;Aura 2nd Revival
;By Crucifix
;
;CNS 1
;
;---------------------------------------------------------------

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 999
liedown.time = 20
airjuggle = 10
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 55
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 160
proj.doscale = 0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd   =  3.3
walk.back  = -3.3
run.fwd    =  12, 0
run.back   = -6,-6
jump.neu   =  0,-8.8
jump.fwd   =  3.3
jump.back  = -3.3
runjump.back = -4,-8
runjump.fwd = 4,-8
airjump.neu = 0,-8
airjump.back = -3
airjump.fwd = 3

[Movement]
airjump.num = 2       ;Number of air jumps allowed (opt)
airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)
yaccel = .524         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

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

[State 0, Helper]
type = Helper
triggerall = NumHelper(888) != 1
trigger1 = time = 0
helpertype = normal ;player
name = "wave shield"
ID = 888
stateno = 888
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 9106
ID = 9106
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 2,1
sprpriority = -2
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 9100,2

[state 10002,var(10)clear]
type = varset
trigger1 = time = 0
var(10) = 0

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

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

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

;++++++++++++++++++++++++++++++++++++++++++++
[Statedef 1]
type = S
physics = S
sprpriority = 0
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 1901
trigger1 = time = 100
value = 47,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = prevstateno = 1901
value = 444

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 444
trigger1 = animtime = 0
value = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 9106
ID = 9106
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 2,1
sprpriority = -2
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 9100,2

[state 10002,var(10)clear]
type = varset
trigger1 = time = 0
var(10) = 0

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

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

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

;++++++++++++++++++++++++++++++++++++++++++++++
; Initialize (at the start of the round)
[Statedef 5900]
type = S
anim = 0

[State 0, PowerSet]
type = PowerSet
triggerall = power > 2000
trigger1 = time = 0
value = 2000

[State 0, Helper]
type = Helper
triggerall = NumHelper(888) != 1
trigger1 = time = 0
helpertype = normal ;player
name = "wave shield"
ID = 888
stateno = 888
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 9106
ID = 9106
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 2,1
sprpriority = -2
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 9100,2

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 57
range = 1,2

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190



;=================================================================
; 99 jumping system
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
velset = 0,0,0

[State 40, jumpsnd]
type = PlaySnd
trigger1 = anim = 40 && animtime = 0
value = 40,0
channel = 7
persistent = 0

[State 40, turn]
type = turn
trigger1 = time = 0 && P2dist X < 0

[State 40, 0]
type = VarSet
trigger1 = Time = 0
var(8) = 0

[State 40, 1]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = var(8) != 2
var(8) = 1

[State 40, 2]
type = VarSet
trigger1 = command = "holdback"
trigger1 = var(8) != -2
var(8) = -1

[State 40, 3]
type = VarSet
triggerall = Time = 0
triggerall = command = "holdfwd"
trigger1 = command = "longjump"
trigger2 = prevstateno = 100 ;RUN_FWD
var(8) = 2

[State 40, 4]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "holdback"
trigger1 = command = "longjump"
var(8) = -2

[State 40, 5]
type = Afterimage
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
time = 15
length = 6
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
FrameGap = 4
Trans = Add1

[State 40, 6]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(8) != 0
trigger1 = var(8) != 1
trigger1 = var(8) != -1
trigger1 = command = "holdup"
trigger2 = command != "holdup"
value = 2041

[State 40, 7]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; JUMP_UP (short)
[Statedef 2041]
type    = A
physics = A
velset = 0, -6.4
ctrl = 1

[State 2041, 0] ;killing normal jump snd
type = StopSnd
triggerall = Time = 0
trigger1 = var(8) = -2
trigger2 = var(8) = 2
channel = 7

[State 2041, 2] ; Play sound when jumping (long)
type = PlaySnd
triggerall = Time = 0
trigger1 = var(8) = -2
trigger2 = var(8) = 2
value = 1002,2
persistent = 0

[State 0, Explod]
type = Explod
triggerall = var(8) = -2
trigger1 = 1
anim = 9700
pos = 0,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
random = 60,105
removetime = -2
scale = 0.5,0.5
sprpriority = 99999
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = var(8) = 2
trigger1 = 1
anim = 9700
pos = 0,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
random = 60,105
removetime = -2
scale = 0.5,0.5
sprpriority = 99999
ownpal = 1
removeongethit = 0

