; CNS file for Recoom
; by Lucifer

[Data]
life = 1100           
attack = 120          
defence = 130         
fall.defence_up = 50  
liedown.time = 60    
airjuggle = 15        
sparkno = 2        
guard.sparkno = 40  
KO.echo = 0           
volume = 100            

[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  = 1.5       
walk.back = -1.3     
run.fwd  = 5.5, 0    
run.back = -6.0,-2.0  
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

[State 170, 2]
type = Explod
trigger1 = roundno!= 1
trigger1 = time = 0
anim = 7000
pos = 10,65
postype = left
sprpriority = 5

[State 170, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5

[State 170, 4]
type = AssertSpecial
trigger1 = Time = [0, 400]
flag = roundnotover
;---------------------------------------------------------------------------
; 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 
;Anima鈬o do Final

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

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9797
facing = 1
pos = 0,0
postype = left
sprpriority = 1;-2
bindtime = -1
ownpal = 1
supermove = 1
removetime = 99999999999999999999999999

;Win
[Statedef 189]
type = S

[State 180, 1]
type = ChangeState
trigger1 = RoundNo!= 1
value = 196

[State 180, Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5

[State 180, 2]
type = ChangeState
trigger1 = Matchover != 1
value = 196

;----------------------------
; WIN ROUND 2
[Statedef 181]
type = S
ctrl = 0
velset = 0,0,0

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

[State 181, 2]
type = Explod
trigger1 = roundno!= 1
trigger1 = time = 0
anim = 30000
pos = 0,0
postype = left
sprpriority = 4
supermove = 1
removetime = -1

[State 181, 3]
type = Explod
trigger1 = roundno!= 1
trigger1 = time = 0
anim = 9000
pos = 30,0
postype = left
sprpriority = 5
supermove = 1
removetime = -1

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5

[State 181, 3]
type = AssertSpecial
trigger1 = Time = [0, 500]
flag = roundnotover
;---------------------------------------------------------------------------
; WIN ROUND 1
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0,0

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

;---------------------------------------------------------------------------
; Intro
[Statedef 5900]
type = S

[State 5900, 1] ;Intro normal, contra qualquer um
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name != "Ginew by Lucifer"
trigger1 = p2name != "Mystic Gohan by Zero_X"
trigger1 = p2name != "Vegeta Super Sayjin 4 by EB and BS"
trigger1 = p2name != "N-Trunks by EmuBoarding"
trigger1 = p2name != "Vegeta Normal 2 by EB"
trigger1 = p2name != "vegeta-n-3 by EmuBoarding"
trigger1 = p2name != "Vegeta by OverMind"
trigger1 = p2name != "Goku SSJ4 by _Vision and MRP"
trigger1 = p2name != "Goku-n-hd by EmuBoarding"
trigger1 = P2Name != "Goku Super Sayajin 2 by ribeiro"
value = 190 ;Statedef da intro normal
;-----------------------------
[State 5900, 1] ;Intro especial, Goku-n-HD
type = ChangeState
trigger1 = roundno = 1
trigger1 = P2Name = "Goku Super Sayajin 2 by ribeiro"
value = 7890;Statedef da intro especial

[State 5900, 1] ;Intro especial, Goku-n-HD
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name = "Goku-n-hd by EmuBoarding"
value = 7890;Statedef da intro especial

;-----------------------------
[State 5900, 1] ;Intro especial, Vegeta HD
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name = "Goku SSJ4 by _Vision and MRP"
value = 194;Statedef da intro especial
;-----------------------------
[State 5900, 1] ;Intro especial, Vegeta HD
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name = "Vegeta by OverMind"
value = 193;Statedef da intro especial
;-----------------------------
[State 5900, 1] ;Intro especial, Vegeta 3
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name = "vegeta-n-3 by EmuBoarding"
value = 193;Statedef da intro especial
;-----------------------------
[State 5900, 1] ;Intro especial, Vegeta 2
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name = "Vegeta Normal 2 by EB"
value = 193;Statedef da intro especial
;-----------------------------
[State 5900, 1] ;Intro especial, Normal Trunks
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name = "N-Trunks by EmuBoarding"
value = 194;Statedef da intro especial
;-----------------------------
[State 5900, 1] ;Intro especial, contra Ginew
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name = "Ginew by Lucifer"
value = 191;Statedef da intro especial

