[Data]
life=1100
attack=100
defence=100
fall.defence_up=50
liedown.time=60
airjuggle=15
sparkno=2
guard.sparkno=40
volume=265
echo=0

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

[Movement]
airjump.num=1
airjump.height=36
yaccel=0.43
crouch.friction=0.82
stand.friction=0.85

[Velocity]
walk.fwd=2.5
walk.back=-2.4
run.fwd=4.8,0
run.back=-4.7,-3.8
runjump.back=-2.55,-8.1
runjump.fwd=4,-8.1
jump.neu=0,-8.1
jump.back=-2.2,0
jump.fwd=2.2,0
airjump.neu=0,-8.1
airjump.back=-1.22,-8.1
airjump.fwd=1.2,-8.1

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

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

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


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

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

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

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


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

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

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

; WIN
[Statedef 180]
type = S

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

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

; Final 
;Anima鈬o do Final

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

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

;win 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

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

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

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

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 200 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 37                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-45                ;X-offset for the "hit spark" rel. to p2,
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

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

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

trigger1 = Time = 2
value = 0, 1

[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 5,0,0
anim = 215

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

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -15,-75
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3.2,-4.2
fall = 1

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

[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 1,0,0
anim = 205

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

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-45
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3.2,-4.2
fall = 1

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

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

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

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

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

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

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

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

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

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

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

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

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

[State 600, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 65
getpower  = 0
givepower = 40
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3   
air.velocity = -1.3,-3
fall = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


;FIREBALL_A
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1099

[State 1000, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,0

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

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

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


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

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

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

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

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

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

[State 1005 , 7]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1700, supsnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 0
volume=450

[State 1700, supsnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4, 1
volume=450

[State 1700, pause]
type = SuperPause
trigger1 = AnimElem = 1
pos = -28, -59

[State 1700, aura]
type = Explod
trigger1 = Time = 3
id = 950
anim = 951
pos = 0,0
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

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

[State 1700, raio]
type = Projectile
trigger1 = Time = 60
projanim = 1701
projhits = 20
projmisstime = 3
projpriority = 4
projremovetime = 70
projid = 3001
;velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 18,2
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = -1
sparkxy = -1000,1000
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 255,160,0

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

[State 1700, end]
type = ChangeState
trigger1 = Time = 150
value = 0
ctrl = 1



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

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

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

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

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


[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 5;8
ctrl = 0
velset = 0
anim = 3411

[State 1200 , 2]
type = afterimage
trigger1 = animelem = 1
time = 45
TimeGap  = 1
FrameGap = 4

[State 1200 , 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4

[State 1200 , 1]
type = veladd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 5

[State 1200 , 1]
type = veladd
trigger1 = AnimElem = 3
x = -5

[State 1200 , 2]
type = NotHitBy
Trigger1 = Time = 3
value = , NA, NT, SA, ST
time = 36

[State 1200 , 4]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
animtype  = Hard
damage    = 11
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 1200 , 6]
type = ChangeState
trigger1 = MoveContact = 0
value = 1201
ctrl = 1

[State 1200 , 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1201]
type    = S
movetype= A
physics = N
juggle  = 5;8
ctrl = 0
velset = 0
anim = 3411

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 2]
type = afterimage
trigger1 = animelem = 1
time = 100
TimeGap  = 1
FrameGap = 4

[State 1201 , 13]
type = EnvShake
trigger1 = AnimElem = 15
time = 25
ampl = -5
freq = 90
phase = 90

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HP
animtype  = light
damage    = 36, 4
guardflag = MA
pausetime = 11,40
sparkxy = -10,-70
hitsound   = 15,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HP
animtype  = Hard
damage    = 36, 4
guardflag = MA
pausetime = 10,18
sparkxy = -10,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
animtype  = Hard
damage    = 36, 4
guardflag = MA
pausetime = 9,18
sparkxy = -10,-75
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
animtype  = Medium
damage    = 34, 4
guardflag = MA
pausetime = 8,18
sparkxy = -10,-68
hitsound   = 5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HP
animtype  = Hard
damage    = 34, 4
guardflag = MA
pausetime = 7,18
sparkxy = -10,-73
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HP
animtype  = light
damage    = 36, 4
guardflag = MA
pausetime = 6,40
sparkxy = -10,-62
hitsound   = 15,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0 

