; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 825			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 100			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 17		;Player width (back, ground)
ground.front = 23		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = 5, -50	;Approximate position of head
mid.pos = 5, -25		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd=4.33
walk.back=-3.67
run.fwd=8,0
run.back=-8,0
jump.neu=0,-10
jump.back=-3.3
jump.fwd=3.3
runjump.back=-4.5,-10
runjump.fwd=4.5,-10	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num=0
airjump.height=0
yaccel=.5
stand.friction=.85
crouch.friction=.85	;Friction coefficient when crouching


;Default language victory quotes **MUGEN 1.0**
;The default language victory quotes must be implemented in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "You can't keep up! Why even bother?"
victory2 = "Eggman's robots get more and more lifelike every day!"
victory3 = "Even tails could have outrun you!"
victory4 = "That blue blur that just kicked your butt has a name -- Sonic the Hedgehog!"
victory5 = "I'm the fastest thing alive!"
victory6 = "You don't stand a chance of catching me! You're too slow!"

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

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,-8

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .4
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S72,0
volume = 255
channel = 255
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && matchover = 0
value = 181+random%2

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && matchover = 1
value = 183+random%2

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 184]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S71,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S65,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,300]
flag = roundnotover
flag2 = nomusic
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


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

;---------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = anim = 100
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 15
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 1822
triggerall = anim != 100
trigger1 = frontedgebodydist = 0
value = 1822
;elem = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1822
x = 0
y = -15
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 1823
trigger1 = pos y <= -200
value = 1823
;elem = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1823
x = -15
y = 0
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 182
triggerall = anim != 1822
triggerall = anim != 1824
trigger1 = backedgebodydist = 0
value = 1824
;elem = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1824
x = 0
y = 15
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1824
trigger1 = pos y >= 0
value = 100
;elem = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim = 100
x = 15
y = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 182
trigger1 = animelem = 4
value = S57,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim != 182
trigger1 = animelem = 1
value = S57,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 182
trigger1 = animelem = 3
value = S60,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
triggerall = anim = 182
trigger1 = time > 10
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
triggerall = anim != 182
trigger1 = 1
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,170]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

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

;---------------------------------------------------------------------------
; Win pose 4
; CNS difficulty: basic
[Statedef 182]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S60,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,140]
flag = roundnotover


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

;---------------------------------------------------------------------------
; Win pose 4
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 184
ID = 184
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S63,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,140]
flag = roundnotover


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

;---------------------------------------------------------------------------
; Introduction Decider
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 191+random%2
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S60,2
volume = 255
channel = 1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 192]
type = S
physics = N
ctrl = 0
anim = 192
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S64,0+random%3
volume = 255
channel = 1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1 || animelem = 2
value = S57,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 100
ID = 100
pos = -300,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 16,0
accel = 0,0
random = 0,0
removetime = 40
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 100
ID = 100
pos = 300,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -16,0
accel = 0,0
random = 0,0
removetime = 40
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = numhelper(194) = 0
trigger1 = animelem = 3
helpertype = normal ;player
name = "Intro"
ID = 194
stateno = 194
pos = -150,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =



[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 193]
type = S
ctrl = 0
anim = 191
velset = 0,0


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------------
;Intro Helper
[StateDef 194]
type = S
movetype= I
physics = N
velset = 5,0
ctrl = 0
anim = 191
poweradd = 0
sprpriority = 2


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [16,26]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S9,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 = time > 12
x = -.1
;ignorehitpause =
;persistent =


[State 191, end]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [3,73]
value = S9,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
persistent = 8


[State 0, Explod]
type = Explod
trigger1 = time = [1,70]
anim = 8050
ID = 8050
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .4,.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
persistent = 8


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 150
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[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  = 3				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
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
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -36		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I


[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 205]
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  = 3				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 205				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
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
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -91		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I


[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
;Fwd+MP
[StateDef 201]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 201
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S50,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 212, Vel]
type=velset
trigger1= animelemtime(4)>=0 && animelemtime(6)<=0
x=6

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 0
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 39
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 14

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 68
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 14

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 210
poweradd = 40
sprpriority = 2


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [4,7]
pos = -15,0
;pos2 = 20,0
spacing = 3
;ignorehitpause =
;persistent =



[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 211]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 215
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 84
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

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

;------------------------------------
;Overhead
[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 211
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 212, Vel]
type=velset
trigger1= animelemtime(3)>=0 && animelemtime(5)<=0
x=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 213
ID = 213
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 45
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 217, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 35
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

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

;---------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 235]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 235
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 22
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 240

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,6
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -51
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 7
;ignorehitpause =
;persistent =


[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 245

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 37
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 70
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------
;Kyaku
[StateDef 241]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 241
poweradd = 0
sprpriority = 2

[State 241, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 242
ctrl = 0

;-----------------------
;KyakuLift
[StateDef 242]
type = A
movetype= A
physics = N
juggle  = 1
velset = 4,-5
ctrl = 0
anim = 242
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 242, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 52
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 243

;-------------------
;Kyakuland
[StateDef 243]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 243
poweradd = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 243, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[StateDef 400]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 14
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -36
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 15
velset = 0,0
ctrl = 0
anim = 410
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 12
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [7,14]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =



[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 74
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 18
fall = 1
fall.recovertime = 60

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 411]
type = C
movetype= A
physics = N
juggle  = 15
ctrl = 0
anim = 411
poweradd = 40
velset = 8,0
sprpriority = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = time = [5,24]
x = -.1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [5,23]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =



[State 200, Idle]
type= statetypeset
trigger1= animelemtime(13)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = time = [5,24]
attr = C, NA
damage = 15
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-4
air.hittime = 18
persistent = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 14
x = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[StateDef 430]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 430
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 20
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -6
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 430, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[StateDef 440]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 440
poweradd = 40
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 76
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 18
fall = 1
fall.recovertime = 60