;--------------------------------
[State 5900, 1] ;Intro especial, Mystic Gohan
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name = "Mystic Gohan by Zero_X"
value = 192 ;Statedef da intro especial

;--------------------------------
[State 5900, 1] ;Intro especial, Vegeta
type = ChangeState
trigger1 = roundno = 1
trigger1 = p2name = "Vegeta Super Sayjin 4 by EB and BS"
value = 193 ;Statedef da intro especial
;---------------------------------------------------
;Goku-N-HD
[Statedef 7890]
type = S
ctrl = 0
anim = 10001
velset = 0,0,0

[State 193, 1] 
type = PlaySnd
trigger1 = Time = 2
value = 1, 2

[State 193, 2]
type = Explod
trigger1 = time = 0
anim = 7890
pos = 10,65
postype = left
sprpriority = 1

[State 193, begin]
type = AssertSpecial
trigger1 = time = [0, 850]
flag = intro

 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


;---------------------------------------------------
;Vegeta
[Statedef 193]
type = S
ctrl = 0
anim = 10001
velset = 0,0,0

[State 193, 1] 
type = PlaySnd
trigger1 = Time = 2
value = 1, 2

[State 193, 2]
type = Explod
trigger1 = time = 0
anim = 193
pos = 10,65
postype = left
sprpriority = 1

[State 193, begin]
type = AssertSpecial
trigger1 = time = [0, 600]
flag = intro

;--------------------------------------------------------------
;mystic gohan
[Statedef 192]
type = S
ctrl = 0
anim = 10001
velset = 0,0,0

[State 192, 1] 
type = PlaySnd
trigger1 = Time = 2
value = 1, 2

[State 192, 4]
type = Explod
trigger1 = time = 0
anim = 192
pos = 10,65
postype = left
sprpriority = 1

[State 191, begin]
type = AssertSpecial
trigger1 = time = [0, 800]
flag = intro


;---------------------------------------------------------------------------
;ginew
[Statedef 191]
type = S
ctrl = 0
anim = 10001
velset = 0,0,0

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

[State 191, 4]
type = Explod
trigger1 = time = 0
anim = 10000
pos = 10,65
postype = left
sprpriority = 1

[State 191, begin]
type = AssertSpecial
trigger1 = time = [0, 500]
flag = intro

;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 10001
velset = 0,0,0

[State 190, 1] 
type = PlaySnd
trigger1 = Time = 2
value = 1, 2

[State 190, 4]
type = Explod
trigger1 = time = 0
anim = 190
pos = 10,65
postype = left
sprpriority = 1

[State 191, begin]
type = AssertSpecial
trigger1 = time = [0, 500]
flag = intro

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 194]
type = S
ctrl = 0
anim = 10001
velset = 0,0,0

[State 194, 1] 
type = PlaySnd
trigger1 = Time = 2
value = 1, 2

[State 194, 4]
type = Explod
trigger1 = time = 0
anim = 194
pos = 10,65
postype = left
sprpriority = 1

[State 191, begin]
type = AssertSpecial
trigger1 = time = [0, 900]
flag = intro

;---------------------------------------------------------------------------
;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 = 2
value = 0, 1

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

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

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[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 = 602

[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 602]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-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= 40
ctrl = 0
velset = 0
anim = 1050

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=110
trans = add
PalContrast =  255, 200, 255
PalBright = 0,0,0

