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

[Data]
life = 1030          ;Amount of life to start with
attack = 95         ;100% attack power (more is stronger)
defence = 110        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 0           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 150	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   

[Velocity]
walk.fwd  = 1.7      ;Walk forward
walk.back = -1.7     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-8.1    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-8.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 2      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

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

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

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

; WIN
[Statedef 180]
type = S

[State 180, 1] ;Vitoria Normal
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 1
value = 189

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

; Final 
;Animação 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 = 99999999999999999999999999

;---------------------------------------------------------------------------
; WIN
[Statedef 189]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,4

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

[State 180, 3] ;Choose win2
type = VarSet
trigger1 = Command = "hold_y"
v = 1
value = 2

[State 180, 4] ;Choose win3
type = VarSet
trigger1 = Command = "hold_z"
v = 1
value = 3

[State 180, 5] ;Choose win1
type = VarSet
trigger1 = Command = "hold_a"
v = 1
value = 1

[State 180, 6] ;Choose win2
type = VarSet
trigger1 = Command = "hold_b"
v = 1
value = 2

[State 180, 7] ;Choose win3
type = VarSet
trigger1 = life <= 250
v = 1
value = 3

[State 180, 8]
type = ChangeState
trigger1 = Var(1) = 1
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(1) = 2
value = 182

[State 180, 10]
type = ChangeState
trigger1 = Var(1) = 3
value = 183       

[State 180, 10]
type = ChangeState
trigger1 = Var(1) = 4
value = 182       

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

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, 1]
type = explod
trigger1 = animelem = 2
anim = 7000
pos = 0,0
postype = p1
bindtime = 1
supermove = 1

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 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



;---------------------------------------------------------------------------
; WIN1
[Statedef 183]
type = S
ctrl = 0
anim = 5300
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

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

[State 191, 1] 
type =  PlaySnd
trigger1 = AnimElem = 3
value = 100, 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"
trigger10= P2Name = "Cell Junior by _Vision"
trigger11= P2Name = "C-Trunks by EmuBoarding"
trigger12= P2Name = "Freeza by OverMind";
trigger13= P2Name = "Goten by Alunfl@"
trigger14= P2Name = "Kaio Shin by Alunfl@"
trigger15= P2Name = "Kame by EmuBoarding"
trigger16= P2Name = "Kuririn by EmuBoarding"
trigger17= P2Name = "Mystic Gohan by Zero_X"
trigger18= P2Name = "Mr.Boo by OverMind"
trigger19= P2Name = "Pan Dragonball GT 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 padão
[Statedef 159999]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

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

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

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


;---------------------------------------------------------------------------
; INTRO
[Statedef 300]
type = S
ctrl = 0
anim = 300
velset = 0,0,0

[State 191, 1] 
type =  PlaySnd
trigger1 = AnimElem = 2
value = 100, 0
volume = 255

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

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

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

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

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

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

[State 1601, SFX1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 80,0

[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,-85

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 15,-81

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 15,-81

[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

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

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

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

;-------------------------------------------------------------------------
; Player 2 estado
[Statedef 821]
type    = A
movetype= H ;Get hit
physics = N
velset = 3.5,-6
anim = 5050
ctrl = 0

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

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

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

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

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

;---------------------------------------------------------------------------
; STAND_X
[Statedef 201]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 201                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;getpower = 30,15                 ;Power to get on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
;givepower = 15,8                 ;Power to give opponent on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -8,-50                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = S20,0                   ;Sound to play on hit
guardsound = S20,6                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

[State 1900, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1900

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;getpower = 30,15                 ;Power to get on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
;givepower = 15,8                 ;Power to give opponent on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -8,-50                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = S20,0                   ;Sound to play on hit
guardsound = S20,6                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

[State 1900, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1900

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

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

[State 210, 1] ;Uncomment if you want to play a sound
type =  PlaySnd
trigger1 = Time = 2
value = 3, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 11,11
sparkno = 0                   
sparkxy = -8,-50                
hitsound   = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 1900, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1900