[State 2041, 3] ; Shadows
type = Afterimage
triggerall = Time = 0
trigger1 = var(8) = -2
trigger2 = var(8) = 2
length = 12
palbright = 0,0,0
palcontrast = 0,0,0;255,255,255
paladd = 0,0,0
palmul = 0,0,0
timegap = 1
framegap = 3
trans = add1
time = 20

[State 2041, 4] ; Shadows off
type = Afterimage
trigger1 = Time = 14
time = 0

[State 2041, 5] ;Holding up?
type = VelSet
trigger1 = Time = 0
trigger1 = command = "holdup"
y = -8.8

[State 2041, 6]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = 1
x = 3

[State 2041, 7]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = 2
x = 7

[State 2041, 8]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -1
x = -3

[State 2041, 9]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -2
x = -5

[State 2041, 10]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X = 0
trigger1 = command = "holdup"
value = 41

[State 2041, 11] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X = 0
trigger1 = command != "holdup"
value = 2041

[State 2041, 12]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X > 0
trigger1 = command = "holdup"
value = 42

[State 2041, 13] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X > 0
trigger1 = command != "holdup"
value = 2042            ;bwahahahaha. . . its 444!

[State 2041, 3.1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X < 0
value = 43

[State 2041, 13] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X < 0
trigger1 = command != "holdup"
value = 2043


;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S47,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 2500
trigger1 = time = 0
value = S200,4

[State 0, Explod]
type = Explod
triggerall = prevstateno = 2500
trigger1 = time = 0
anim = 91032
ID = 91032
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9999999
ownpal = 1

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[Statedef 100]
type = S
physics = S
ctrl = 0
velset = 0,0,0
anim = 100

[State 100,1]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 2]
type = velset
trigger1 = time >= 3
x = const(velocity.run.fwd.x)

[State 100, 2]
type = PlaySnd
trigger1 = Time = 3
value = 100,0
loop = 0
channel = 8

[State 100, 3]
type = ChangeState
trigger1 = (command = "holdup") && (time >= 4)
value = 40
ctrl = 0

[State 100, 3]
type = ChangeState
trigger1 = (command != "holdfwd") && (time >= 13)
value = 101
ctrl = 0

;---------------------------------------------------------------------------
;  101 slide
[Statedef 101]
type = S
physics = S
anim = 101
ctrl = 0
velset = 0,0

[State 101, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------
; hopback - start
[Statedef 105]
type = S
movetype = I
physics = S
anim = 105
velset = 0
ctrl = 0

[State 105, 1]
type = PlaySnd
trigger1 = time = 0
value = 105,0
persistent = 0

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

; hopback in air
[Statedef 106]
type = A
movetype = I
physics = N
anim = 106
velset = -11.69019607843,-4.12549019608

[State 106, 1]
type = velmul
trigger1 = 1
x = 0.9137254902

[State 106, 2]
type = VelAdd
trigger1 = Time >= 0
y = 0.524

[State 106, 3]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= -4)
value = 107

; hopback landing
[Statedef 107]
type = S
movetype = I
physics = S
anim = 107
velset = 0,0

[State 107, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 107, 0]
type = velset
trigger1 = time = 0
y = 0

[State 107, 0]
type = velset
trigger1 = time >= 1
x = 0

[State 107, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 2]
type = ctrlset
trigger1 = animtime = 0
value = 1

[State 107, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=========================================
; Guards overwrite
;=========================================
;Helper Ice Wall stand
[Statedef 123]
movetype = I
velset = 0,0
sprpriority = -1

[State 123, 0]
type = BindToParent
trigger1 = 1 && anim != 143
pos = 10,-75

[State 123, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno = 130)
value = 134
persistent = 0

[State 123, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno != 130)
value = 124
persistent = 0

[State 123, end]
type = destroyself
triggerall = parent, anim != 120
trigger1 = parent, Statetype != S
trigger2 = parent, stateno != 130
trigger3 = parent, Movetype = H
ignorehitpause = 1
persistent = 0




;Helper Ice Wall crouch
[Statedef 124]
movetype = I
velset = 0,0
sprpriority = 999999

[State 124, 0]
type = BindToParent
trigger1 = 1 && anim != 144
pos = 0,-40

[State 124, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno = 131)
value = 134
persistent = 0

[State 124, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno != 131)
value = 124
persistent = 0