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

[State 1050, 13]
type = EnvShake
trigger1 = AnimElem = 18
time = 25
ampl = -5
freq = 90
phase = 90

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
trigger2 = AnimElem = 6 
value = 0, 4
trigger3 = AnimElem = 8
value = 0, 3
trigger4 = AnimElem = 10
value = 0, 4
trigger5 = AnimElem = 12
value = 0, 3
trigger6 = AnimElem = 14
value = 0, 4
trigger7 = AnimElem = 16
value = 0, 3
trigger8 = AnimElem = 18
value = 0, 4

[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    = 20
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    = 20
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    = 10
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    = 20
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    = 20
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    = 20
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    = 20
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    = 20
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    = 20
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    = 20
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

;-------------------------------------------------------------------------------------------
;Special Kick 1
[Statedef 1070]
type    = S
movetype= A
juggle  = 4
poweradd= 140
physics = N

[State 1070, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1070, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1070

[State 1070, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
trigger2 = AnimElem = 2
value = 0, 3

[State 1070, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=25
trans = add
PalContrast =  10, 10, 190
PalBright = 0,0,0

[State 1070, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 20
animtype  = Med
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 8,14
sparkxy = -5,-50
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2
air.velocity = -1.2

[State 1070, 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   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2    
air.velocity = -1.2, -2
fall = 1

[State 1070, 6]
type = NotHitBy
trigger1 = Time = 2
value = , N, S
time = 5

[State 1070, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1070, 7]
type = ChangeState
trigger1 = Time = 3
value = 1071

;---------------------------------------------------------------------------
;Air Special Kick
[Statedef 1060]
type    = A
movetype= A
physics = A
anim = 1060
ctrl = 0

[State 1060, 0]
type = VelSet
trigger1 = Time = 0
x = 10
y = 2

[State 1060, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0,3

[State 1060, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=15
trans = add
PalContrast =  255, 200, 255
PalBright = 0,0,0

[State 1060, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 20
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0
;PalFX
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

[State 1060, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0
;PalFX
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196


[State 1060, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0
;PalFX
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196


[State 1060, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -2.8,-2.1
air.fall = 1
fall = 1
;PalFX
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196


[State 1060, 5]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1060, 5]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 52
;---------------------------------------------------------------------------
; Elbow Dash
[Statedef 1080]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 1080

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

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

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

[State 1080, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=9
trans = add
PalContrast =  255, 200, 255
PalBright = 0,0,0

[State 1080, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 66
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2
;PalFX
palfx.time = 15
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

[State 1080, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

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

;---------------------------------------------------------------------
[Statedef 1900]
type    = S
movetype= A
physics = S
poweradd= -1500
ctrl = 0
anim = 1900
velset = 0

[State 2000,NoHit]
type = NotHitBy
trigger1 = Time > 0
value = ,NP,SP,NA,SA


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

[State 1900, 3]
type = PlaySnd
trigger1 = Time = 1
value = 0,4

[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, 4

[State 3021,ProjUp]
type = Projectile
trigger1 = AnimElem = 14
trigger1 = Command = "holdup"
ProjAnim = 1914
ProjHitAnim = 1910
ProjRemAnim = 1910
offset = 25, -70
velocity = 15,-12
remvelocity = 0,0
velmul = 1.005, 1
accel = 0, 0
ProjPriority = 6
;HitDef part
attr = S, HP
damage    = 200,160
animtype  = Hard
getpower = 0
givepower = 200
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1900, 1
guardsound = S1900, 1
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-15
guard.velocity = -3.5
airguard.velocity = -3.5,-3.75
air.type = Low
air.velocity = -20,-12
fall = 1
;PalFX
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196