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

;---------------------------------------------------------------------------
;STAND_Y
[Statedef 206]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 206 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA   
damage    = 30 
animtype = Heavy
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 10,8
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -8,-70                
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
air.hittime = 20
ground.velocity = 0,-9
air.velocity = -4,-6
guard.velocity = -3
airguard.velocity = -3,-6
fall.recover = 0
air.fall = 1

[State 1900, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1900

[State 200, 7]
type = playsnd
trigger1 = AnimElem = 5
value = 21,3

[State 200, 7]
type = playsnd
trigger1 = AnimElem = 2
value = 3,1

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 30
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-20
hitsound   = S20,0
guardsound = s20,6
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

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

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 410

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

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 60
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S20,1
guardsound = S20,6
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

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

;---------------------------------------------------------------------------
; CROUCH Z
[Statedef 402]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 402 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA   
damage    = 55 
animtype = Heavy
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 10,8
sparkxy = -2,-41
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
air.hittime = 20
ground.velocity = -3
air.velocity = -4,-6
down.velocity = 0,-5

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 21,2

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 1,0

[State 402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 401

[State 401, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 30
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-40
hitsound   = S20,0
guardsound = S20,6
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 401, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

[State 401, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
;JUMP_X
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 601

[State 601, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 601, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 30
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 601, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 601, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

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

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 610

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 3, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 40
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10, 0
hitsound   = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -4
air.velocity = -1.3,-3

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

;---------------------------------------------------------------------------
;JUMP Y
[Statedef 606]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 606 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA   
damage    = 40 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = -10,-20
hitsound = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -10,8
air.fall = 1

[State 200, 7]
type = playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 200, 7]
type = playsnd
trigger1 = AnimElem = 2
value = 3,1

;---------------------------------------------------------------------------
; Energy Dan
[Statedef 1600]
type    = S     
movetype= A     
physics = S     
juggle  = 0     
velset = 0,0
ctrl = 0  
anim = 1600 

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
attr = A, SA
animtype  = UP
damage    = 12,10
guardflag = M
hitflag = MAF
sparkxy = -10,-70                
pausetime = 7,12
priority = 4, Hit
hitSound = 5,2
guardSound = 6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-8
air.velocity = -2.5, -8
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
;PalFX
palfx.time = 30
palfx.add = 90,152,228

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 3,1

[State 402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Yuudo Energy Dan X
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 120,0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2
           
[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1060
projhitanim = 1061
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 46,-53
velocity = 3
attr = S, SP
damage   = 60,10
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 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Yuudo Energy Dan Y
[Statedef 1001]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 120,0

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

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1060
projhitanim = 1061
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 46,-53
velocity = 5
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S20,1
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 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Makankousapo
[Statedef 3000]
type    = S
movetype= A
physics = S
poweradd = -1000
velset = 0,0
juggle = 0
ctrl = 0
anim = 4000

[State 4000,Spark]
type = posfreeze
trigger1 = time = 1
trigger1 = time >= 1
trigger1 = time <= 26

[State 191, 3]
type = Explod
trigger1 = AnimElem = 1
id = 8000
anim = 8000
postype = left
pos = 0,0
sprpriority = -999
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1

[State 191, 3]
type = RemoveExplod
trigger1 = AnimElem = 2
id = 8000

[State 4120, 1]
type = playerpush
trigger1 = time >=10
trigger1 = time <=95
value = 0

[State 2040, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -41,-73
Time = 45
anim = -1

[State 2040, 1]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 45
value = 0, 0, 0
under = 1
supermove = 1

[State 2040, 1]
type = explod
trigger1 = AnimElem = 1
anim = 7001
pos = 10,-58
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 19,3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 19,1