[State 440, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 32
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
fall.recovertime = 15
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 71
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 620]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 40
sprpriority = 2


[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 625
ID = 625
pos = 5,-52
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .85,.85
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem = 3
time = 3
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,3
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 75
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,5
air.hittime = 18

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 25
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
fall.recovertime = 15
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 40
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = vel x = 0
value = 641
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 70
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 25
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,8
air.hittime = 45

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 641]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 641
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 35
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 25
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3.4
air.hittime = 45

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 35
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 25
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,5
air.hittime = 45

;-------------------------
;Spinning Ball
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 40
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 15
length = 10
palcolor = 0
;palinvertall = 0
palbright = 30,30,230
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S58,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 3
y = -8
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = floor((p2dist X)/15)
y = 8
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 90
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,8
air.hittime = 18
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1005
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-------------------------
;Spinning Ball 2
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 40
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 12
length = 10
palcolor = 0
;palinvertall = 0
palbright = 30,30,230
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S58,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = -11
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 8
y = 12
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 90
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,8
air.hittime = 18
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1006
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-------------------------
;Spinning Ball Air
[StateDef 1002]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 40
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 15
length = 10
palcolor = 0
;palinvertall = 0
palbright = 30,30,230
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S58,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = floor((p2dist X)/10)
y = 8
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 90,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,8
air.hittime = 18
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1005
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-------------------------
;Spinning Ball Air 2
[StateDef 1003]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1003
poweradd = 40
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 10
length = 10
palcolor = 0
;palinvertall = 0
palbright = 30,30,230
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S58,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 8
y = 12
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 90,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,8
air.hittime = 18
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1006
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;---------------------------
;Rebound
[StateDef 1005]
type = A
movetype= I
physics = N
juggle  = 1
velset = -3,-5
ctrl = 0
anim = 1005
poweradd = 0
sprpriority = 2

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;---------------------------
;Rebound 2
[StateDef 1006]
type = A
movetype= I
physics = N
juggle  = 1
velset = -5,-5
ctrl = 0
anim = 1005
poweradd = 0
sprpriority = 2

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;---------------------------
;Rebound 3
[StateDef 1007]
type = A
movetype= I
physics = N
juggle  = 1
velset = -4,-6
ctrl = 0
anim = 1005
poweradd = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 22    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-------------------------------
[StateDef 1010]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1010
poweradd = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = prevstateno = 1006 && time = 0
trigger2 = prevstateno = 1001 && time = 0
value = 1010
elem = 2
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;Sonic Slash
[StateDef 1100]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 40
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 15
length = 10
palcolor = 0
;palinvertall = 0
palbright = 30,30,230
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,1+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 13
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 8
y = -6
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 24
;ignorehitpause =
;persistent =


[State 1100, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 95,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-6
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = -3

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [5,13]
pos = -10,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S9,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;----------------------
;Sonic Slash 2
[StateDef 1110]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 40
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 15
length = 10
palcolor = 0
;palinvertall = 0
palbright = 30,30,230
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,1+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [5,13]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S9,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 13
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 3
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 24
;ignorehitpause =
;persistent =


[State 1100, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 95,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-6
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = -3

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;--------------------------
;Speed Dash
[StateDef 1300]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S58,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [13,28]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 1300, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0, 0
guard.pausetime = 10,10
sparkno = 0
sparkxy = -1110, -1176
hitsound = s58, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = 13571

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 20
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time = [29,45]
x = -.1
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [31,45]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =



[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 12
physics = S         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animtime = 0
x = 0
;ignorehitpause =
;persistent =

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = 1305
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 20
length = 10
palcolor = 0
;palinvertall = 0
palbright = 30,30,230
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S57,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------
;Dash Guarded
[StateDef 1305]
type = S
movetype= I
physics = S
ctrl = 0
anim = 1305
sprpriority = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = -.1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animtime = 0
x = 0
;ignorehitpause =
;persistent =

[State 1305, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;Speed Dash get Hit
[StateDef 13571]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A       ;S,A,C,L
movetype = H        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelSet]
type = VelSet
triggerall = pos y < 0
trigger1 = time = 0
y = -8
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
triggerall = statetype = A
trigger1 = 1
;ignorehitpause =
;persistent =


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1310
;elem = 1
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


[State 1310, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 13572
ctrl = 0

;------------------------
;Dizzy
[StateDef 13572]
type = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
anim = 5300
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0 && time = 0
statetype = A       ;S,A,C,L
movetype = H        ;I,A,H
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 1311, end]
type = SelfState
triggerall = pos y < 0
trigger1 = time = 0
value = 5050
ctrl = 0

[State 1311, end]
type = SelfState
trigger1 = time = 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash 2
; CNS difficulty: basic
[Statedef 1320]
type = S
ctrl = 0
anim = 1320
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1324
trigger1 = animelem = 2
value = S9,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = time = 12
time = 25
length = 10
palcolor = 0
;palinvertall = 0
palbright = 30,30,230
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = anim = 1324
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = -35
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 1321
triggerall = anim != 1324
trigger1 = backedgebodydist = 0 && time > 12
value = 1321
;elem = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1321
x = 0
y = -35
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 1322
trigger1 = pos y <= -200
value = 1322
;elem = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1322
x = 35
y = 0
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 1320
triggerall = anim != 1321
triggerall = anim != 1323
trigger1 = frontedgebodydist = 0
value = 1323
;elem = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1323
x = 0
y = 35
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1323
trigger1 = pos y >= 0
value = 1324
;elem = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1324
x = 3
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S57,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S59,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
triggerall = anim = 1320
trigger1 = time > 10
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
triggerall = anim = 1324
trigger1 = animelem = 1
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
triggerall = anim != 1320
trigger1 = 1
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = anim = 1324
trigger1 = animtime = 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =


