
type = AfterImage
trigger1 = Time = 1	
Time = 45
TimeGap  = 1
FrameGap = 4

[State 1700 , 6]
type = AfterImageTime
trigger1 = AnimElem = 2, < 0
time = 5

;---------------------------------------------------------------------------
;Big Bang Attack
[Statedef 3010]
type    = S
movetype= A
physics = S
poweradd= -1000
juggle  = 4
velset = 0,0
anim = 3010
ctrl = 0



[State 3010, Super A]
type = SuperPause
trigger1 = Time = 2
pos = -27, -42
anim = 31

[State 3010, Super B]
type = PlaySnd
trigger1 = Time = 10
value = 0, 4 

[State 3010, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -500

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 3010, Super F]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3010, Super F]
type = NotHitBy
trigger1 = Time = [2,30]
value2 = C, NA
time = 1

[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1, 3

[State 3010, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 5

[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 6

[State 3010, 2]
type = Projectile
trigger1 = AnimElem = 2
ProjAnim = 3015        
projremovetime = 88   
offset = -29, -40       

[State 3010, 3]
type = HitDef
trigger1 = Time = 5
trigger2 = Time = 21
trigger3 = Time = 29
trigger4 = Time = 37
trigger5 = Time = 53
trigger6 = Time = 61
attr = S, HA
animtype  = Hard
damage    = 24,12
priority  = 6
guardflag = M
pausetime = 0,20
sparkxy = -29, -40  
hitsound = S20, 5
guardsound = S20, 3
getpower = 0
givepower = 10
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1   
guard.velocity = -1   
air.velocity = -1,-2
airguard.velocity = -1   

[State 3010, 4]
type = Projectile
trigger1 = AnimElem = 8
ProjAnim = 3016        
ProjHitAnim = 3017      
ProjRemAnim = 1037     
offset = -29, -40        
velocity = 30, 0       
remvelocity = 0 , 0     
velmul = 1.005, 1       
accel = 0, 0          
attr = S, HP
damage    = 380,65
animtype  = Hard
getpower = 0
givepower = 100
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = 0,0
hitsound = S20, 4
guardsound = S20, 3
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20    
guard.velocity = -3.5
airguard.velocity = -3.5      
air.type = Low
air.velocity = -20,-8
fall = 1

;[State 3010, 5]
;type = ChangeState
;trigger1 = power = 0
;trigger1 = AnimTime = 0
;value = 5301

[State 3010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Big Bang Attack (Energia)
[Statedef 3015]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3015

[State 3015, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3017

;---------------------------------------------------------------------------
; Big Bang Attack Fireball
[Statedef 3016]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3016

[State 3016, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1036

;---------------------------------------------------------------------------
; Big Bang Attack Parte1
[Statedef 3017]
type    = A
movetype= I
physics = A

[State 3017, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 44

;---------------------------------------------------------------------------
; HAMMER
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 220
velset = 0,0

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 66
animtype  = Med
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    

[State 220]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KICK
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 9
poweradd= 40
ctrl = 0
anim = 230

[State 230, fwd]
type = VelSet
trigger1 = AnimElem = 3
trigger1 = Vel X <= 6
x = 6

[State 230, stop1]
type = VelMul
trigger1 = Time >= 14
x = .5

[State 230, stop2]
type = VelSet
trigger1 = MoveContact = 1
x = 0

[State 230, stop3]
type = ChangeAnim
trigger1 = MoveContact = 1
trigger1 = Anim != 231
value = 231

[State 230, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 60
animtype = Hard
guardflag = MA
pausetime = 12,6
sparkxy =  -10,-47
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -9      
air.velocity = -3,-4.5
airguard.velocity = -3.5     
fall = 1

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

[State 230, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN ELBOW
[Statedef 300]
type    = S
movetype= A
;physics = S
juggle  = 9
poweradd= 40
ctrl = 0
anim = 300

[State 300, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 30
priority = 1, Hit
animtype = Hard
guardflag = MA
pausetime = 12,6
sparkxy =  -10,-47
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -3.5     
air.fall = 1

[State 230, friction]
type = VelMul
trigger1 = Time >= 0
trigger1 = MoveContact = 0
x = .97

[State 300, aftercontact]
type = VelMul
trigger1 = MoveContact = 1
x = .85

[State 300, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Start
[Statedef 2997]
type = S
movetype = I
anim = 900
poweradd= -3000
ctrl = 0

[State 3001, 1]
type = SuperPause
trigger1 = Time = 0
anim = 31
pos = 11111111,11111111

[State 3001, 1]
type = PlaySnd
trigger1 = Time = 0
value = F20,0

[State 3001, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 32

[State 3001, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2998

;--------------------------------------------------------------------------
;Run Stab(start)
[Statedef 2998]
type = S
movetype = I
anim = 100
ctrl = 0
velset = 20,0,0

[State 100, 1]
type = ChangeState
trigger1 = p2bodydist X <= 15
value = 2999
ctrl = 1

