; CNS 1 For Vegeta Normal 2
; By EmuBoarding
 
[Data]
life = 1200           
attack = 110          
defence = 100         
fall.defence_up = 50  
liedown.time = 60    
airjuggle = 15        
sparkno = 2        
guard.sparkno = 40  
KO.echo = 0           
volume = 0            

[Size]
xscale = 1           
yscale = 1            
ground.back = 15      
ground.front = 15     
air.back = 12         
air.front = 12      
z.width = 3          
height = 60	      
attack.width = 4,4    
attack.dist = 160   
proj.attack.dist = 90  
proj.doscale = 0     

[Velocity]
walk.fwd  = 1.3       
walk.back = -1.2     
run.fwd  = 4.6, 0    
run.back = -4.5,0  
jump.neu = 0,-8.1    
jump.back = -2.55    
jump.fwd = 2.5        
runjump.back = -2.55,-8.1  
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1       
airjump.back = -2.55,-8.1  
airjump.fwd = 2.5,-8.1     

[Movement]
airjump.num = 1       
airjump.height = 35   
yaccel = .43          
stand.friction = .85   
crouch.friction = .82  

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

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

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

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

[State 180]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 13

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

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 5
value = SCA
time = 1

[State 181]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 13

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

[State 181]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 57

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,205]
flag = intro

[State 190, 3]
type = changestate
trigger1 = animtime = 100
value = 0
ctrl = 0

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

[State 181]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 57

[State 191, begin]
type = AssertSpecial
trigger1 = time = [0,205]
flag = intro

[State 191, 1] ;If opponent is Freeza
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Freeza"
value = 192

[State 191, 3]
type = changestate
trigger1 = animtime = 100
value = 0
ctrl = 0

;---------------------------------------------------------------------------
;CROUCH_A
[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   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

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

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 10

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

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

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2, [2, 5]
y = 0
x = 2

[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 602]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 602, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-16
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 602, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 10

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

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

[State 600]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

[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,-13
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

;---------------------------------------------------------------------
; SSJ Sequence
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0
anim = 1050

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=90
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

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

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

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3
trigger2 = AnimElem = 5 
value = 0, 4
trigger3 = AnimElem = 7
value = 0, 3
trigger4 = AnimElem = 9
value = 0, 4
trigger5 = AnimElem = 11
value = 0, 3
trigger6 = AnimElem = 13
value = 0, 4
trigger7 = AnimElem = 15
value = 0, 3

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 10
trigger2 = AnimElem = 6 
value = 0, 12
trigger3 = AnimElem = 8
value = 0, 10
trigger4 = AnimElem = 10
value = 0, 12
trigger5 = AnimElem = 12
value = 0, 10
trigger6 = AnimElem = 14
value = 0, 12
trigger7 = AnimElem = 16
value = 0, 10

[State 1050, 2]
type = veladd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 0

[State 1050, 3]
type = veladd
trigger1 = AnimElem = 3
x = 0

[State 1050, 4]
type = veladd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 4

[State 1050, 5]
type = veladd
trigger1 = AnimElem = 5
x = -4

[State 1050, 6]
type = veladd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
x = 4

[State 1050, 7]
type = veladd
trigger1 = AnimElem = 7
x = -4

[State 1050, 8]
type = veladd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = 4

[State 1050, 9]
type = veladd
trigger1 = AnimElem = 9
x = -4

[State 1050, 10]
type = veladd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
x = 4

[State 1050, 11]
type = veladd
trigger1 = AnimElem = 11
x = -4

[State 1050, 12]
type = veladd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
x = 4

[State 1050, 13]
type = veladd
trigger1 = AnimElem = 13
x = -4

[State 1050, 14]
type = veladd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 15
x = 4

[State 1050, 15]
type = veladd
trigger1 = AnimElem = 15
x = -4

[State 1050, 12]
type = veladd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 17
x = 4

[State 1050, 13]
type = veladd
trigger1 = AnimElem = 17
x = -4

[State 1050, 14]
type = veladd
trigger1 = AnimElem = 18
x = 4

[State 1050, 15]
type = veladd
trigger1 = AnimElem = 18
x = -4


[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1050, 18]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
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 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1050, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
[Statedef 1900]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 1900
velset = 0