[State 181, 1]
type = NotHitBy
triggerall = anim != 1324
trigger1 = time = [12,25]
value = SCA
time = 1

;======================
;Box Decider
[StateDef 990]
type = S
movetype= I
physics = S
velset = 0,0
anim = 0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 1499, end]
type = ChangeState
trigger1 = random <= 199
value = 1505
ctrl = 0

[State 1499, end]
type = ChangeState
trigger1 = random = [200,399]
trigger1 = time = 0
value = 1500
ctrl = 0

[State 1499, end]
type = ChangeState
trigger1 = random = [400,599]
trigger1 = time = 0
value = 1501
ctrl = 0

[State 1499, end]
type = ChangeState
trigger1 = random = [600,799]
value = 1502
ctrl = 0

[State 1499, end]
type = ChangeState
triggerall = random = [800,899]
trigger1 = time = 0
value = 1503
ctrl = 0

[State 1499, end]
type = ChangeState
trigger1 = random = [900,949]
value = 1506
ctrl = 0

[State 1499, end]
type = ChangeState
trigger1 = random = [950,998]
value = 1504
ctrl = 0

[State 1499, end]
type = ChangeState
trigger1 = random = 999
value = 1507
ctrl = 0

;------------------------
;Item Get
[StateDef 1500]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = -7
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 27
y = -7
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8000
ID = 8000
pos = 0,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 27
anim = f3
ID = 3
pos = 0,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 28
helpertype = normal ;player
name = "shield"
ID = 7010
stateno = 7010
pos = 0,-35
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = .9
size.yscale = .9
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;------------------------
;Item Get E
[StateDef 1501]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = -7
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 27
y = -7
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8001
ID = 8001
pos = 0,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 27
anim = f3
ID = 3
pos = 0,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 28
helpertype = normal ;player
name = "shield"
ID = 7009
stateno = 7009
pos = 0,-35
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = .9
size.yscale = .9
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;------------------------
;Item Get W
[StateDef 1502]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = -7
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 27
y = -7
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8002
ID = 8002
pos = 0,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 27
anim = f3
ID = 3
pos = 0,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 28
helpertype = normal ;player
name = "shield"
ID = 7008
stateno = 7008
pos = 0,-35
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = .5
size.yscale = .5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;------------------------
;Item Get Ring
[StateDef 1503]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = -7
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 27
y = -7
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8003
ID = 8003
pos = 0,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 27
anim = f3
ID = 3
pos = 0,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 28
value = 75
kill = 0
absolute = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 28
value = S57,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 28
time = 5
add = 240,150,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;------------------------
;Item Get Hurt

;------------------------
;Item Get Hurt
[statedef 1504]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = -7
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 27
y = -7
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8004
ID = 8004
pos = 0,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 27
anim = f3
ID = 3
pos = 0,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 28
value = -50
kill = 0
absolute = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 28
value = S57,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 28
time = 5
add = 240,00,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 28
value = 13577
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;------------------------
;Item Get Shield
[StateDef 1505]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = -7
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 27
y = -7
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8006
ID = 8006
pos = 0,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 27
anim = f3
ID = 3
pos = 0,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 28
helpertype = normal ;player
name = "shield"
ID = 7007
stateno = 7007
pos = 0,-35
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = .9
size.yscale = .9
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;------------------------
;Item Get Invinc
[StateDef 1506]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = -7
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 27
y = -7
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8005
ID = 8005
pos = 0,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 27
anim = f3
ID = 3
pos = 0,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 28
helpertype = normal ;player
name = "shield"
ID = 7040
stateno = 7040
pos = 0,-35
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = .9
size.yscale = .9
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;------------------------
;Item Get EL
[StateDef 1507]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = -7
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 27
y = -7
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8007
ID = 8007
pos = 0,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 27
anim = f3
ID = 3
pos = 0,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S67,0+random%3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 27
value = 825
kill = 0
absolute = 0
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-------------------------
;fshield
[StateDef 7010]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7010
poweradd = 0
sprpriority = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, NotHitBy]
type = NotHitBy
trigger1 = parent,stateno = [120,155]
trigger2 = parent,stateno = [3200,3205]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = parent,stateno = 1600
flag = invisible
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S56,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
;facing = 0
pos = 0,-35
;ignorehitpause =
;persistent =



[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7001
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, destroyself]
type = destroyself
triggerall = parent, stateno != [120,155]
trigger1 = parent, movetype = H
;ignorehitpause =
;persistent =


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 3510
;ignorehitpause =
;persistent =


;-------------------------
;Shield Detsroyed
[StateDef 7001]
type = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 7001
poweradd = 0
sprpriority = 2

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
v = 22    ;fv =
value = 0
;ignorehitpause =
;persistent =

[State 3005, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------
;Inv shield
[StateDef 7040]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7040
poweradd = 0
sprpriority = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nomusic

[State 0, NotHitBy]
type = NotHitBy
trigger1 = parent,stateno = [120,155]
trigger2 = parent,stateno = [3200,3205]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S66,0+random%5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
;facing = 0
pos = 0,-35
;ignorehitpause =
;persistent =

[State 0, destroyself]
type = destroyself
triggerall = parent, stateno != [120,155]
trigger1 = parent, movetype = H
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 480
value = 7002
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 3510
;ignorehitpause =
;persistent =


;-------------------------
;Shield Detsroyed
[StateDef 7001]
type = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 7001
poweradd = 0
sprpriority = 2

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
v = 22    ;fv =
value = 0
;ignorehitpause =
;persistent =

[State 3005, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------
;Shield Detsroyed
[StateDef 7002]
type = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 7001
poweradd = 0
sprpriority = 2

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = animtime = 0
v = 22    ;fv =
value = 0
;ignorehitpause =
;persistent =