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7004
projhitanim = 7004
projhits = 20
projmisstime = 4
projremanim = 7005
projshadow = -1
projpriority = 30
projremovetime = 90
projheightbound = -240
projedgebound = 100
projscreenbound = 100
projid = 3000
velocity = 0.001,0.001
offset = 41,-53
attr = S, HP
damage   = 20,6
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 1,5
hitsound   = S20,1
hitspark = S3007
sparkxy = 500,500
guardsound = S20,6
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10
air.animtype = Back
air.velocity = -10,-1
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall = 1
fall.recover = 0

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

;-------------------------------------------------------------------------
;POW Charge
[Statedef 954]
type = S
physics = S
anim = 954
ctrl = 0

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,5
volume = -40

[State 954, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

[State 954, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1500,4

[State 954, 2]
type = PowerAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = 20

[State 954, 4]
type = ChangeState
trigger1 = command != "hold_s"
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------------
;Special Kick 1
[Statedef 1030]
type    = S
movetype= A
juggle  = 4
poweradd= 140
physics = N

[State 1030, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1030, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1030

[State 1030, 2]
type = PlaySnd
trigger1 = Time = 2
value = 1,2

[State 1030, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 70,2
animtype  = Med
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 8,14
sparkxy = -5,-50
sparkno = 1
hitsound   = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2
air.velocity = -1.2

[State 1030, 3]
type = HitDef
persistant = 0
trigger1 = AnimElem = 2, >=0
trigger1 = hitcount < 1
attr = S, SA
damage    = 70,2
animtype  = Med
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 8,12
sparkxy = -5,-50
sparkno = 1
hitsound   = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2, -2
air.velocity = -1.2, -2
fall = 1

[State 1030, 6]
type = NotHitBy
trigger1 = Time = 2
value = , N, S
time = 5

[State 1030, 7]
type = ChangeState
trigger1 = Time = 3
value = 1031

;---------------------------------------------------------------------------
;Special Kick 2 (going up)
[Statedef 1031]
type   = A
movetype = A

[State 1031, 0]
type = VelSet
trigger1 = Time = 0
x = 9.5
y = -10

[State 1031, 1]
type = PosAdd
trigger1 = Time = 0
x = -3

[State 1031, 2]
type = VelMul
trigger1 = Time >= 0
x = .93

[State 1031, 4]
type = HitDef
persistant = 0
trigger1 = AnimElem = 2, >=0
trigger1 = Hitcount < 2
attr = A, SA
priority = 5
damage    = 70,2
getpower  = 30
givepower = 15
guardflag = MA
pausetime = 8,12
sparkxy = 5,-100
sparkno = 1
hitsound   = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2,-7.5
air.velocity = -1.8,-7.5
guard.velocity = -7
fall = 1

[State 1031, 5] ;Change to coming down animation
type = changeAnim
trigger1 = vel y > -1
value = 1041
persistent = 0

[State 1031, 3] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 1031, 6] ;Hit ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
value = 1041

;--------------------------------------------------------------------------------
;Special Kick (land)
[Statedef 1041 ]
type    = A
movetype = A
physics = S
anim = 1041

[State 1041, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1041, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1041, 3]
type = ChangeState
trigger1 = time = 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Air Special Kick
[Statedef 1050]
type    = A
movetype= A
physics = A
anim = 1050

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

[State 1050, 2]
type = PlaySnd
trigger1 = Time = 2
value = 1,2

[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   = S20,1
guardsound = S20,6
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5,0
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   = S20,1
guardsound = S20,6
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5,0
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   = S20,1
guardsound = S20,6
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5,0
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   = S20,1
guardsound = S20,6
ground.type = High
air.type = low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5,-3
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

;---------------------------------------------------------------------------
; dash kick (inicio) 
[Statedef 1700]
type    = S     
movetype= A     
physics = S     
juggle  = 0     
velset = 0,0
ctrl = 0  
anim = 1700

[state 1600, 0]
type = playsnd
trigger1 = animelem = 2
value = S0,15

[State 1600, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1701
ctrl = 1

;---------------------------------------------------------------------------
; Dash kick (ataque) 
[Statedef 1701]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 1701
poweradd = 130