[State 124, end]
type = destroyself
triggerall = parent, anim != 121
trigger1 = parent, Statetype != C
trigger2 = parent, Stateno != 131
trigger3 = parent, Movetype = H
ignorehitpause = 1
persistent = 0






;Helper Ice Wall air
[Statedef 125]
type = U
movetype = I
physic = N
sprpriority = -1

[State 125, 0]
type = BindToParent
trigger1 = 1 && anim != 145
pos = 30,-80

[State 125, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno = 132)
value = 134
persistent = 0

;[State 125, 0]
;type = ChangeAnim
;trigger1 = parent, stateno = 51
;value = 145
;persistent = 0

[State 125, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno != 132)
value = 124
persistent = 0

[State 125, end]
type = destroyself
triggerall = parent, anim != 152
triggerall = parent, stateno != [154,155]
trigger1 = anim = 145 && animtime = 0
trigger2 = parent, Statetype != A
trigger3 = parent, movetype = A
trigger4 = parent, Movetype = H
ignorehitpause = 1
persistent = 0






;=====================================
; lose by timeover
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
sprpriority = 1

;[State 170, 2]
;type = PlaySnd
;trigger1 = Time = 3
;value = 190,5
;persistent = 0

;[State 170, diana]
;type = explod
;trigger1 = time = 0
;anim = 171
;postype = p1
;pos = 0,0
;bindtime = 9999
;removetime = 9999
;sprpriority = -1
;ignorehitpause = 0
;removeongethit = 1
;ownpal = 1
;ID = 171
;shadow = 128,128,128

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

[State 170, 2]
type = assertspecial
trigger1 = time = [0,180]
flag = roundnotover


;=====================================
; Win Pose Decider
[Statedef 180]
type = S

;freeeeeee win states:
;183

;[State 190, 2]
;type = ChangeState
;trigger1 = MatchOver = 1
;value = 182

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 52
range = 1,3

[State 180, 4]
type = ChangeState
triggerall = var(52) = 2
trigger1 = time = 0
value = 181

[State 180, 4]
type = ChangeState
triggerall = var(52) = 3
trigger1 = time = 0
value = 183

[State 180, 4]
type = ChangeState
triggerall = var(52) = 1
trigger1 = time = 0
value = 199

;---------------------------------------------------------------------------
;win pose 1
[statedef 199]
type = S
ctrl = 0
anim = 199
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 19992
ID = 19992
pos = 25,-90
postype = p1  ;p2,front,back,left,right
removetime = 83
scale = 0.1,0.1
sprpriority = 9999
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = time = 83
anim = 19992
ID = 19992
pos = 27,-92
postype = p1  ;p2,front,back,left,right
removetime = 5
scale = 0.1,0.1
sprpriority = 9999
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = time = 88
anim = 19992
ID = 19992
pos = 34,-112
postype = p1  ;p2,front,back,left,right
removetime = 20
scale = 0.1,0.1
sprpriority = 9999
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = time = 114
anim = 1999
ID = 1999
pos = 24,-76
postype = p1  ;p2,front,back,left,right
removetime = 20
scale = 0.75,0.75
sprpriority = 9999
bindtime = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 114
value = S1005,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 114
value = S1000,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 62
value = S1000,3

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 114
value = 255,255,255
time = 2

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 114
time = 15
freq = 75
ampl = 5

[State 181, 0]
type = assertspecial
trigger1 = time = [0,175]
flag = roundnotover

;------------------------------------
;win pose 2
[Statedef 181]
type = S
ctrl = 0
anim = 190
facing = 1
pos = 0,0
postype = p1
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 9718
ID = 9718
pos = 0,-77
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -2
ownpal = 1
scale = 1,1

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 9111
ID = 9111
pos = 0,-77
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -2
ownpal = 1
scale = 1,1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9118
ID = 9118
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 240
scale = 0.75,0.75
sprpriority = 9999999
ownpal = 1

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

[State 181, 0]
type = assertspecial
trigger1 = time = [0,350]
flag = roundnotover

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 91132
ID = 91132
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
trigger2 = time = 137
value = 1000,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
value = 1007,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
value = 1001,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
value = 1000,7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
trigger2 = time = 137
value = S9100,2

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 57
trigger2 = time = 137
value = 255,255,255
time = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 57
trigger2 = time = 137
time = 10
freq = 75
ampl = 3