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HP
animtype  = light
damage    = 36, 4
guardflag = MA
pausetime = 5,18
sparkxy = -10,-76
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HP
animtype  = Medium
damage    = 34, 4
guardflag = MA
pausetime = 4,18
sparkxy = -10,-50
hitsound   = 5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0    

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HP
animtype  = Hard
damage    = 36, 4
guardflag = MA
pausetime = 3,18
sparkxy = -10,-76
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HP
animtype  = Hard
damage    = 36, 4
guardflag = MA
pausetime = 2,18
sparkxy = -10,-84
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0    

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HP
animtype  = Hard
damage    = 36, 4
guardflag = MA
pausetime = 20,20
sparkxy = -10,-66
hitsound   = 5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HP
animtype  = hard
damage    = 50, 10
guardflag = MA
pausetime = 16,14
sparkxy = -10,-69
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 8
ground.velocity = -3    
air.type = Low
air.velocity = -0.8, -5
guard.velocity = -0.8
airguard.velocity = -5  
fall = 1

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HP
animtype  = light
damage    = 34, 4
guardflag = MA
pausetime = 11,40
sparkxy = -10,-70
hitsound   = 15,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HP
animtype  = Hard
damage    = 36, 4
guardflag = MA
pausetime = 10,18
sparkxy = -10,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
animtype  = Hard
damage    = 40, 4
guardflag = MA
pausetime = 9,18
sparkxy = -10,-75
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
animtype  = Medium
damage    = 40, 4
guardflag = MA
pausetime = 8,18
sparkxy = -10,-68
hitsound   = 5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HP
animtype  = Hard
damage    = 40, 4
guardflag = MA
pausetime = 7,18
sparkxy = -10,-73
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HP
animtype  = light
damage    = 40, 4
guardflag = MA
pausetime = 6,40
sparkxy = -10,-62
hitsound   = 15,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0 

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HP
animtype  = light
damage    = 40, 4
guardflag = MA
pausetime = 5,18
sparkxy = -10,-76
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HP
animtype  = Medium
damage    = 40, 4
guardflag = MA
pausetime = 4,18
sparkxy = -10,-50
hitsound   = 5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0    

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HP
animtype  = Hard
damage    = 40, 4
guardflag = MA
pausetime = 3,18
sparkxy = -10,-76
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HP
animtype  = Hard
damage    = 40, 4
guardflag = MA
pausetime = 2,18
sparkxy = -10,-84
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0    

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HP
animtype  = Hard
damage    = 40, 4
guardflag = MA
pausetime = 20,20
sparkxy = -10,-66
hitsound   = 5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 4]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HP
animtype  = hard
damage    = 50, 10
guardflag = MA
pausetime = 16,14
sparkxy = -10,-69
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 8
ground.velocity = -3    
air.type = Low
air.velocity = -0.8, -5
guard.velocity = -0.8
airguard.velocity = -5  
fall = 1

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 1201 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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

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

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

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

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

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

[State 735,shake] 
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = TimeMod = 4,0
time = 4
ampl = 2
freq = 300

[State 100, 1]
type = AfterImage
trigger1 = Time = 16
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 16
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 735 , 2]
type = PowerAdd
trigger1 = Time = [0,12]
value = 8

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

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

[State 730, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0
volume=255

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

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

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

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

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

;---------------------------------------------------------------------------
;Big Bang Attack
[Statedef 3010]
type    = S
movetype= A
physics = S
poweradd= -700
juggle  = 4
velset = 0,0
anim = 3010
ctrl = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 3010, Super A]
type = SuperPause
trigger1 = Time = 2
pos = -16, -62
anim = 31

[State 3010, Super B]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

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

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

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

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

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

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

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

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

;[State 3010, 2]
;type = Projectile
;trigger1 = AnimElem = 2
;ProjAnim = 3015        
;projremovetime = 88   
;offset = 0, -25       