[State 1601, 1] 
type =  PlaySnd
trigger1 = AnimElem = 1
value = 130, 0

[State 1601, 1]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 1601 1]
type = AfterImageTime
trigger1 = Time >= 0
time = 2

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 1, [0, 11]
x = 7

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 2, 
x = 7

[State 1601, 0] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [0, 11]
y = 0
x = 7

[State 1601, 0]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 0] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1601, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype = Hard
damage = 90,9
guardflag = M
pausetime = 12,12
sparkno = 0
sparkxy = -10,-56
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -6,-3
air.velocity = -5.5,-3
fall = 1

[State 1601, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1702
ctrl = 1

;---------------------------------------------------------------------------
; dash kick (final) 
[Statedef 1702]
type    = S     
movetype= A     
physics = S     
juggle  = 0     
velset = 0,0
ctrl = 0  
anim = 1702

[State 1601, 2]
type = RemoveExplod
trigger1 = Time = 0
ID = 1705

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 1, [0, 11]
x = 2

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 2, 
x = 2

[State 1601, 0] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [0, 11]
y = 0
x = 2

[State 1601, 0]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 0] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1700, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

[State 1900,fuwaVar(1)]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) != 2
trigger2 = Var(2) = 2
trigger2 = Vel Y >= 2.4
v = 2
value = 1

[State 1900,fuwaVar(2)]
type = VarSet
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 1900,fuwaUp]
type = VelAdd
trigger1 = Var(2) = 1
y = -0.3

[State 1900,fuwaDown]
type = VelAdd
trigger1 = Var(2) = 2
y = 0.3

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

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

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

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

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

[State 1900, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 2004
trigger1 = command = "holddown"
value = 1904

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

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

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

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

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

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

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

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

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

[State 1900,Turn]
type = Turn
trigger1 = P2bodydist X < -30

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

[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 = 1900

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

;---------------------------------------------------------------------------
;Magia para o alto
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1020

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2
           
[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2, 2
projanim = 1021
projhitanim = 1022
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 0,10
velocity = 3,-4
attr = S, SP
damage   = 60,10
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 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Magia para chao ( no ar )
[Statedef 1800]
type    = A
movetype= A
physics = A
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1800

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2
 
[State 1000, 1]
type = VelSet
trigger1 = AnimElem = 1, [0, 2]
x = -3

[State 1000, 1]
type = VelSet
trigger1 = AnimElem = 2, 
x = -3

[State 1000, 1] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [0, 2]
y = -2
x = -3

[State 1000, 1]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1000, 1] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85
          
[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2, 2
projanim = 1801
projhitanim = 1802
projpriority = 1
projshadow = -1
projheightbound = -240, 35
offset = 0,0
velocity = 3.2,2
attr = S, SP
damage   = 60,10
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 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202
ctrl = 1

;---------------------------------------------------------------------------
; Aerial kick (inicio) 
[Statedef 1850]
type    = A     
movetype= A     
physics = A     
juggle  = 0     
velset = 0,0
ctrl = 0  
anim = 1850
poweradd = 130

[State 1601, 1]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 1601 1]
type = AfterImageTime
trigger1 = Time >= 0
time = 2

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 1, [0, 11]
x = 7

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 2, 
x = 7

[State 1601, 1] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [0, 11]
y = 2
x = 7

[State 1601, 1]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 1] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1601, 1]
type = HitDef
trigger1 = Time = 0
animtype = light
attr = A, NA
damage    = 20,30
guardflag = MA
pausetime = 6,12
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = 0
p1stateno = 1851

[State 1601, 2]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = AnimTime = 0
value = 1851

[State 1601, 3]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = AnimTime = 0
value = 1852

;---------------------------------------------------------------------------
; Aerial kick (ataque) 
[Statedef 1851]
type    = A     
movetype= A     
physics = A     
juggle  = 0     
velset = 0,0
ctrl = 0  
anim = 1851