;弾（中、地上）
[State 3021,GroundProjStraight]
type = Projectile
trigger1 = AnimElem = 14
trigger1 = Pos Y >= 0
trigger1 = Command != "holdup"
ProjAnim = 1905
ProjHitAnim = 1910
ProjRemAnim = 1910
offset = 25, -50
velocity = 15, 0
remvelocity = 0,0
velmul = 1.005, 1
accel = 0, 0
ProjPriority = 6
;HitDef part
attr = S, HP
damage    = 200,160
animtype  = Hard
getpower = 0
givepower = 200
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1900, 1
guardsound = S1900, 1
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-10
guard.velocity = -3.5
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -20,-8
fall = 1
;PalFX
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

;弾（中、空中）
[State 3021,AirProjStraight]
type = Projectile
trigger1 = AnimElem = 14
trigger1 = Pos Y < 0
trigger1 = Command != "holdup"
trigger1 = Command != "holddown"
ProjAnim = 1905
ProjHitAnim = 1910
ProjRemAnim = 1910
offset = 25, -50
velocity = 15, 0
remvelocity = 0,0
velmul = 1.005, 1
accel = 0, 0
ProjPriority = 6
;HitDef part
attr = S, HP
damage    = 200,160
animtype  = Hard
getpower = 0
givepower = 200
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1900, 1
guardsound = S1900, 1
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-10
guard.velocity = -3.5
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -20,-8
fall = 1
;PalFX
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

;弾（下）
[State 3021,ProjDown]
type = Projectile
trigger1 = AnimElem = 14
trigger1 = Command != "holdup"
trigger1 = Command = "holddown"
trigger1 = Pos Y < 0
ProjAnim = 1913
ProjHitAnim = 1910
ProjRemAnim = 1910
ProjID = 555
offset = 25, -50
velocity = 15,10
remvelocity = 0,0
velmul = 1.005, 1
accel = 0, 0
ProjPriority = 6
;HitDef part
attr = S, HP
damage    = 200,160
animtype  = Hard
getpower = 0
givepower = 200
hitflag = MAFD
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1900, 1
guardsound = S1900, 1
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,8
guard.velocity = -3.5
airguard.velocity = -3.5,2.75
air.type = Low
air.velocity = -20,15
fall = 1
fall.damage = 25
;PalFX
palfx.time = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196

[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, 8]
type = Projectile
trigger1 = Time = 80
projanim = 1905
projhitanim = 1009
;ProjRemAnim = 1009
;ProjEdgeBound = 50   
;ProjHeightBound = -240, 5
offset = 10, -42
velocity = 6.5, 0
remvelocity = .7, 0
projhits = 30
accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 40,2
animtype  = Hard
getpower  = 50
givepower = 30
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound = 5,3
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-2.75
air.juggle = 3
fall.animtype = Hard
air.fall = 1
fall = 1
;PalFX
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

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

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


; provoca鈬o
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
velset = 0
ctrl = 0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,9

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

[State 195, 3]
type = Explod
trigger1 = time = 0
anim = 198
pos = 10,65
postype = left
sprpriority = 2


[State 195, 4]
type = ChangeState
trigger1 = AnimTime = 2
value = 0
ctrl = 1

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

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

;---------------------------------------------------------------------------
; Voar Come輟
[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 = 3
time = 15
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 = S
movetype = I
physics = N
ctrl = 0
anim = 1500
velset = 0,0

[State 1500, VarSet]
type = VarSet
Trigger1 = Time = 0
var(3) = 1

[State 1500, Block1]
type = ReversalDef
Trigger1 = command = "holdback"
Trigger2 = command = "BB"
reversal.attr = SCA, NA, SA, HA
pausetime = 0,15
hitsound = S20, 3
p1stateno = 150

[State 1500, RunSnd]
type = PlaySnd
Trigger1 = command = "FF"
Trigger2 = command = "BB"
Trigger3 = command = "DD"
Trigger4 = command = "UU"
value = 21, 0

[State 1500, Stop1]
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, Stop2]
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 > 250
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 > 250
Trigger1 = Vel Y < 0
y = 1