[State 3005, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------
;eshield
[StateDef 7009]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7009
poweradd = 0
sprpriority = 3

[State 0, destroyself]
type = destroyself
triggerall = parent, stateno != [120,155]
trigger1 = parent, movetype = H
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = parent,stateno = 1600
flag = invisible

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, NotHitBy]
type = NotHitBy
trigger1 = parent,stateno = [120,155]
trigger2 = parent,stateno = [3200,3205]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7001
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S56,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
;facing = 0
pos = 0,-35
;ignorehitpause =
;persistent =


[State 7010, end]
type = destroyself
trigger1 = parent, stateno = 3500


;-------------------------
;wshield
[StateDef 7008]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7008
poweradd = 0
sprpriority = 3

[State 0, destroyself]
type = destroyself
triggerall = parent, stateno != [120,155]
trigger1 = parent, movetype = H
trigger2= parent,stateno = 1007
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, NotHitBy]
type = NotHitBy
trigger1 = parent,stateno = [120,155]
trigger2 = parent,stateno = [3200,3205]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7001
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 7018
trigger1 = parent,stateno = 52
trigger2 = parent,stateno = 1010
value = 7018
;elem = 1
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 7018
trigger1 = parent,stateno = 3530 && pos y >= 0
trigger2 = parent,stateno = 3530 && pos y <= 220
value = 7018
;elem = 1
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno = 3015
;ignorehitpause =
;persistent =


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 7018 && animtime = 0
value = 7008
;elem = 1
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 7028
trigger1 = parent,stateno = 1610
value = 7028
;elem = 1
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 7029
trigger1 = parent,stateno = 1611
value = 7029
;elem = 1
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = parent,stateno != [1610,1611]
trigger1 = time = 0
value = 7008
;elem = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S56,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
;facing = 0
pos = 0,-35
;ignorehitpause =
;persistent =

;-------------------------
;nshield
[StateDef 7007]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7007
poweradd = 0
sprpriority = 3

[State 0, destroyself]
type = destroyself
triggerall = parent, stateno != [120,155]
trigger1 = parent, movetype = H
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 0, Explod]
type = Explod
triggerall = numexplod(7000) = 0
trigger1 = 1
anim = 7000
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 = parent,stateno = [120,155]
trigger2 = parent,stateno = [3200,3205]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7001
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S58,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
;facing = 0
pos = 0,-35
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, stateno = 3520
id = 7000
;ignorehitpause =
;persistent =


[State 7010, end]
type = destroyself
trigger1 = parent, stateno = 3520

;-----------------------
;Gethit
[StateDef 13577]
type = S
movetype= I
physics = S
ctrl = 0
anim = 13577
poweradd = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 22    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
triggerall = pos y < 0
trigger1 = time = 0
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
triggerall = pos y >= 0
trigger1 = time = 0
x = -5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = pos y < 0
trigger1 = time = 0
x = -2
y = -5
;ignorehitpause =
;persistent =


[State 13577, end]
type = ChangeState
triggerall = pos y >= 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;Fire Dash
[StateDef 1600]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1600
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,7
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7011
ID = 7011
pos = 25,-33
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 12
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 7
y = .2
;ignorehitpause =
;persistent =


[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 95,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-2
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 1600, end]
type = ChangeState
trigger1 = time = 20
value = 1605
ctrl = 0

;-----------------------
;Fire Recover
[StateDef 1605]
type = A
movetype= I
physics = N
ctrl = 0
anim = 1605
poweradd = 0
velset = 2,0
sprpriority = 2

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;----------------------------
;Water Bounce
 [StateDef 1610]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1610
poweradd = 40
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 41    ;fv =
value = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,7
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 7
y = 15
;ignorehitpause =
;persistent =


[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 55,4
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-2
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 1600, end]
type = ChangeState
trigger1= pos y >= 0
trigger2 = movecontact
value = 1611
ctrl = 0

;-----------------------
;Water Recover
[StateDef 1611]
type = A
movetype= I
physics = N
ctrl = 0
anim = 1605
poweradd = 0
velset = 0,-14
sprpriority = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = command = "holdfwd"
x = .1
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = command = "holdback"
x = -.1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S56,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;----------------------------
;E Arch
 [StateDef 1620]
type = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1620
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,7
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = [5,35]
anim = 70098
ID = 70098
pos = 0,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
persistent = 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 70099
ID = 70099
pos = 0,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 6
y = -8
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 5
y = .5
;ignorehitpause =
;persistent =


[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 90,7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-2
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
palfx.time = 10
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,3
palfx.invertall = 1
palfx.color = 0
;ignorehitpause = 0
;persistent = 1


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;----------------------------
;E Arch
 [StateDef 1621]
type = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1620
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,7
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = [5,35]
anim = 70098
ID = 70098
pos = 0,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
persistent = 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 70099
ID = 70099
pos = 0,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 3
y = -10
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 5
y = .5
;ignorehitpause =
;persistent =


[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 90,7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-2
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
palfx.time = 10
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,3
palfx.invertall = 1
palfx.color = 0

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-------------------------
;E Super
[StateDef 3500]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 3500
poweradd = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 35
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S59,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,10]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 22    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7009
ID = 7009
pos = 0,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 8
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = 5,-45
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3500, 1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 70097
projhitanim = 70096
projpriority = 2
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = 0
offset = 0,-35
velocity = 12
attr = S, SP
damage   = 175,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 10,10
hitsound   = s45,7
sparkno = 3
sparkxy = 30,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 20
envshake.ampl = 4
palfx.time = 15
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1
palfx.color = 0

[State 3500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;Fire Super
[StateDef 3510]
type = S
movetype= A
physics = N
juggle  = 5
velset = 0,0
ctrl = 0
anim = 3510
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 35
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S59,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,8]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [8,20]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7010
ID = 7010
pos = 0,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 22    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = -5,-45
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 7011
ID = 7011
pos = 25,-33
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 23
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 12
;ignorehitpause =
;persistent =