[State 3010, 3]
type = HitDef
trigger1 = Time = 5
trigger2 = Time = 21
trigger3 = Time = 29
trigger4 = Time = 37
trigger5 = Time = 53
trigger6 = Time = 61
attr = S, HA
animtype  = Hard
damage    = 18,12
priority  = 6
guardflag = M
pausetime = 0,20
sparkxy = 0, -25
hitsound = S20, 4
guardsound = S20, 3
getpower = 0
givepower = 10
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1   
guard.velocity = -1   
air.velocity = -1,-2
airguard.velocity = -1   

[State 3010, 4]
type = Projectile
trigger1 = AnimElem = 8
ProjAnim = 3016        
ProjHitAnim = 3017      
ProjRemAnim = 1037     
offset = -16, -52        
velocity = 30, 0       
remvelocity = 0 , 0     
velmul = 1.005, 1       
accel = 0, 0          
attr = S, HP
damage    = 330,90
animtype  = Hard
getpower = 0
givepower = 100
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = 0,0
hitsound = S20, 4
guardsound = S20, 3
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20    
guard.velocity = -3.5
airguard.velocity = -3.5      
air.type = Low
air.velocity = -20,-8
fall = 1

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

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

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

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

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

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

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

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


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

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

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

;---------------------------------------------------------------------------
;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 = 0,0

[State 1030, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 68,2
animtype  = Med
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 8,14
sparkxy = -5,-50
sparkno = 1
hitsound   = 5,1
guardsound = 6,0
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    = 68,2
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 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 
[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    = 84,2
getpower  = 30
givepower = 15
guardflag = MA
pausetime = 8,12
sparkxy = 5,-100
sparkno = 1
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2     
air.velocity = -1.8,-7.5
guard.velocity = -7
fall = 1

[State 1031, 5] 
type = changeAnim
trigger1 = vel y > -1
value = 1041
persistent = 0

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

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

;--------------------------------------------------------------------------------
;Special Kick (Ch縊)
[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

[Statedef 2300]
type    = A
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2300
ctrl = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
value = 0, 0

[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
value = 3, 0

[State 2300, 1.1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0, 1

[State 2300, 1.2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0, 10

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 2300, 2]
type = Velset
trigger1 = Time = [0, 33]
x = 2

[State 2300, 2.1]
type = Velset
trigger1 = Time = [34, 39]
x = -15
y = -10

[State 2300, 2.2]
type = Velset
trigger1 = Time = 44
trigger2 = Time = 53
x = 0
y = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 2300, 2.3]
type = Velset
trigger1 = Time = [48, 50]
x = 34
y = 20

[State 2300, 2.3]
type = PosAdd
trigger1 = AnimElem = 10
x = 5

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 2300, 3] 
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
attr = S, SA
animtype  = Medium
damage    = 57,7 
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
getpower = 0
givepower = 10
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 2300, 3.1] 
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Medium
damage    = 57,7 
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
getpower = 0
givepower = 10
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 150
ground.velocity = -4
air.velocity = -4,-3

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 2300, 3.2] 
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
animtype  = Hard
damage    = 76,14 
priority  = 6
guardflag = HA
pausetime = 10,15
sparkxy = -10,-60
getpower = 0
givepower = 50
hitsound = 5, 1
guardsound = 6, 0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4     
air.velocity = -4,-3
fall = 1

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  255,160,160
PalBright = 10,10,10

[State 2300, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 230

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

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 230 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-55
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 230 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[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
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 = 22                    ;Power to add (Def: 0)

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

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 201 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 42                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 6, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -9,-45                ;X-offset for the "hit spark" rel. to p2,
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

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

[State 201, 8]
type = null
trigger1 = Time = 2
value = 0, 2

trigger1 = Time = 2
value = 0, 1

[Statedef 3001]
type = A
ctrl = 0
anim = 3001
velset = 0,0,0

[State 3001,Para]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -205
x = 0
y = 0

[State 3001, Para2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 3001
value = 3001