[State 1500, UpBorder2b]
type = VelSet
Trigger1 = P2BodyDist Y > 250
Trigger1 = Vel Y < 0
y = 0

[State 1500, Runeffect]
type=AfterImage
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
time=20
trans = add
PalContrast =  80,80,255
PalBright = 10,10,10


[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"
Trigger2 = command = "holddown"
value = 1502

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

[State 1500, Turn]
type = Turn
Trigger1 = P2Dist X < 0

[State 1500, Land1]
type = ChangeState
Trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1500, Land2]
type = ChangeState
Trigger1 = command = "holdx"
Trigger1 = command = "holdy"
Trigger1 = command = "holddown"
value = 50
ctrl = 1

;[State 1500, WinLose]
;type = ChangeState
;Trigger1 = Win
;Trigger2 = Lose
;value = 50

[State 1500,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 = -10,-35             
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 = 2
value = 0,3 

[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 = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-35             
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 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[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

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

; STAND_A
[Statedef 202]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                  
ctrl = 0                    
anim = 202                   
poweradd = 20                  

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 25                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-35             
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 202, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

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

[State 202, 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, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 11,11
sparkxy = 0,-40
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 210]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[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 = 0,0,0
anim = 211

[State 211, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = 0,-40
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 211]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[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

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

; STAND_B
[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 212

[State 212, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 45
guardflag = MA
pausetime = 11,11
sparkxy = -10,-35
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 212]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

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

[State 212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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

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

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

[State 3000, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

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

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

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

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

[state 730, tishok]
type = explod
trigger1 = time = 0
trigger1 = pos Y >= 0
anim = F61
pos = -3,0
postype = P1
ownpal = 1
sprpriority = -1
removetime = 12
bindtime = -1

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

[state 730,3]
type = playsnd
trigger1 = time = 1
value = S100,3

[state 730, 4]
type = explod
trigger1 = time = 0
trigger1 = pos Y < 0 
id = 733 
anim = 731
pos = -73,-150
removetime = -1
postype = p1
bindtime = -1

[state 730, 4]
type = explod
trigger1 = time = 0
trigger1 = pos Y >= 0
id = 731 
anim = 731
pos = -60,-150
removetime = -1
postype = p1
bindtime = -1

[State 735,stopbas]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y > 0
x = 0
y = 0

[State 735, Stophaut]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -200
x = 0
y = 0

[state 730, 5]
type = statetypeset
trigger1 = Pos Y < 0
value = A

; Power up
[Statedef 735]
type = S
movetype = I
physics = S

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

[state 735,son,]
type = playsnd
trigger1 = time = 0
value = S100,1

[State 735,stopbas]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y > 0
x = 0
y = 0

[State 735, Stophaut]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -200
x = 0
y = 0

[State 735, 18]
type = changeanim
trigger1 = statetype = A
value = 736

[state 735, 5]
type = statetypeset
trigger1 = Pos Y < 0
value = A

[State 735, 18]
type = changeanim
trigger1 = statetype = S
trigger1 = numexplod(733) = 0
value = 735

;[State 735,shake] 
;type = EnvShake
;trigger1 = Pos Y >= 0
;trigger1 = TimeMod = 4,0
;time = 4
;ampl = 4
;freq = 127

[State 735, 2]
type = PowerAdd
trigger1 = Time = [0,25]
value = 3

[state 735,Clignote]
type = PalFX
trigger1 = Time > 0
trigger1 = TimeMod = 12,0
time = 2
add = 64,64,64

[state 735, terrequitourne]
type = explod
trigger1 = time = 0
trigger1 = pos Y >= 0
trigger1 = numexplod(732) = 0 
id = 732
anim = 732
pos = -55,-23
removetime = -1
sprpriority = 15
postype = p1
bindtime = -1