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

[State 1601, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
attr = S, NA
animtype = light
damage = 17,5
guardflag = M
pausetime = 9,12
sparkno = 1
sparkxy = -10,-10
hitsound = 5,1
guardsound = 6,0
ground.type = high
ground.slidetime = 20
ground.hittime = 23
ground.velocity = 0
air.velocity = 0

[State 1601, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype = Back
damage = 17,5
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -10,-10
hitsound = 5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -3,-6
air.velocity = -3,-6
fall = 1
fall.recover = 0

[State 1601, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1852
ctrl = 1

;---------------------------------------------------------------------------
; Aerial kick (final) 
[Statedef 1852]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 1852

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 1, [0, 11]
x = -1

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 2, 
x = -1

[State 1601, 0] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [0, 11]
y = -1
x = -1

[State 1601, 0]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 0] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1601, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
ctrl = 0

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

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 120,0

[State 182, 1]
type = explod
trigger1 = animelem = 1
anim = 702
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
           
[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 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mystic Blow ( inicio )
[Statedef 900]
type    = S
movetype= I 
physics = S
juggle  = 0
ctrl = 0
anim = 900
velset = 0,0

[State 1200, 3]
type = ReversalDef
trigger1 = AnimElem = 2
reversal.attr = SA, NA, SA, HA
numhits = 0
pausetime = 3,30
hitsound = S20,6                 
p1stateno = 901 ; State de Sucesso

[State 1200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mystic Blow ( perda do braço )
[Statedef 901]
type    = S
movetype= A 
physics = S
juggle  = 0
ctrl    = 0
anim    = 901
velset  = 0,0

[State 410, 2]
type = Helper
trigger1 = AnimElem = 1
id = 902
name = "braço"
pos = 11,-55
postype = p1
stateno = 902
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NT
priority = 2, miss
sparkno = -1
snap = 32,0,0,1
numhits = 0
p1stateno = 904
p2stateno = 905
p2facing = 1

[State 1200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 908
ctrl = 0

;-------------------------------------------------------------------------
; agarrada (inicio)
[Statedef 908]
type = S
movetype = A
physics = S
anim = 908
velset = 0,0
ctrl = 0

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

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

;-------------------------------------------------------------------------
; mystic sucesso ( sucesso )
[Statedef 904]
type = S
movetype = A
physics = S
anim = 904
velset = 0,0

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

[State 3002, 17]
type = PlaySnd
trigger1 = Animelem = 3
value = 120,0

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 25,-94

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 25,-94

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 25,-94

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 25,-94

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = 25,-94

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = 25,-94

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
pos = 25,-94

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 9, < 0
pos = 25,-94

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
animtype  = up
damage    = 150, 10
guardflag = MA
pausetime = 12,11
sparkno = 0                   
sparkxy = -8,-70                
hitsound   = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, -4 
air.velocity = -2.2,-3.2
air.fall = 1
air.recover = 0
fall = 1
fall.recover = 0
p2stateno = 906
p2facing = 1

[State 1601, 12]
type = TargetState
trigger1 = AnimElem = 1
value = 905

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

;---------------------------------------------------------------------------
; agarrada ( o otário )
[Statedef 905]
type    = A
movetype= H ;Get hit
physics = N
velset = 0,0
ctrl = 0

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

[State 930, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 905

;-------------------------------------------------------------------------
; Player 2 estado
[Statedef 906]
type    = A
movetype= H ;Get hit
physics = N
velset = -3.5,-6
anim = 5050
ctrl = 0

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

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

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

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

;---------------------------------------------------------------------------
; braço ( helper )
[Statedef 902]
type = A
movetype = A
velset = 0.0,0
anim = 902

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

[State 1451, 3]
type = Velset
trigger1 = Time = 0
x = -3
y = -1

[State 1451, 4]
type = Veladd
trigger1 = Time > 0
y = .30

[State 1451, 6]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 903

;---------------------------------------------------------------------------
; Braço ( fica no chão e some )
[Statedef 903]
type    = S
movetype = I
velset = 0,0
anim = 903
ctrl = 0