[State 1900, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = 34, -57
anim = 102

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

[State 1900, 3]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 1900, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0, 9

[State 1900, 4]
type = Projectile
trigger1 = AnimElem = 14
projanim = 1905
projhitanim = 1910
projpriority = 2
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 25, -50
velocity = 9
attr = S, SP
damage   = 300,30
animtype = light
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S1900,1
sparkxy = 500,500
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4   
air.animtype = light
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1900, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Super Fireball Animation
[Statedef 1905]
type    = A
movetype= A
physics = N
poweradd= -2000
ctrl = 0
anim = 1905

[State 1905, 1]
type = VelSet
trigger1 = Time = 0
z = 0

[State 1905, 2]
type = VelMul
trigger1 = Time = 0
x = .025


[State 1905, 3]
type = VelAdd
trigger1 = Time >= 0
trigger1 = Pos Y < 0
y = .00

[State 1905, 4]
type = PosSet
trigger1 = Pos Y >= -1
y = 0

[State 1905, 5]
type = VelSet
trigger1 = Pos Y >= -1
y = 0

[State 1905, 5]
type = Projectile
trigger1 = AnimElem = 14
projanim = 1905
projhitanim = 1910
projpriority = 2
projheightbound = -340, 100
projedgebound = 200
projscreenbound = 200
projshadow = -1
offset = 0,0
velocity = 8
attr = S, SP
damage   = 300,30
animtype = light
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S1900,1
sparkxy = 500,500
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4   
air.animtype = light
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 1905, 9]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1905, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,56

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

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

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

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

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

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

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

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

[State 1601, SFX1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,12

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

[State 1601, Damage]
type = TargetLifeAdd
trigger1 = animtime = 0
value = -60

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 10,0

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 10,0

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 10,0

[State 1601, 12]
type = TargetState
trigger1 = AnimElem = 4
value = 821

[State 1602, Turn]
type = Turn
trigger1 = AnimElem = 5

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

;---------------------------------------------------------------------------
; Throw_d (hit by, on ground)
[Statedef 820]
type    = A
movetype= H ;Get hit
physics = N
velset = 0,0
ctrl = 0

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

[State 930, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

;-------------------------------------------------------------------------
; Player 2 estado
[Statedef 821]
type    = A
movetype= H ;Get hit
physics = N
velset = 3.5,-8
anim = 5050
ctrl = 0

[State 931, 1]
type = PosAdd
Trigger1 = Time = 0
x =  10
y = -20

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

[State 931, 3]
type = LifeAdd
Trigger1 = Time = 0
value = -60

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

;---------------------------------------------------------------------------
; Voar Começo
[Statedef 1510]
type = A
movetype = A
physics = A
juggle  = 7
velset = 0, -8, 0
poweradd= 70
ctrl = 0
anim = 1510

[State 1510, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1510, 2]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1510, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 12

[State 1510, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1500
ctrl = 1

;Voar
[Statedef 1500]
type = A
ctrl = 0
anim = 1500
velset = 0,0

[State 1500, parar1]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = var(2) = 0
trigger2 = Pos Y < -405
x = 0
y = 0

[State 1500, papar2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 1500
value = 1500

[State 1500,fuwavar(1)]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = var(2) != 2
trigger2 = var(2) = 2
trigger2 = Vel Y >= 2.4
v = 2
value = 1

[State 1500,fuwavar(2)]
type = VarSet
triggerall = var(2) = 1
trigger1 = Vel Y <= -2.4
trigger2 = P2BodyDist Y > 200
trigger2 = Vel Y < 0
v = 2
value = 2

[State 1500,fuwaUp]
type = VelAdd
trigger1 = var(2) = 1
y = -0.3

[State 1500,fuwaDown]
type = VelAdd
trigger1 = var(2) = 2
y = 0.3

[State 1500,fuwaEnd]
type = VelSet
triggerall = var(2) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 1500,fuwaEndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0

[State 1500, UpBorder1]
type = PosSet
trigger1 = Pos Y < -400
y = -400

[State 1500, UpBorder2a]
type = PosAdd
trigger1 = P2BodyDist Y > 200
trigger1 = Vel Y < 0
y = 1