[State 735,fuwaVar1]
type = VarSet
triggerall = Pos Y < 0
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 735,fuwaVar2]
type = VarSet
triggerall = Pos Y < 0
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 735,fuwaUp]
type = VelAdd
triggerall = Pos Y < 0
trigger1 = Var(2) = 1
y = -0.3

[State 735,fuwaDown]
type = VelAdd
triggerall = Pos Y < 0
trigger1 = Var(2) = 2
y = 0.3

[State 735,fuwaEnd]
type = VelSet
triggerall = Var(2) != 0
triggerall = Pos Y < 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 735,fuwaEndVar]
type = VarSet
triggerall = Pos Y < 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0

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

[State 735, 3]
type = ChangeState
trigger1 = Time = 25
value = 735

; Power up (end)
[Statedef 740]
type = S
movetype = I
physics = S
anim = 740

[state 740, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

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

[state 740, 5]
type = statetypeset
trigger1 = Pos Y < 0
value = A

; Power up (maxed out)
[Statedef 741]
type = S
movetype = I
physics = S
anim = 740

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

[state 741, 5]
type = statetypeset
trigger1 = Pos Y < 0
value = A

[state 741, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
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 = 0,9

[State 1000, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 5
accel = .2
offset = 15,-51
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 1000, 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, 3

[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 = 15,-51
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 1097, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1098
ctrl = 1

;------------------------------------------
;Triple FIREBALL 1
[Statedef 1098]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1098
velset = 0

[State 1098, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 9

[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 = 15,-51
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 1098, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1499
ctrl = 1

;------------------------------------------
;Triple FIREBALL 2
[Statedef 1499]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1499
velset = 0

[State 1499, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 9

[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 = 15,-51
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 = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -30,-50 
anim = 102

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = 20,-50 
anim = 101

[State 1700, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 7

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

[State 3000] 
type = explod
trigger1 = projcontact(6004) = 1
anim = 7001
pos = 0,-70
postype = p2
sprpriority = 999
bindtime = 1

[State 1700, raio]
type = Projectile
trigger1 = AnimElem = 14
projanim = 1705
projhits = 20
projmisstime = 3
;projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 15,-52
attr = S, HP
damage   = 10,9
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = 0                 
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 = 20
palfx.add = 2,130,252
palfx.sinadd = 66,254,196,20
palfx.mul = 2,194,196


[State 1700, envshake]
type = EnvShake
trigger1 = AnimElem = 13;Time = 60
time = 70

[State 3021, 3]
type = ChangeState
trigger1 = Time = 120;200
trigger1 = Pos Y < 0
value = 1500

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

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

; Bal縊 (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 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

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

;-------------------------------------------------------------------------
; Bal縊 ( 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 = 0,2

[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

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

[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

; 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

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

; Definic縊 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

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

;Zanzoken
[Statedef 6000]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
facep2 = 1

[State 6000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = -40

[State 6000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0 

[State 6000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 6000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 6000
projremovetime = 45
vellocity = 0
offset = 0

[State 6000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 6000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 1500
ctrl = 1


;Zanzoken Aereo
[Statedef 6100]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
facep2 = 1

[State 6000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0 

[State 6000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 6000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 6000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 6100
projremovetime = 45
vellocity = 0
offset = 0

[State 6000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 6000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 50
ctrl = 1

;Zanzoken Durante Voa
[Statedef 6200]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
facep2 = 1

[State 6000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0 

[State 6000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 6000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 6000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 6200
projremovetime = 45
vellocity = 0
offset = 0

[State 6000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 6000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 1500
ctrl = 1

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

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.back.x)

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

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

;Kamehame-ha2
[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1000
juggle = 0
ctrl = 0
anim = 2000

[State 2000, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[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 3000] 
type = explod
trigger1 = projcontact(6004) = 1
anim = 7050
pos = 0,-70
postype = p2
sprpriority = 999
bindtime = 1