[State 1600, 1]
type = HitDef
trigger1 = time = [5,22]
attr = A, SA
damage = 40,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 6
sparkno = 2
sparkxy = -10, -36
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
persistent = 3
getpower = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 23
x = -.55
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 18
x = 0
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [23,30]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 1600, end]
type = ChangeState
triggerall = pos y < 0
trigger1 = time = 22
value = 1605
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

;------------------------
;Shield Burst
[StateDef 3520]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3520
poweradd = 20
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 35
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S59,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,10]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 22    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = -5,-45
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7000
ID = 7000
pos = 0,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7007
ID = 7007
pos = 0,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 7000
ID = 7000
pos = 0,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 7007
ID = 7007
pos = 0,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7000
ID = 7000
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7007
ID = 7007
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7000
ID = 7000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 7,-7
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7000
ID = 7000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 10,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7000
ID = 7000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 7,7
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7000
ID = 7000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,10
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7000
ID = 7000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -7,7
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7000
ID = 7000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -10,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7000
ID = 7000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -7,-7
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7000
ID = 7000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-10
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7000
ID = 7000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -10,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7007
ID = 7007
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 2,2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 3520, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 175,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = -10, -46
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -8,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-8
air.hittime = 22
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -5
getpower = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S45,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3520, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;Sonic Spinball 2
[StateDef 3530]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3530
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S59,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,7]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [7,20]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 22    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 30
anim = 100
sound = s20,0
pos = 5,-25
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 15
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time > 30
time = 10
;ignorehitpause =
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = floor((p2dist X)/5)
y = 15
;ignorehitpause =
;persistent =

[State 0, Velset]
type = Velset
triggerall = time > 5
trigger1= vel y > 0
trigger1= pos y > -vel y
x = floor((p2dist X)/5)
y = -25
;ignorehitpause =
;persistent =

[State 0, Velset]
type = Velset
triggerall = time > 5
trigger1 = pos y <= -220
x = floor((p2dist X)/5)
y = 25
;ignorehitpause =
;persistent =

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time > 6
value = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = time > 4
trigger1= vel y >= 0
trigger2 = pos y <= -220
value = S56,3
volume = 255
channel = 2
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
damage = 25,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -6+random%12,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-2
air.hittime = 22
envshake.time = 10
envshake.ampl = 4
getpower = 0
persistent = 4
fall = 1
fall.recover = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = 1007
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 3000, end]
type = ChangeState
trigger1 = pos y <= -220
trigger1 = time > 100
value = 3015
ctrl = 0

;-------------------------
;Ring Helper
[StateDef 6000]
type = A
movetype= I
physics = N
ctrl = 0
anim = 6000
poweradd = 0
sprpriority = 2

[State 0: VelAdd]
type = VelAdd
trigger1 = (parent, Pos Y > Pos Y) && (Vel Y < 6)
y = .7

[State 0: VelAdd]
type = VelAdd
trigger1 = (parent, Pos Y <= Pos Y) && (Vel Y > -6)
y = -.7

[State 0, PosSet]
type = PosSet
trigger1 = pos y > -50
y = -50
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = floor((parentdist X)/25)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = parentdist x = [-10,10]
value = S57,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 6000, end]
type = changestate
trigger1 = parentdist x = [-10,10]
value = 6001
ctrl = 0

;-----------------------
;Ring get
[StateDef 6001]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 6001
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = f2
ID = 2
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 6001, end]
type = destroyself
trigger1 = AnimTime = 0

;----------------------------
;SpinDash
[StateDef 1400]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 40
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 25,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 128
envshake.time = 10
envshake.ampl = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = time > 4
trigger1 = command = "y" || command = "x"
value = 1401
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1400, end]
type = ChangeState
trigger1 = time = 16
value = 1410
ctrl = 0

;----------------------------
;SpinDash
[StateDef 1401]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 1401
ctrl = 0
poweradd = 5
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 25,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 128
envshake.time = 10
envshake.ampl = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 28    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = time > 2
trigger1 = command = "y" || command = "x"
value = 1402
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410
ctrl = 0

;----------------------------
;SpinDash
[StateDef 1402]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 1401
ctrl = 0
poweradd = 5
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 25,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 128
envshake.time = 10
envshake.ampl = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 28    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = time > 2
trigger1 = command = "y" || command = "x"
value = 1403
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410
ctrl = 0

;----------------------------
;SpinDash
[StateDef 1403]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 1401
ctrl = 0
poweradd = 5
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 25,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 128
envshake.time = 10
envshake.ampl = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 28    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = time > 2
trigger1 = command = "y" || command = "x"
value = 1404
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410
ctrl = 0

;----------------------------
;SpinDash
[StateDef 1404]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 1401
ctrl = 0
poweradd = 5
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 25,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 128
envshake.time = 10
envshake.ampl = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 28    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 1400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410
ctrl = 0

;--------------------------
;SpinDashHit
[StateDef 1410]
type = C
movetype= A
physics = N
juggle  = 3
ctrl = 0
anim = 1410
poweradd = 10
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,.25
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S58,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 15
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
triggerall = vel x > 0
trigger1 = 1
x = -.1
;ignorehitpause =
;persistent =


[State 1410, 1]
type = HitDef
triggerall = var(28) = 0
trigger1 = 1
attr = S, SA
damage = 35,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
persistent = 5
envshake.time = 10
envshake.ampl = 3

[State 1410, 1]
type = HitDef
triggerall = var(28) = 1
trigger1 = 1
attr = S, SA
damage = 33,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
persistent = 4
envshake.time = 10
envshake.ampl = 3

[State 1410, 1]
type = HitDef
triggerall = var(28) = 2
trigger1 = 1
attr = S, SA
damage = 31,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
persistent = 3
envshake.time = 10
envshake.ampl = 3