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 9106
ID = 9106
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 708
ID = 708
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 709
ID = 709
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

;---------------------------------------
[Statedef 183]
type = S
ctrl = 0
anim = 1952
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover
persistent = 1

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

[State 195, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 300,9
persistent = 0

;++++++++++++++++++++++++++++++
[Statedef 182]
type = S
ctrl = 0
anim = 196
facing = 1
pos = 0,0
postype = p1
velset = 0,0
physics = S

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S300,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1005,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 55
value = S1005,3

[State 0, Explod]
type = Explod
trigger1 = time = 55
anim = 9690
ID = 9690
pos = 0,150
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = time = [0,75]
value = 0,0,0
time = 1

[State 0, Explod]
type = Explod
trigger1 = time = 75
anim = 9552
ID = 9552
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 9999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 75
anim = 9553
ID = 9553
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 999999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = 1
anim = 9700
pos = 0,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
random = 40,110
removetime = -2
scale = 0.5,0.5
sprpriority = 9999999999999
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 75
anim = 9112
ID = 9112
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 99999
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 75
value = S1000,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 75
value = S1002,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 75
value = S1005,0

[State 0, Explod]
type = Explod
trigger1 = time = 75
anim = 91153
ID = 91153
pos = 7,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0,0
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 84
anim = 9200
ID = 9200
pos = 0,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1.5,1.5
sprpriority = 0
ownpal = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 75
time = 8
freq = 100
ampl = 5

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 84
time = 9999999
freq = 75
ampl = 4

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 325
time = 9999999
freq = 100
ampl = 5

[State 0, Explod]
type = Explod
trigger1 = time = 84
anim = 801
ID = 801
pos = 0,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 84
y = -0.25

[State 0, PalFX]
type = PalFX
trigger1 = time = 84
time = -1
add = 192,192,192
color = 256

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9106
ID = 9106
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
supermove
pausemove
scale = 2,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 707
ID = 707
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 325
supermove
pausemove
scale = 1,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 325
anim = 9210
ID = 9210
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove
pausemove
scale = 2,2
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 600
anim = 707
ID = 707
pos = 0,70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 345
anim = 9220
ID = 9220
pos = 0,0
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 250
scale = 0.5,0.5
sprpriority = 99999999999
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 325
value = S1000,7
loop = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 400
value = S666,666
loop = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 325
y = 0

[State 182, 0]
type = assertspecial
trigger1 = time = [0,900]
flag = roundnotover
flag2 = nomusic

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,900]
flag = nobardisplay

;======================================
; pre intro decider
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 55
range = 1,4
;ignorehitpause =
;persistent =


;[State 191, 1]
;type = ChangeState
;triggerall = Time = 0
;trigger1 = enemy, Name = "malin" && enemy,authorname = "Juke kisaragi"
;value = 198

;[state 190,1]          ;chack
;type = changestate
;trigger1 = var(55) = 3
;trigger1 = time = 0
;value = 1901


;[State 190, 1] ;intro against N.E.S.T member
;type = ChangeState
;trigger1 = var(55) = 1
;trigger1 = Time = 0
;value = 1902

;[State 190, 1] ;intro against N.E.S.T traitor(ZERO)
;type = ChangeState
;trigger1 = var(55) = 2
;trigger1 = Time = 0
;value = 191

[State 190, 1] ;risen angel
type = ChangeState
trigger1 = var(55) = 1
trigger1 = Time = 0
value = 1901

[State 190, 1] ;creepy intro
type = ChangeState
trigger1 = var(55) = 2
trigger1 = Time = 0
value = 1900

[State 190, 1] ;creepy intro
type = ChangeState
trigger1 = var(55) = 3
trigger1 = Time = 0
value = 1902

[State 190, 1] ;crucifix intro
type = ChangeState
trigger1 = var(55) = 4
trigger1 = Time = 0
value = 1904



;risen angel intro
;--------------------
[statedef 1901]
type = S
movetype = I
physics = S
velset = 0
anim = 196

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1007,0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9118
ID = 9118
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 240
scale = 0.75,0.75
sprpriority = 9999999
ownpal = 1

[State 0, ExplodBindTime]
type = ExplodBindTime
trigger1 = 1
ID = 9118
time = 240