[State 1500, UpBorder2b]
type = VelSet
trigger1 = P2BodyDist Y > 200
trigger1 = Vel Y < 0
y = 0

[State 1500, Runeffect]
type = AfterImage
trigger1 = Command = "FF"
trigger1 = Vel X < 8.6
trigger2 = Command = "BB"
trigger2 = Vel X > -7
trigger3 = Command = "DD"
trigger3 = Vel Y < 8.6
trigger4 = Command = "UU"
trigger4 = Vel Y > -7
length = 13
PalBright   =  50, 50, 255 
PalContrast =  10, 10, 155
PalAdd      = -50,-50,-255
PalMul      = .10,.10,.155
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 15

[State 1500, RunFwd]
type = VelSet
trigger1 = Command = "FF"
trigger1 = Vel X < 8.6
x = 8.6

[State 1500, RunBack]
type = VelSet
trigger1 = Command = "BB"
trigger1 = Vel X > -7
x = -7

[State 1500, RunDown]
type = VelSet
trigger1 = Command = "DD"
trigger1 = Vel Y < 8.6
y = 8.6

[State 1500, RunUp]
type = VelSet
trigger1 = Command = "UU"
trigger1 = Vel Y > -7
y = -7

[State 1500, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.4

[State 1500,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 1500, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.3

[State 1500,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 1500, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 1504
trigger1 = command = "holdup"
value = 1504

[State 1500, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.3

[State 1500,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 1500, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 1502
trigger1 = command = "holdback"
value = 1502

[State 1500, GoDownAnim]
type = ChangeAnim
triggerall = Anim != 1503
trigger1 = command = "holddown"
value = 1503

[State 1500, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.4

[State 1500,GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0

[State 1500, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 1501
trigger1 = command = "holdfwd"
value = 1501

[State 1500,Turn]
type = Turn
trigger1 = P2Dist X < 0

[State 1500,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 2000,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "fly"
value = 50
ctrl = 1

[State 2000,WinALose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 1202

;---------------------------------------------------------------------------
[Statedef 1202]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = time = 60
value = 1203

;---------------------------------------------------------------------------
[Statedef 1203]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

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

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1203

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

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

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

; STAND_A
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                 
ctrl = 0                     
anim = 200                   
poweradd = 60                

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 30                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -7,-37             
hitsound = 5,0                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3  

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 10

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
sparkxy = -10,-50

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

[Statedef 201]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                  
ctrl = 0                    
anim = 201                   
poweradd = 20                  

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 20                   
animtype = Medium                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = 3,-42            
hitsound = 5,0                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 10

[State 201, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 201, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 9
poweradd= 40
ctrl = 0
anim = 202

[State 202, stop3]
type = ChangeAnim
trigger1 = MoveContact = 1
trigger1 = Anim != 231
value = 231

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

[State 202, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 60
animtype = Hard
guardflag = MA
pausetime = 12,6
sparkxy =  7,-75
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 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 10

[State 202, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 202, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 50                   
animtype = Medium                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = 3,-42            
hitsound = 5,1                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3   

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

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

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

; STAND_B
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 2
anim = 211

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 1;48
x = 4
y = 0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -5,-58
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 9
poweradd= 40
ctrl = 0
anim = 212

[State 212, stop3]
type = ChangeAnim
trigger1 = MoveContact = 1
trigger1 = Anim != 231
value = 231

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

[State 212, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 60
animtype = Hard
guardflag = MA
pausetime = 12,6
sparkxy =  -11,-55
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 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

[State 212, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 212, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 730]
type    = S
physics = S
ctrl = 0
velset = 0,0,0

[State 730, 0]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 730, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 730

[State 730, 0]
type = PalFX
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
time = 3
add = 128,128,128

[State 730, 1]
type = PalFX
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
time = 1
add = 64,64,64

[State 730, 2]
type = poweradd
trigger1 = Time >= 0
value = 6

[State 730, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100,1

[State 730, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,1

[State 730, a]
type = StateTypeSet
trigger1 = Pos Y < 0 
value = A

[State 730,fuwaVar(1)]
type = VarSet
triggerall = Pos Y < 0
trigger1 = Var(2) = 2
trigger1 = Vel Y >= 2.4
trigger2 = Time = 0
v = 2
value = 1