[State 1410, 1]
type = HitDef
triggerall = var(28) = 3
trigger1 = 1
attr = S, SA
damage = 28,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
persistent = 2
envshake.time = 10
envshake.ampl = 3

[State 1410, 1]
type = HitDef
triggerall = var(28) = 4
trigger1 = 1
attr = S, SA
damage = 31,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
persistent = 2
envshake.time = 10
envshake.ampl = 3

[State 1410, end]
type = ChangeState
trigger1 = time = 12
value = 1420
ctrl = 0

;------------------------
;SpinDashEnd
[StateDef 1420]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 1420
poweradd = 20
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 28    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [5,19]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1410, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage = 35,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 1420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;SpinDash2
[StateDef 1450]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 40
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 15,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 128
envshake.time = 10
envshake.ampl = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S55,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1400, end]
type = ChangeState
trigger1 = animtime = 0
value = 1451
ctrl = 0

;--------------------------
;SpinDashHit2
[StateDef 1451]
type = C
movetype= A
physics = N
juggle  = 3
ctrl = 0
anim = 1410
poweradd = 10
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,.25
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S58,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 12
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
triggerall = vel x > 0
trigger1 = 1
x = -.1
;ignorehitpause =
;persistent =

[State 1410, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage = 80,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -1,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 1410, end]
type = ChangeState
trigger1 = time = 12
value = 1452
ctrl = 0

;------------------------
;SpinDashEnd
[StateDef 1452]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 1420
poweradd = 20
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 28    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [5,19]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;Sonic Spinball
[StateDef 3000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3000
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S69,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,7]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [8,18]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 30
anim = 100
sound = s20,0
pos = 5,-25
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 15
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time > 30
time = 10
;ignorehitpause =
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 25
y = -1
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
triggerall = time > 10
trigger1 = frontedgedist <= 5
x = -25
y = -5+random%5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = time > 20
trigger1 = backedgedist <= 5
x = 25
y = -5+random%10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = time > 30
trigger1 = frontedgedist <= 5
x = -25
y = -5+random%15
;ignorehitpause =
;persistent =

[State 0, Velset]
type = Velset
triggerall = time > 10
trigger1 = pos y >= 0
y = -4
;ignorehitpause =
;persistent =

[State 0, Velset]
type = Velset
triggerall = time > 10
trigger1 = pos y <= -320
y = 4
;ignorehitpause =
;persistent =

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time > 6
value = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = time > 6
trigger1 = frontedgedist <= 5
trigger2 = backedgedist <= 5
value = S58,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
damage = 35,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -2+random%4,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 22
envshake.time = 10
envshake.ampl = 4
getpower = 0
persistent = 4
fall = 1
fall.recover = 0

[State 3000, end]
type = ChangeState
trigger1 = frontedgedist <= 5
trigger1 = time > 100
value = 3005
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = 1005
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 3000, end]
type = ChangeState
trigger1 = backedgedist <= 5
trigger1 = time > 100
value = 3006
ctrl = 0

;-----------------------------
;Recover
[StateDef 3005]
type = A
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 3005
poweradd = 0
sprpriority = 2

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -3
y = -3
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-----------------------------
;Recover
[StateDef 3006]
type = A
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 3005
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 3
y = -3
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-----------------------------
;Recover 3
[StateDef 3015]
type = A
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 3005
poweradd = 0
sprpriority = 2

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -3
y = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 22    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-------------------------
;Tornado
[StateDef 3100]
type = S
movetype = A
physics = S
juggle = 0
anim = 3100
ctrl = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S59,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 30
anim = 100
sound = s20,0
pos = 5,-15
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 3100, Helper]
type = Helper
trigger1 = time = 3
ID = 3105
pos = -100,-150
postype = back
stateno = 3105
helpertype = normal
name = "Tails"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = .85
size.yscale = .85

[State 3100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;Tails Tornado
[StateDef 3105]
type = A
movetype= A
physics = N
juggle  = 6
velset = 0,0
ctrl = 0
anim = 3105
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S68,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S68,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 12
y = 6
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = -.2
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = vel y <= 0
y = 0
;ignorehitpause =
;persistent =


[State 3001, blah]
type = AngleSet
trigger1 = time
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)

[State 3001, blah]
type = AngleDraw
trigger1 = 1

[State 3105, 1]
type = HitDef
trigger1 = 1
attr = S, HP
damage = 35,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -10
hitsound = s4, 0+random%2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 18
getpower = 0
envshake.time = 15
envshake.ampl = 5
persistent = 3
fall = 1
fall.recover = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 100
;ignorehitpause =
;persistent =

;-----------------------
;Super Sonic
[StateDef 3200]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3250
ID = 3250
pos = -75,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 3,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 30
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3251
ID = 3251
pos = -50,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,2
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 30
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3252
ID = 3252
pos = 50,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -2,2
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 30
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3253
ID = 3253
pos = 75,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -3,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 30
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3254
ID = 3254
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -2,-2
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 30
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3255
ID = 3255
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 2,-2
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 30
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3256
ID = 3256
pos = 0,-125
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,3
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 30
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S70,2
volume = 255
channel = 3
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S70,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time > 15
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem = 3
time = 30
add = 0,0,0
mul = 256,256,256
sinadd = 250,250,250,60
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 50
anim = 102
sound = s20,0
pos = 5,-50
movetime = 50
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 100
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = -25
y = -3
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = backedgedist <= -180
x = 35
y = 0
;ignorehitpause =
;persistent =

[State 0, PlayerPush]
type = PlayerPush
trigger1 = statetype = A
value = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S70,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3200, 1]
type = HitDef
triggerall = time < 185
trigger1 = animelem = 7
guard.ctrltime = 60
attr = A, HA
damage = 60,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 3
sparkxy = -10, -56
hitsound = s45, 7
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-4
air.hittime = 20
getpower = 0
fall = 1
fall.recover = 0
envshake.time = 45
envshake.ampl = 5