[State 1452, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1452, 2]
type = PosAdd
trigger1 = Time = 0
x = 8

[State 1001, 2]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Cho Bakuretsu Ken (level 2)
[Statedef 3001]
type    = S     
movetype= A     
physics = S     
juggle  = 0     
velset = 0,0
ctrl = 0  
anim = 3001
poweradd = -2000

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -41,-73
Time = 45
anim = -1

[State 3000, 1]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 45
value = 0, 0, 0
under = 1
supermove = 1

[State 3000, 1]
type = explod
trigger1 = AnimElem = 1
anim = 7001
pos = -1,-69
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1

[State 1600, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3002
ctrl = 0

;---------------------------------------------------------------------------
; Cho Bakuretsu Ken (corrida)
[Statedef 3002]
type = S
movetype = A
physics = S
anim = 3002
velset = 0
ctrl = 0

[State 1601, 1]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1601 1]
type = AfterImageTime
trigger1 = Time >= 0
time = 2

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 1, [0, 11]
x = 9

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 2, 
x = 9

[State 1601, 1] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [0, 11]
y = 0
x = 9

[State 1601, 1]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 1] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1601, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 0
guardflag = MA
pausetime = 6,12
sparkno = 0
guard.sparkno = 0 
sparkxy = -10,-40
hitsound   = 5,1
guardsound = 6,0
animtype = low
ground.type = low
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = 0,0
air.velocity = 0
p2facing = 1
snap = 30,0,0,1
p1stateno = 3003

[State 1601, 3]
type = ChangeState
trigger1 = moveguarded = 1
value = 105

[State 1601, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cho Bakuretsu Ken (Ataque)
[Statedef 3003]
type = S
movetype = A
physics = S
juggle  = 8     
anim = 3003
velset = 0
ctrl = 0

[State 3002, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = 300,0

[State 3002, 1]
type = HitDef
trigger1 = Animelem = 3
attr = S, NA
damage    = 0
guardflag = MA
pausetime = 6,12
sparkno = 0
guard.sparkno = 0 
sparkxy = -10,-80
hitsound   = 5,2
guardsound = 6,0
animtype = light
ground.type = low
ground.slidetime = 12
ground.hittime  = 3000
ground.velocity = 0,-5
air.velocity = 0,-5
air.animtype = light
fall.recover = 0
snap = 30,-20,0,1

[State 3002, 2]
type = VelSet
trigger1 = AnimElem = 4 
y = -2

[State 3002, 3]
type = HitDef
trigger1 = Animelem = 5
attr = S, NA
damage    = 0
guardflag = MA
pausetime = 6,12
sparkno = 0
guard.sparkno = 0 
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
animtype = light
ground.type = high
ground.slidetime = 12
ground.hittime  = 3000
ground.velocity = 0,-3
air.velocity = 0,-3
fall.recover = 0

[State 3002, 4]
type = VelSet
trigger1 = AnimElem = 6 
y = -1

[State 3002, 5]
type = HitDef
trigger1 = Animelem = 7
attr = S, NA
damage    = 0
guardflag = MA
pausetime = 6,12
sparkno = 0
guard.sparkno = 0 
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
animtype = light
ground.type = low
ground.slidetime = 12
ground.hittime  = 3000
ground.velocity = 0,-3
air.velocity = 0,-3
fall.recover = 0

[State 3002, 6]
type = VelSet
trigger1 = AnimElem = 8 
y = -1

[State 3002, 7]
type = HitDef
trigger1 = Animelem = 9
attr = S, NA
damage    = 0
guardflag = MA
pausetime = 6,12
sparkno = 0
guard.sparkno = 0 
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
animtype = light
ground.type = high
ground.slidetime = 12
ground.hittime  = 3000
ground.velocity = 0,-3
air.velocity = 0,-3
fall.recover = 0