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 196

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

[State 191, 2]
type = AssertSpecial
trigger1 = Time = [0,250]
flag = Intro

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -50

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9113
ID = 9113
pos = 7,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, ExplodBindTime]
type = ExplodBindTime
trigger1 = 1
ID = 9113
time = 221

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "dust mechanism"
ID = 9100
stateno = 1903
pos = 0,50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 220
y = 0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
value = s1001,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 137
value = s1000,3

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 9718
ID = 9718
pos = 0,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -2
ownpal = 1
scale = 1,1

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 9111
ID = 9111
pos = 0,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -2
ownpal = 1
scale = 2,2

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 9106
ID = 9106
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -2
ownpal = 1
scale = 2,1

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

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y = 0
value = 0
ctrl = 0

;++++++++++++++++++++++++++++++++++++++
[statedef 1903]
type=S
velset=0,0
anim = 445

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
value = 9100,2

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 57
trigger2 = time = 137
time = 10
freq = 75
ampl = 3

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 57
trigger2 = time = 137
value = 255,255,255
time = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 57
value = 1000,1

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 708
ID = 708
pos = -40,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,0.5
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 9202
ID = 9202
pos = -40,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,0.5
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 709
ID = 709
pos = 40,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,0.5
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 57
trigger2 = time = 137
anim = 9106
ID = 9106
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -2
ownpal = 1
scale = 2,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 137
value = 9100,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 137
value = 1000,7

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 140

;++++++++++++++++++++++++++++++++++++++
;Crucifix intro
[statedef 1904]
type=S
velset=0,0
anim = 1903

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S190,3
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S9101,2
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S9101,0
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S190,7
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S9101,1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 389
anim = 42039
ID = 43039
pos = -25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
removetime = -2
scale = 2,1
sprpriority = -2
ownpal = 1
bindtime = -1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 375
value = S1006,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S1007,2
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S1007,3
persistent = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 21
time = 10
freq = 75
ampl = 5
persistent = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 21
value = 0,0,0
time = 2
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 9112
ID = 9112
pos = -25,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
removetime = -2
scale = 1,1
sprpriority = 99999999
ownpal = 1
bindtime = -1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 95532
ID = 95532
pos = -25,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 9999999999
ownpal = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 42035
ID = 42035
pos = -25,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 99999
ownpal = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 42034
ID = 42034
pos = -25,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 99999
ownpal = 1
persistent = 0

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

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

;--------------------intro  VS AK'
[statedef 1900]
type = S
movetype = I
physics = S
velset = 0
anim = 194

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9600
ID = 9600
pos = 25,-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
scale = 1,1
sprpriority = -2
shadow = -1,0,0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 205
value = S1001,0

[State 0, Explod]
type = Explod
trigger1 = time = 205
anim = 9601
ID = 9601
pos = 25,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = -16,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = -5
shadow = -1,0,0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 81
value = S1006,1

[State 0, Explod]
type = Explod
trigger1 = time = 81
anim = 2
ID = 2
pos = 60,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 100
scale = 0.1,0.1
sprpriority = -5
shadow = 0,0,0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 81
value = S1005,4

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 205
time = 10
freq = 75
ampl = 4

[State -3, Fire]
type = Explod
trigger1 = time = 205
anim = 9602  ;vert.wave
sprpriority = 76
facing = 1
pos = 0,5
ownpal = 1
postype = p1

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 205
value = 0,0,0
time = 2
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S1006,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 170
value = S190,7

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

[State 191, 2]
type = AssertSpecial
trigger1 = Time = [0,220]
flag = Intro

[State 194, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0


;------------------------------------
[statedef 1902]
type = S
movetype = I
physics = S
velset = 0
anim = 1902

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 100
value = S200,4

[State 0, Explod]
type = Explod
trigger1 = time = 100
anim = 91032
ID = 91032
pos = -300,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9999999999
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 110
anim = 91032
ID = 91032
pos = -210,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9999999999
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 120
anim = 91032
ID = 91032
pos = -110,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9999999999
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 130
anim = 91032
ID = 91032
pos = -59,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999999
ownpal = 1
removeongethit = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,175]
flag = intro

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,222]
flag = nomusic

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 70
trigger2 = time = 80
trigger3 = time = 90
trigger4 = time = 10
value = S1000,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 70
trigger2 = time = 80
trigger3 = time = 90
trigger4 = time = 10
value = S1003,2