[State 3200, 1]
type = HitDef
triggerall = time >= 185
trigger1 = animelem = 7
guard.ctrltime = 60
attr = A, HA
damage = 60,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 3
sparkxy = -10, -56
hitsound = s45, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-8
air.hittime = 20
getpower = 0
fall = 1
fall.recover = 0
envshake.time = 45
envshake.ampl = 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3210
ID = 3210
pos = 45,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 25,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = time < 200
trigger1 = frontedgebodydist < -50
anim = 3210
ID = 3210
pos = 45,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 25,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = time < 200
trigger1 = frontedgebodydist < -50
trigger2 = animelem = 6
value = S57,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
triggerall = time < 200
trigger1 = frontedgebodydist < -50
y = -10
;ignorehitpause =
;persistent =


[State 0, Turn]
type = Turn
triggerall = time < 200
trigger1 = frontedgebodydist < -50
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
triggerall = time < 200
trigger1 = frontedgebodydist < -50
x = -600
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 0, changestate]
type = changestate
triggerall = time >= 200
trigger1 = frontedgebodydist < -50
value = 3205
ctrl = 0
;ignorehitpause =
;persistent =

;-------------------------
;Super Sonic End
[StateDef 3205]
type = A
movetype= I
physics = N
juggle  = 1
velset = -5,0
ctrl = 0
anim = 3205
poweradd = 0
sprpriority = 2


;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem = 1
time = 40
add = 0,0,0
mul = 256,256,256
sinadd = 250,250,250,80
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -100
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 0, Gravity]
type = Gravity
trigger1 = time > 27
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;-------------------------
;Blue Tornado
[StateDef 3300]
type = A
movetype= A
physics = N
juggle  = 6
velset = 0,0
ctrl = 0
anim = 3300
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3300
trigger1 = animelem = 1
value = s59,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
triggerall = anim = 3300
trigger1 = animelem = 3
time = 30
anim = 100
sound = s20,0
pos = 5,-40
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time > 25
time = 10
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 15
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 9
x = 60
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 4
y = -6
;ignorehitpause =
;persistent =


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3300
trigger1 = animtime = 0
value = 3302
;elem = 1
;ignorehitpause =
;persistent =

[State 9000, 1];ŽžŒv‰ñ‚è
type = velset
triggerall = anim = 3302
trigger1 = 1
x = 40*cos(time*0.5+pi)
y = 4*sin(time*0.5+pi)

[State 0, VelSet]
type = VelSet
trigger1 = time > 94
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = time = [21,30]
trigger2 = time = [41,50]
trigger3 = time = [61,70]
trigger4 = time = [81,90]
value = 0
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = time = [31,40]
trigger2 = time = [51,60]
trigger3 = time = [71,80]
trigger4 = time = [91,100]
value = 4
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal ;player
name = "tornado"
ID = 3310
stateno = 3310
pos = -70,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = .65
size.yscale = .75
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlayerPush]
type = PlayerPush
trigger1 = anim = 3302
value = 0
;ignorehitpause =
;persistent =


[State 3300, end]
type = ChangeState
trigger1 = time = 129
value = 3305
ctrl = 0

;------------------
;PushHelper
[Statedef 3315]
physics=N
velset=0,0
anim=3315
[State 3205, nhb]
type=nothitby
trigger1= 1
time=-1
value=SCA
[State 3205, HitOverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=3315
ignorehitpause=1
[State 3205, bound]
type=screenbound
trigger1= 1
value=0
[State 3205, Turn]
type=turn
trigger1= rootdist x<5
[State 3205, push]
type=playerpush
trigger1= p2bodydist x=[-10,10]
value=1
[State 3205, Pos]
type=posset
trigger1= 1
y=0
[State 3205, Vel]
type=velset
trigger1= root,var(1)=1
x=250.0/(rootdist x+50.0)
;ifelse((rootdist x=[0,100]),2,ifelse((rootdist x=[100,200]),1.5,1))
[State 3205, Vel]
type=velset
trigger1= root,var(1)!=1
x=500.0/(rootdist x+50.0)
;ifelse((rootdist x=[0,100]),4,ifelse((rootdist x=[100,200]),3,2))
sprpriority=2
postype=p1
pos=0,0
scale=1,1
removetime=-2
ownpal=1
[State 3205, Pos]
type=posadd
trigger1= p2bodydist x!=[-5,5]
x=ceil(p2dist x)-enemynear,const(size.ground.back)-5
[State 3205, End]
type=destroyself
triggerall = numhelper(3310) = 1
trigger1= root,stateno!=3300 || (root,anim!=[3300,3302])
trigger2 = helper(3310), movecontact

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 120
;ignorehitpause =
;persistent =


;-------------------------
;Tornado End
[StateDef 3305]
type = A
movetype= I
physics = N
juggle  = 1
velset = 1,0
ctrl = 0
anim = 3305
poweradd = 0
sprpriority = 2


[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1010

;--------------------------
;Helper
[StateDef 3310]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3310
poweradd = 20
sprpriority = 2

[State 3200, pullhelper]
type=helper
trigger1= animelem = 1
helpertype=normal
stateno=3315
ID=3315
name="Vaccum"
postype=p2
pos=enemynear,const(size.ground.back)-25,-ceil(enemy,pos y)
persistent=0
size.ground.back=5
size.ground.front=5
size.height=240

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S69,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 5
;ignorehitpause =
;persistent =


[State 3310, 1]
type = HitDef
triggerall = time <= 79
trigger1 = 1
attr = S, HP
damage = 25,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = -10, -50+ceil(enemy,pos y)
hitsound = s45, 7
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 1,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 1,-3
air.hittime = 128
envshake.time = 10
envshake.ampl = 4
getpower = 0
fall = 1
fall.recover = 0
persistent = 10