[State 100, 1]
type = ChangeState
trigger1 = Time = 20
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Stab
[Statedef 2999]
type = S
movetype = A
anim = 1030
velset = 0,0,0
ctrl = 0

[State 1030, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 50
hitsound = 5,3
sparkxy = -10,-51
;ground.type = High
;ground.slidetime = 50,5
;ground.hittime  = 9
;ground.velocity = 1
p2stateno = 5999
p1stateno = 5996
p2getp1state = 1
kill = 0

[State 1030, 1]
type = TargetBind
trigger1 = Movehit = 1
pos = 40,0

[State 1030, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Suicide Stab
[Statedef 5996]
type = S
movetype = I
anim = 5996
ctrl = 0

[State 3002, 1]
type = Projectile
trigger1 = Time = 10
projanim = 20030
projremanim = 2999
projheightbound = -250, 100
projedgebound = 100
projscreenbound = 100
offset = 100,0
projremovetime = 190
projshadow = 0
etime = 40,60
sparkxy = 500,500

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 46
;value = 6, 1
value = 4, 0

[State 3002, 1]
type = Projectile
trigger1 = Time = 46
projanim = 20036
projremanim = 3000
projheightbound = -250, 100
projedgebound = 100
projscreenbound = 100
offset = 57,0
projremovetime = 154
projshadow = -1
etime = 40,60
sparkxy = 500,500

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 82
;value = 6, 1
value = 4, 0

[State 3002, 1]
type = Projectile
trigger1 = Time = 82
projanim = 20035
projremanim = 3000
projheightbound = -250, 100
projedgebound = 100
projscreenbound = 100
offset = 75,-30
projremovetime = 118
projshadow = -1
etime = 10,60
sparkxy = 500,500

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 118
;value = 6, 1
value = 4, 0

[State 3002, 1]
type = Projectile
trigger1 = Time = 118
projanim = 20033
projremanim = 3000
projheightbound = -250, 100
projedgebound = 100
projscreenbound = 100
offset = 65,-30
projremovetime = 82
projshadow = -1
etime = 40,60
sparkxy = 500,500

[State 3002, 1]
type = Projectile
trigger1 = Time = 82
projanim = 20032
projremanim = 2999
projheightbound = -250, 100
projedgebound = 100
projscreenbound = 100
offset = 25,-30
projremovetime = 118
projshadow = -1
etime = 40,60
sparkxy = 500,500

[State 3002, 1]
type = Projectile
trigger1 = Time = 46
projanim = 20031
projremanim = 2999
projheightbound = -250, 100
projedgebound = 100
projscreenbound = 100
offset = 25,0
projremovetime = 154
projshadow = -1
etime = 40,60
sparkxy = 500,500

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 10
;value = 6, 1
value = 4, 0

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 200
value = 2, 0

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 160
value = 11, 0

[State 3002, 1]
type = Projectile
trigger1 = Time = 242
projanim = 3000
projremanim = 2998
projheightbound = -250, 100
projedgebound = 100
projscreenbound = 100
offset = 84,-30
projremovetime = 200
projshadow = -1
etime = 1,2
sparkxy = 500,500

[State 5997, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 300

[State 5997, 1]
type = LifeAdd
trigger1 = Time = 200
value = -250
kill = 0

[State 5997, 1]
type = ChangeState
trigger1 = Time = 200
value = 5997

[State 5997, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Suicide Stab (fly off)
[Statedef 5997]
type = S
anim = 5997
ctrl = 0
velset = -100,-5

[State 5997, 1]
type = SelfState
trigger1 = Time = 20
value = 5050

;[State 5997, 1]

;--------------------------------------------------------------------------
;Grabbed By Chrome Dome
[Statedef 5998]
type = S
movetype = H
physics = N
ctrl = 0
anim = 5999
velset = 0,0,0

[State 5999, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 5999

[State 5999, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

;--------------------------------------------------------------------------
;Grabbed By Chrome Dome
[Statedef 5999]
type = S
movetype = H
physics = N
ctrl = 0
anim = 5999
velset = 0,0,0

[State 5999, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 5999

[State 5999, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 200

[State 5999, 1]
type = LifeAdd
trigger1 = Time = 220
value = -10000000
kill = 1

[State 5999, 1]
type = ChangeState
trigger1 = Time = 220
value = 6000

;--------------------------------------------------------------------------
;Grabbed By Chrome Dome (Explodsion)
[Statedef 6000]
type = A
movetype = H
physics = A
velset = -50,-10
ctrl = 0

[State 6000, 1]
type = LifeAdd
trigger1 = Time = 0
value = -100000
kill = 1

[State 6000, 1]
type = SelfState
trigger1 = Time = 0
value = 5050

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

;Super Starter
[begin action 900]
Clsn2: 4
 Clsn2[0] = -14,-83,  2,-66
 Clsn2[1] = -16,-70, 14,-35
 Clsn2[2] = -20,-36, -4,  0
 Clsn2[3] =  12,-45, 30, -2
1030,0, 0,0, 4

[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
velset = 0
ctrl = 0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,13

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

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 2
value = 0
ctrl = 1


[Statedef -2]

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

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