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 70
trigger2 = time = 80
trigger3 = time = 90
trigger4 = time = 10
trigger5 = time = 100
time = 20
freq = 75
ampl = 5

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 70
trigger2 = time = 80
trigger3 = time = 90
trigger4 = time = 10
value = 255,255,255
time = 3

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = 9690
ID = 9690
pos = 0,150
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 60
value = S1005,3

[State 0, Explod]
type = Explod
trigger1 = time = 70
anim = 95532
ID = 95532
pos = -150,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 80
anim = 95532
ID = 95532
pos = -25,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 90
anim = 95532
ID = 95532
pos = 200,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 70
anim = 9112
ID = 9112
pos = -150,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 80
anim = 9112
ID = 9112
pos = -25,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 90
anim = 9112
ID = 9112
pos = 200,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 70
anim = 9552
ID = 9552
pos = -150,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 80
anim = 9552
ID = 9552
pos = -25,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 90
anim = 9552
ID = 9552
pos = 200,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 70
anim = 9001
ID = 9001
pos = -150,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 80
anim = 9001
ID = 9001
pos = -25,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 90
anim = 9001
ID = 9001
pos = 200,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 100
value = S9100,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 100
value = S1003,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 100
value = S1000,7

[State 0, Explod]
type = Explod
trigger1 = time = 100
anim = 9109
ID = 9109
pos = -150,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1.5,1
sprpriority = 99999
ownpal = 1
removeongethit = 0

;================

[State 194, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;++++++++++++++++++++++++++++++++++++
[Statedef 550]
type    = A
movetype= I
physics = A
juggle  = 4
poweradd= 0
velset = 0,0
anim = 42
ctrl = 1
sprpriority = 2

;[State 1000, 1]
;type = velset
;trigger1 = time = [0,5]
;x = 4

;[State 1000, 1]
;type = velset
;trigger1 = time >= 6
;x = 3

[State 1000, 7]
type = ChangeState
trigger1 = pos Y >= 0
value = 1
ctrl = 1

;-------------------intro VS AK' 2nd
[statedef 1902]
type = S
movetype = I
physics = S
velset = 0,0,0
anim = 197

[State 191, 2]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = Intro

[State 191, another_K']
type = explod
trigger1 = animelemtime(13) = 0
anim = 780
postype = p1
pos = -25,0
bindtime = 195;237
sprpriority = -1
ignorehitpause = 0
removeongethit = 2;1
ownpal = 1
shadow = 128,128,128
vel = 0,0     ;アナザーの横移動の設定

[State 191, D]
type = PlaySnd
trigger1 = AnimElemTime(13) = 0
value = 190,5         ;another_K'_出現サウンド
persistent = 0

[State 191, D]
type = PlaySnd
trigger1 = AnimElemTime(17) = 5
value = 9989,12      ;なめてんじゃねえぞてめえ！
persistent = 0

[State 191, D]
type = PlaySnd
trigger1 = AnimElemTime(21) = 80
value = 9989,13         ;行けよ！
persistent = 0

[State 191, D]
type = PlaySnd
trigger1 = AnimElem = 28
value = 190,5         ;another_K'_消滅サウンド
persistent = 0




[State 194, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------intro VS malin (by juke kisaragi)
[statedef 198]
type = S
movetype = I
physics = S
velset = 0
anim = 198

[State 191, 2]
type = AssertSpecial
trigger1 = Time = [0,500]
flag = Intro

[State 2003, 4]
type = Explod
trigger1 = time = 0
anim = 1981
postype = p1
pos = 0,0
sprpriority = -2
supermove = 1
bindtime = 1000
ownpal = 1

[State 191, 0]
type = PlaySnd
trigger1 = AnimElem = 9
value = 9989,3

[State 191, 0]
type = PlaySnd
trigger1 = AnimElem = 27
value = 1981,0

[State 191, D]
type = PlaySnd
trigger1 = AnimElem = 29
value = 190,5         ;another_K'_出現サウンド

[state 1901]
type = changestate
trigger1 = animtime = 0
value = 0



;-------------------
; 191 normal intro against everyone.
[Statedef 191]
type = S
movetype = I
physics = S
velset = 0
anim = 191



[State 191, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 190,6
persistent = 0



;[State 191, 0]
;type = PlaySnd
;trigger1 = AnimElemTime(2) = 0
;value = 190,0           ;いつも通りにすれば良いのよ
;persistent = 0