[State 730,fuwaVar(2)]
type = VarSet
trigger1 = Pos Y < 0
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 730,fuwaUp]
type = VelAdd
trigger1 = Pos Y < 0
trigger1 = Var(2) = 1
y = -0.3

[State 730,fuwaDown]
type = VelAdd
trigger1 = Pos Y < 0
trigger1 = Var(2) = 2
y = 0.3

[State 730,fuwaEndVar]
type = VarSet
triggerall = Pos Y < 0
trigger1 = command != "charge"
trigger2 = command != "charge 1"
v = 2
value = 0

[State 730, b]
type = ChangeState
triggerall = Pos Y < 0
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value = 1500

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 730, 5]
type = ChangeState
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value = 0
ctrl = 1

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

;FIREBALL_A
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1000

[State 1000, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,12

[State 1000, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 23,-57
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

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

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

;Triple FIREBALL
[Statedef 1097]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1097
velset = 0

[State 1097, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

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

[State 1097, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 2
accel = .2
offset = 5,-65
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 5, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 4
accel = .2
offset = 13,-58
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1499, 6]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 21,-52
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1499, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;FIREBALL_b
[Statedef 1099]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1099

[State 1099, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,10

[State 1099, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 23,-57
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1099, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Kamehame-ha
[Statedef 1700]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -2000
juggle = 0
ctrl = 0
anim = 1700

;[State 1700, ?]
;type = PosFreeze
;trigger1 = time >= 0

[State 1700, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -22,-52
anim = 102

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = 23,-49
anim = 101

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0, 8

;[State 3000, aura]
;type = Explod
;trigger1 = Time = 3
;id = 950
;anim = 951
;pos = 0,0
;bindtime = -1
;sprpriority = 6
;removetime = 30
;supermove = 1

;[State 1700, ball]
;type = Explod
;trigger1 = Time = 30
;anim = 3002
;pos = 30,-51
;bindtime = -1
;sprpriority = 4
;removetime = 30
;supermove = 1

[State 1700, raio]
type = Projectile
trigger1 = AnimElem = 19
projanim = 1705
projhits = 20
projmisstime = 3
;projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 18,-64
attr = S, HP
damage   = 25,7
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -500,-500   
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1700, envshake]
type = EnvShake
trigger1 = AnimElem = 19;Time = 60
time = 70

[State 3021, 3]
type = ChangeState
trigger1 = Time = 170;200
trigger1 = Pos Y < 0
value = 1500

[State 1700, end]
type = ChangeState
trigger1 = Time = 170;120
value = 0
ctrl = 1

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

;Magia Tripla Forte
[Statedef 1055]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1055

[State 1000, 1]
type = Explod
trigger1 = AnimElem = 2
anim = 1053
pos = 15,-55
sprpriority = 2
bindtime = 1
time = 19

[State 1055, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1006
projhitanim = 1106
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 24,-59
velocity = 6
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1055, 5]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1005
projhitanim = 1009
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 15,-75
velocity = 5
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1055, 6]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1005
projhitanim = 1009
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 15,-44
velocity = 5
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 730, 3]
type = PlaySnd
trigger1 = time = 20
value = 0,10

[State 730, 3]
type = PlaySnd
trigger1 = time = 50
value = 0,12

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1055, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;KI Expulsão (destroe a magia)
[Statedef 700]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
ctrl = 0
anim = 700

[State 182, 1]
type = explod
trigger1 = animelem = 1
anim = 702
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
           
[State 730, 3]
type = PlaySnd
trigger1 = animelem = 2
value = 0,12

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 1
projanim = 703
projhitanim = 703
projremovetime = 15
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 0,0
velocity = 0.01
attr = S, SP
damage   = 90,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S20,0
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 700, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,12

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

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

;Cotovelada 
[Statedef 2991]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 1,0,0
anim = 2991

[State 2991, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 10

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=20
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 2991, 2]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 6

[State 2991, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 11,11
sparkxy = -2,-45
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 2991, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 11,11
sparkxy = -2,-45
hitsound   = 5,1
guardsound = 6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -10
air.velocity = -10,-5