[State 3002, 8]
type = VelSet
trigger1 = AnimElem = 10 
y = -1

[State 3002, 9]
type = HitDef
trigger1 = Animelem = 11
attr = S, NA
damage    = 0
guardflag = MA
pausetime = 6,12
sparkno = 0
guard.sparkno = 0 
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
animtype = light
ground.type = low
ground.slidetime = 12
ground.hittime  = 3000
ground.velocity = 0,-3
air.velocity = 0,-3
fall.recover = 0

[State 3002, 10]
type = HitDef
trigger1 = Animelem = 12
attr = S, NA
damage    = 0
guardflag = MA
pausetime = 6,12
sparkno = 0
guard.sparkno = 0 
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
animtype = light
ground.type = high
ground.slidetime = 12
ground.hittime  = 3000
ground.velocity = 0,2
air.velocity = 0,2
fall.recover = 0

[State 3002, 11]
type = VelSet
trigger1 = AnimElem = 13 
y = 2

[State 3002, 12]
type = HitDef
trigger1 = Animelem = 14
attr = S, NA
damage    = 0
guardflag = MA
pausetime = 6,12
sparkno = 0
guard.sparkno = 0 
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
animtype = light
ground.type = low
ground.slidetime = 12
ground.hittime  = 3000
ground.velocity = 0,-1
air.velocity = 0,-1
fall.recover = 0

[State 3002, 13]
type = VelSet
trigger1 = AnimElem = 16 
y = 4

[State 3002, 14]
type = VelSet
trigger1 = AnimElem = 17 
y = 0

[State 3002, 15]
type = HitDef
trigger1 = Animelem = 18
attr = S, NA
damage    = 0
guardflag = MA
pausetime = 6,12
sparkno = 0
guard.sparkno = 0 
sparkxy = -10,-80
hitsound   = 5,3
guardsound = 6,0
animtype = Back
ground.type = low
ground.slidetime = 12
ground.hittime  = 200
ground.velocity = -3,-4
air.velocity = -3,-4
fall.recover = 0

[State 3002, 16]
type = SuperPause
trigger1 = AnimElem = 20
time = 132
movetime = 132
anim = -1

[State 3002, 16]
type = PlaySnd
trigger1 = Animelem = 20
value = F20,0

[State 3002, 16]
type = Envcolor
trigger1 = AnimElem = 20
persistent = 0
ignorehitpause = 1
Time = 140
value = 0, 0, 0
under = 1
supermove = 1

[State 3002, 16]
type = explod
trigger1 = AnimElem = 20
anim = 7001
pos = 1,-44
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1

[State 3002, 17]
type = explod
trigger1 = AnimElem = 21
anim = 7002
pos = 37,-84
postype = p1
sprpriority = 2
bindtime = 1
supermove = 1

[State 3002, 17]
type = PlaySnd
trigger1 = Animelem = 21
trigger2 = Animelem = 23
value = 120,0

[State 3002, 18]
type = explod
trigger1 = AnimElem = 22
anim = 7003
pos = 2,-53
postype = p2
sprpriority = 2
bindtime = 1
supermove = 1

[State 3002, 19]
type = HitDef
trigger1 = Animelem = 24
attr = S, NA
damage    = 1200,10
guardflag = MA
pausetime = 12,12
getpower = 0                 
givepower = 0                
sparkno = -1
guard.sparkno = -1
numhits = 5 
sparkxy = -1
hitsound   = 5,4
guardsound = 6,0
animtype = Back
ground.type = low
ground.slidetime = 12
ground.hittime  = 200
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 3002, 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
[Statedef -2]

[State -2, 1]
type = RemoveExplod
trigger1 = movetype = H
id = 8000

; 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

; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] 
type =  PlaySnd
trigger1 = AnimElem = 1
value = 3,1

[State 5200, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201


; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] 
type =  PlaySnd
trigger1 = AnimElem = 1
value = 3,1

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1