[State 191, 0]
type = PlaySnd
trigger1 = AnimElemTime(22) = 0
value = 180,2          ;わかった
persistent = 0

;[State 191, ice]
;type = explod
;trigger1 = animelemtime(12) = 0
;anim = 192
;postype = p1
;pos = 0,0
;bindtime = 16
;sprpriority = 2
;ignorehitpause = 0
;removeongethit = 1
;ownpal = 1
;shadow = 128,128,128

[State 191, D]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
value = 190,5         ;another_K'_出現サウンド
persistent = 0

[State 191, D]
type = PlaySnd
trigger1 = AnimElemTime(20) = 5
value = 9989,2       ;どいつもこいつも
persistent = 0

[State 191, D]
type = PlaySnd
trigger1 = AnimElemTime(21) = 90
value = 9989,11         ;手加減無しだぜ
persistent = 0

[State 191, D]
type = PlaySnd
trigger1 = AnimElemTime(22) = 4
value = 190,5         ;another_K'_出現サウンド
persistent = 0

[State 191, another_K']
type = explod
trigger1 = animelemtime(16) = 0
anim = 780
postype = p1
pos = -25,0
bindtime = 195;237
sprpriority = -1
ignorehitpause = 0
removeongethit = 2;1
ownpal = 1
shadow = 128,128,128
vel = 0,0     ;アナザーの横移動の設定


[State 191, 2]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = Intro

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0  
value = 0





;---------------------------------
; 193 intro against N.E.S.T. members..
;---------------------------------
[Statedef 193]
type = S
movetype = I
physics = S
velset = 0
anim = 191

[State 193, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 190,6
persistent = 0

;[State 193, ice]
;type = explod
;trigger1 = animelemtime(12) = 0
;anim = 192
;postype = p1
;pos = 0,0
;bindtime = 16
;sprpriority = 2
;ignorehitpause = 0
;removeongethit = 1
;ownpal = 1
;shadow = 128,128,128

[State 193, D]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
value = 190,5
persistent = 0

[State 193, D]
type = PlaySnd
trigger1 = AnimElemTime(21) = 17
value = 190,2
persistent = 0

[State 193, D]
type = PlaySnd
trigger1 = AnimElemTime(22) = 4
value = 190,5
persistent = 0

[State 193, diana]
type = explod
trigger1 = animelemtime(16) = 0
anim = 780
postype = p1
pos = -25,0
bindtime = 237
sprpriority = -1
ignorehitpause = 0
removeongethit = 1
ownpal = 1
shadow = 128,128,128

[State 193, 2]
type = AssertSpecial
trigger1 = Time = [0,1000];360]
flag = Intro

[State 193, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0




;---------------------------------
; 194 intro against N.E.S.T. traitor (ZERO)
;---------------------------------
[Statedef 194]
type = S
movetype = I
physics = S
velset = 0
anim = 193

[State 194, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 190,6
persistent = 0

[State 194, ice]
type = explod
trigger1 = animelemtime(12) = 0
anim = 192
postype = p1
pos = 0,0
bindtime = 16
sprpriority = 2
ignorehitpause = 0
removeongethit = 1
ownpal = 1
shadow = 128,128,128

[State 194, D]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
value = 190,5
persistent = 0

[State 194, D]
type = PlaySnd
trigger1 = AnimElemTime(21) = 179
value = 190,1
persistent = 0

[State 194, D]
type = PlaySnd
trigger1 = AnimElemTime(22) = 4
value = 190,5
persistent = 0

[State 194, diana]
type = explod
trigger1 = animelemtime(16) = 0
anim = 781
postype = p1
pos = -25,0
bindtime = 237
sprpriority = -1
ignorehitpause = 0
removeongethit = 1
ownpal = 1
shadow = 128,128,128

[State 194, 2]
type = AssertSpecial
trigger1 = Time = [0,470]
flag = Intro

[State 194, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0







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

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

[State 195, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 300,9
persistent = 0

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




;===========================================================
; Standing light punch
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
velset = 0
ctrl = 0

;-------------------------
[State 200, 0]
type = ChangeState
triggerall = time = 0
trigger1 = p2bodydist X <= 35
value = 960
;--------------------------

[State 200, 0]
type = PlaySnd
trigger1 = Time = 0
value = s3000,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1005,1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 201
ID = 201
pos = -10,-20
postype = p1  ;p2,front,back,left,right
removetime = -2
sprpriority = 9999
scale = 1.2,0.6
ownpal = 1
removeongethit = 1