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -30,-50 
anim = 102

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = 20,-50 
anim = 101

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

;[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 2005, raio]
type = Projectile
trigger1 = AnimElem = 14
projanim = 2005
projhits = 25
projmisstime = 3
;projshadow = -1
projpriority = 4
projremovetime = 70
projid = 2005
;velocity = 0.001,0.001
offset = 15,-52
attr = S, HP
damage   = 12,7
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = 0                 
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 = 20
palfx.add = 255,132,0
palfx.sinadd = 231,231,239,20
palfx.mul = 231,231,132


[State 2000, envshake]
type = EnvShake
trigger1 = AnimElem = 13;Time = 60
time = 70

[State 3021, 3]
type = ChangeState
trigger1 = Time = 120;200
trigger1 = Pos Y < 0
value = 1500

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

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

;Zanzoken2
[Statedef 4000]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
facep2 = 1

[State 4000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 4000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0 

[State 4000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 4000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 4000
projremovetime = 45
vellocity = 0
offset = 0

[State 4000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 4000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 0
ctrl = 1

;MvsC Super Pulo Cima
[Statedef 61]
type    = A
physics = N
anim = 41
ctrl = 0

[state 61,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 61, cima]
type = velset
trigger1 = animelem = 1
x = 0
y = -11.9

[state 61,fim]
type = changestate
trigger1 = time = 6
value = 50
ctrl = 1

;MvsC Super Pulo Frente
[Statedef 62]
type    = A
physics = N
anim = 41
ctrl = 0

[state 61,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 61, cima]
type = velset
trigger1 = animelem = 1
x = 8.4
y = -11.9


[state 61,fim]
type = changestate
trigger1 = time = 6
value = 50
ctrl = 1

;MvsC Super Pulo Tras
[Statedef 63]
type    = A
physics = N
anim = 41
ctrl = 0

[state 61,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 61, cima]
type = velset
trigger1 = animelem = 1
x = -8.2
y = -11.9


[state 61,fim]
type = changestate
trigger1 = time = 6
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Cabe軋da Attack
[Statedef 9800]
type    = S
movetype= A
physics = S
anim = 9800
ctrl = 0

[state 1500,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 9800,Sombra]
type = AfterImage
trigger1 = AnimElem = 2
time = 40
length = 10
trans = add
palcontrast = 216,128,176 
palbright = 0,0,0

[State 9800,Cabe軋da :P]
type = hitdef
trigger1 = animelem = 3
attr = S, SA
damage    = 85
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 12,12
sparkxy = -10,-51
hitsound   = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 11
ground.velocity = -8
air.velocity = -8

[state 9800,vel]
type = veladd
trigger1 = time >= 15
x = 2.1
y = 0

[State 9800,Fim]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveContact = 1
value = 9850

;Cabe軋da Attack (Parte 2)
[Statedef 9850]
type    = S
movetype= A
physics = S
anim = 9850
ctrl = 0

[state 1500,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[state 9850,vel]
type = veladd
trigger1 = time <= 16
x = -1
y = 0

[state 9850,vel]
type = veladd
trigger1 = time > 16
x = 1
y = 0

[State 9850,fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, 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 -3, 2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 10,0

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

; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75


[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500


[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500

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

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1500

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;Cutuvelada por Traz!
[Statedef 2299]
type = S
movetype = A
physics = S
anim = 2299
velset = 0,0
ctrl = 0

[State 200, Som_do_soco]
type = playsnd
trigger1 = AnimElem = 1
value = 0,16

[State 200, Som_do_soco]
type = playsnd
trigger1 = AnimElem = 5
value = 0,12

[State 2299,1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound = 5,0                  
guardsound = 6,0                 
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 2299,vel]
type = veladd
trigger1 = time >= 5
trigger1 = time <= 19
trigger2 = time >= 24
trigger2 = time <= 35
x = 2
y = 0

[state 2299,vel.0]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0

[state 2299,vira]
type = turn
trigger1 = animelem = 4
value = 1

[state 2299,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