[State 3001,Var(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 3001,Var(2)]
type = VarSet
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 3001,Up]
type = VelAdd
trigger1 = Var(2) = 1
y = -0.2

[State 3001,Down]
type = VelAdd
trigger1 = Var(2) = 2
y = 0.2

[State 3001,End]
type = VelSet
triggerall = Var(2) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 3001,EndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0


[State 3001, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.3

[State 3001,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 3001, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 3011
trigger1 = command = "holdup"
value = 3011

[State 3001, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.3

[State 3001,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 3001, GoDownAnim]
type = ChangeAnim
trigger1 = Anim != 3111
trigger1 = command = "holddown"
value = 3111

[State 3001, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.2

[State 3001,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 3001, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 3113
trigger1 = command = "holdback"
value = 3113

[State 3001, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.3

[State 3001, GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0

[State 3001, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 3112
trigger1 = command = "holdfwd"
value = 3112

[State 3001,Turn]
type = Turn
trigger1 = P2bodydist X < -29

[State 3001,Borda]
type = PosSet
trigger1 = Pos Y < -175
y = -175

[State 3001,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

[State 3001,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "fly"
value = 50
ctrl = 1

[State 3001,Win-Lose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 50

[Statedef 3115]
type = A
movetype = A
physics = A
velset = 0,-7.2
poweradd= -100
ctrl = 0
anim = 3115

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 22
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 104,176,248

[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = 3000,0 

[state 3115, fim]
type = changestate
trigger1 = animtime = 0
value = 3001
ctrl = 1

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

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
value = 0, 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
value = 3, 0

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

[State 735,shake] 
type = EnvShake
trigger1 = AnimElem = 10
trigger1 = AnimElem = 11
trigger1 = AnimElem = 12
trigger1 = AnimElem = 13
trigger1 = AnimElem = 14
trigger1 = AnimElem = 15
trigger1 = AnimElem = 16
trigger1 = AnimElem = 17
trigger1 = AnimElem = 18
trigger1 = AnimElem = 19
trigger1 = AnimElem = 20
trigger1 = AnimElem = 21
trigger1 = AnimElem = 22
trigger1 = AnimElem = 23
trigger1 = AnimElem = 24
trigger1 = AnimElem = 25
trigger1 = AnimElem = 26
trigger1 = AnimElem = 27
trigger1 = AnimElem = 28
trigger1 = AnimElem = 29
trigger1 = AnimElem = 30
trigger1 = AnimElem = 31
trigger1 = AnimElem = 32
trigger1 = AnimElem = 33
time = 4
ampl = 2
freq = 300

[State 100, 1]
type = AfterImage
trigger1 = AnimElem = 10
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = AnimElem = 10
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[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"
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

[State 191 , 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191 , 7]
type = VarSet
trigger1 = Time = 60
v = 9
value = 0
;-------------------------------------------------------------------------------

;Intro pad縊
[Statedef 159999]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
value = 0, 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
value = 3, 0

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

[State 735,shake] 
type = EnvShake
trigger1 = AnimElem = 10
trigger1 = AnimElem = 11
trigger1 = AnimElem = 12
trigger1 = AnimElem = 13
trigger1 = AnimElem = 14
trigger1 = AnimElem = 15
trigger1 = AnimElem = 16
trigger1 = AnimElem = 17
trigger1 = AnimElem = 18
trigger1 = AnimElem = 19
trigger1 = AnimElem = 20
trigger1 = AnimElem = 21
trigger1 = AnimElem = 22
trigger1 = AnimElem = 23
trigger1 = AnimElem = 24
trigger1 = AnimElem = 25
trigger1 = AnimElem = 26
trigger1 = AnimElem = 27
trigger1 = AnimElem = 28
trigger1 = AnimElem = 29
trigger1 = AnimElem = 30
trigger1 = AnimElem = 31
trigger1 = AnimElem = 32
trigger1 = AnimElem = 33
time = 4
ampl = 2
freq = 300

[State 100, 1]
type = AfterImage
trigger1 = AnimElem = 10
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = AnimElem = 10
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

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

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


[Statedef -2]

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

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