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 2991, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Joelhada 
[Statedef 2992]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 1,0,0
anim = 2992

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=20
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 2992, 2]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 6

[State 2992, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 11,11
sparkxy = -2,-45
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 2992, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 11,11
sparkxy = -2,-45
hitsound   = 5,1
guardsound = 6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -10
air.velocity = -10,-5

[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 2992, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------
;joelhada seguida de chute

[Statedef 350]
type = S
movetype = A
ctrl = 0
velset = 0, 0
juggle = 1
anim = 350

[State 610, 4]
type = Velset
trigger1 = AnimElem = 1
x = 6

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=30
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 12

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 4600, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 25,20
sparkxy = -2,-45
sparkno = 1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 1
air.velocity = -5,-4.0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1090, 4]
type = ChangeState
trigger1 = movecontact = 1
value = 351
ctrl = 1

; chute
[Statedef 351]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 2
anim = 211

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 1;48
x = 4
y = 0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 11,11
sparkno = 1
sparkxy = -5,-58
guard.sparkno = -1
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -5    
air.velocity = -5,-4.0
fall = 1

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------
;cutuvelada seguida de soco

; Knee Slasher
[Statedef 360]
type = S
movetype = A
ctrl = 0
velset = 0, 0
juggle = 1
anim = 360

[State 610, 4]
type = Velset
trigger1 = AnimElem = 1
x = 6

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=30
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 10

[State 4600, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 25,20
sparkno = 1
guard.sparkno = -1
sparkxy = -5,-40
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 1
air.velocity = -5,-4.0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1090, 4]
type = ChangeState
trigger1 = movecontact = 1
value = 361
ctrl = 1

; soco
[Statedef 361]
type = S
movetype = A
ctrl = 0
velset = 0, 0
juggle = 1
anim = 361

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 10

[State 4600, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 7,7
sparkno = 1
guard.sparkno = -1
sparkxy =  15,-73
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -5    
air.velocity = -5,-4.0
fall = 1

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; Definicão do Teleport A
[statedef 7500]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7500, sonido]
type = playsnd
trigger1 = animelem = 1
value = 0,57 

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

[state 7500,1]
type = posadd
trigger1 = animelem = 5
x = -100

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[state 7500,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Definicion de Teleport B
[statedef 7510]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7510, sonido]
type = playsnd
trigger1 = animelem = 1
value = 0,57

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

[state 7510,1]
type = posadd
trigger1 = animelem = 5
x = -250
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[state 7510,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

; Definicion de Teleport X
[statedef 7520]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7520, sonido]
type = playsnd
trigger1 = animelem = 1
value = 0,57

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

[state 7520,1]
type = posadd
trigger1 = animelem = 5
x = 100
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[state 7520,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

; Definicion de Teleport Y
[statedef 7530]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7530, sonido]
type = playsnd
trigger1 = animelem = 1
value = 0,57

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

[state 7530,1]
type = posadd
trigger1 = animelem = 5
x = 350
y = 0

[state 7530,2,a]
type = turn
trigger1 = time = 36
value = 1

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[state 7530,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef -2]

[State -2, 1]
type = RemoveExplod
trigger1 = stateno = 0
trigger2 = stateno = 1510
trigger3 = stateno = 2000
trigger4 = stateno = 1070
trigger5 = stateno = 1020
trigger6 = stateno = 1030
trigger7 = stateno = 1050
trigger8 = stateno = 1060
trigger9 = stateno = 1000
trigger10 = stateno = 1010
trigger11 = stateno = 5000
trigger12 = stateno = 5001
trigger13 = stateno = 5010
trigger14 = stateno = 5011
trigger15 = stateno = 5020
trigger16 = stateno = 5030
trigger17 = stateno = 5035
trigger18 = stateno = 5040
trigger19 = stateno = 5050
trigger20 = stateno = 5070
trigger21 = stateno = 5071
trigger22 = stateno = 5080
trigger23 = stateno = 5081
trigger24 = stateno = 40
trigger25 = stateno = 50
trigger26 = stateno = 10
trigger27 = stateno = 20
trigger28 = stateno = 21
ID = 6050

; Landing
[State -2, 2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 10,0