[State 3310, 1]
type = HitDef
triggerall = time >= 80
trigger1 = 1
attr = S, HP
damage = 25,2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = -10, -50+ceil(enemy,pos y)
hitsound = s45, 7
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -6,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6,-6
air.hittime = 128
envshake.time = 10
envshake.ampl = 4
getpower = 0
fall = 1
fall.recover = 0
persistent = 10

[State 0, ChangeState]
type = ChangeState
triggerall = time < 90
trigger1 = parent, stateno != 3300
value = 3311
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 90
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =


[State 3310, end]
type = destroyself
trigger1 = time = 100

;---------------------
;Tornado Disappear
[StateDef 3311]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3311
poweradd = 0
sprpriority = 2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


;------------------------
;Throw
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s8,0
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S5,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S5,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4 || animelem = 8
time = 8
;freq = 60
ampl = 2
;phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 12
time = 15
;freq = 60
ampl = 3
;phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = f1
ID = 1
pos = 30,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = f1
ID = 1
pos = 40,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = f2
ID = 2
pos = 50,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 30, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 30, 0

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 35, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 40, 0

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 40, 0

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 42, 0

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 44, 0

[State 810, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 45, 0

[State 810, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 50, 0

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4 || animelem = 8
value = -25

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -35

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 13
value = 821

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

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

;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = -5,-5
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;------------------------------------
;AirDash
[Statedef 110]
type = A
physics = N
anim = 110
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 11

[State 100, 1]
type = VelSet
trigger1 = time > 4
x = 10
y = 0.4

[State 100, 2]
type = ChangeState
trigger1 = time = 15
value = 111

;------------------------------------
;AirDash
[Statedef 111]
type = A
physics = A
anim = 111
ctrl = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 2
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52

;------------------------------------
;AirDash
[Statedef 112]
type = A
physics = N
anim = 112
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 11

[State 100, 1]
type = VelSet
trigger1 = time > 4
x = -10
y = 0.4

[State 100, 2]
type = ChangeState
trigger1 = time = 15
value = 113

;------------------------------------
;AirDash
[Statedef 113]
type = A
physics = A
anim = 113
ctrl = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52

;---------------------------------------------------------------------------
; LauncherFollow
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 21


[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50000
ctrl = 1

;AI jump check
[State 40, 6]
type = ChangeState
trigger1 = var(59) = 1 && var(30) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LauncherFollowUp
[Statedef 50000]
type    = A
physics = A

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, Guard]
type= changestate
trigger1= inguarddist
trigger1= ctrl && command="holdback"
value= 120

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 2
value = 1
;ignorehitpause =
;persistent =


[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Run forward
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
trigger2 = animelem = 5
pos = 20,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, Jump]
type= changestate
trigger1= command="holdfwd" && command="holdup"
value= 40

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 101

;---------------------------
;Runstop
[StateDef 101]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 101
poweradd = 0
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,5]
pos = 20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hop backwards
[Statedef 105]
type    = S
physics = S
anim = 105
sprpriority = 1
ctrl = 0


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 2
trigger2 = animelem = 5
pos = 20,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, Jump]
type= changestate
trigger1= command="holdback" && command="holdup"
value= 40

[State 100, 4]
type = ChangeState
trigger1 = command != "holdback"
value = 106

;---------------------------
;Runstop2
[StateDef 106]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 106
poweradd = 0
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,5]
pos = -20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "var22 = %d fvar1= %f  pos x = %f "
params = var(22), fvar(2) , p2bodydist x

[State -2, Damage Dampener]; Scaling in action
type= attackmulset
triggerall=stateno = [3000,3999]
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.95, 0.90**enemynear, gethitvar(hitcount)))
ignorehitpause= 1


[State -2, Damage Dampener]; Scaling in action
type= attackmulset
triggerall=stateno != [3000,3999]
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.93, 0.85**enemynear, gethitvar(hitcount)))
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = (p2bodydist x < 50) || (p2bodydist x >90)
v = 30   ;fv = 10
value = 0

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = p2bodydist x = [50,90]
v = 30   ;fv = 10
value = 1

[State 0, NotHitBy]
type = NotHitBy
triggerall = stateno != [120,155]
trigger1 = var(22) != 0
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = stateno != [45,50]
v = 24    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = numhelper(7009) = 1
trigger1 = random < 9
helpertype = normal ;player
name = "ring"
ID = 6000
stateno = 6000
pos = -400,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
triggerall = numhelper(6000) = 1
trigger1 = helper(6000), stateno = 6001
value = 10
kill = 0
absolute = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = stateno != [1400,1410]
v = 28    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(7007) != 0
trigger1 = helper(7007), stateno = 7001
value = 13577
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(7008) != 0
trigger1 = helper(7008), stateno = 7001
value = 13577
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(7009) != 0
trigger1 = helper(7009), stateno = 7001
value = 13577
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(7010) != 0
trigger1 = helper(7010), stateno = 7001
value = 13577
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = numhelper(7007) != 0
trigger2 = numhelper(7008) != 0
trigger3 = numhelper(7009) != 0
trigger4 = numhelper(7010) != 0
trigger5 = numhelper(7040) != 0
v = 22    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
triggerall = numhelper(7040) != 0
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, VarSet]
type = VarSet
triggerall = stateno != [120,155]
trigger1 = movetype = H
v = 22    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State 0, StopSnd]
type = StopSnd
trigger1 = roundstate = 2
channel = 1
;ignorehitpause =
;persistent =

[State 0, StopSnd]
type = StopSnd
trigger1 = movetype = H
channel = 3
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = stateno != [1610,1611]
v = 41    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = s40, 0