[State 200, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 200, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 2
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 40
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 200, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 2
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 40
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 0, CtrlSet]
type = CtrlSet
triggerall = animelem = 2
trigger1 = movehit
value = 1

;[State MovetypeReset]
;type = statetypeset
;trigger1 = animelemtime(4) >= 0
;movetype = I

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; standing light kick
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
velset = 3,0
ctrl = 0

[State -1, Sliding Kick 2]
type = changestate
value = 222
triggerall = statetype != A
triggerall = command = "holdfwd" && command = "x"
triggerall = command != "holddown"
triggerall = alive = 1
trigger1 = time = 0

[State 210, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 210, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 210, 3]
type = HitDef
triggerall = var(3) != 0
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 40
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -3,-52
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 210, 3]
type = HitDef
triggerall = var(3) = 0
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 40
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -3,-52
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 0, CtrlSet]
type = CtrlSet
triggerall = movecontact
trigger1 = animelem = 16
value = 1
ignorehitpause = 1

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(17) >= 0
movetype = I

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

[Statedef 211]
type = S
movetype = A
physics = S
anim = 211
velset = 0,0
ctrl = 0

[State 210, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 3
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 40
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -3,-52
hitsound   = S200,0
guardsound = S150,0
ground.type = High
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -2
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 0, CtrlSet]
type = CtrlSet
triggerall = movecontact
trigger1 = animelem = 4
value = 1
ignorehitpause = 1

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
[Statedef 960]
type = S
movetype = A
physics = S
anim = 960
velset = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S300,2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 0
value = 0

[State 200, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,8

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 961
ID = 961
pos = -30,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 999999
ownpal = 1
removeongethit = 1

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 4
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 40
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -3,-52
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 0, CtrlSet]
type = CtrlSet
triggerall = animelem = 5
trigger1 = movehit
value = 1

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

;--------------
; Standing strong kick 2
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
velset = 0
ctrl = 0

[State -1, Sliding Kick 2]
type = changestate
value = 221
triggerall = statetype != A
triggerall = command = "holdback" && command = "b"
triggerall = command != "holddown"
triggerall = alive = 1
trigger1 = time = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,8

[State 220, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 9550
ID = 9550
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9999
ownpal = 1
removeongethit = 1

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 4
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 50
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -3,-52
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 0, CtrlSet]
type = CtrlSet
triggerall = movehit
trigger1 = animelem = 4
value = 1

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
[Statedef 221]
type = S
movetype = A
physics = S
anim = 221
velset = 0
ctrl = 0

[State 0, VelSet]
type = VelAdd
trigger1 = time = 0
x = -5

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 2
x = 20

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 9714
ID = 9714
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 91032
ID = 91032
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S200,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1005,1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 252
ID = 252
pos = 65,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5,0.5
sprpriority = 999999
ownpal = 1
removeongethit = 1

[State 1400]
type = HitDef
trigger1 = Animelem = 5
attr = A, SA
animtype  = diugup
damage    = 75,5
guardflag = MA
hitflag = MAF
pausetime = 10,10
sparkno = S4510
guard.sparkno = S4620
sparkxy = -30,-70
hitsound = S210,0
guardsound = s150,1
ground.type = High
ground.slidetime = 23
ground.hittime = 22
ground.velocity = -10,-5
guard.velocity = -10
airguard.velocity = -4.0,-3.0
air.velocity = -10,-5
juggle = 1
air.juggle = 1
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

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



;-------------------------------
[StateDef 222]
type = S
movetype = A
physics = S
anim = 222
velset = 15,0
ctrl = 0

[State 0, PowerAdd]
type = PowerAdd
triggerall = numhelper(7000) = 0
trigger1 = time = 0
value = -250

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8007
ID = 8007
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 99999
ownpal = 1
supermove = 1
pausemove = 1

[State 210, 0]
type = PlaySnd
trigger1 = Time = 0
value = s200,1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 91032
ID = 91032
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 999999
ownpal = 1
scale = 0.5,0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1000,8

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 7
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 30
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -3,-52
hitsound   = S210,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 20
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
envshake.time = 10
envshake.ampl = 5
envshake.freq = 75

[State 0, CtrlSet]
type = CtrlSet
triggerall = animelem = 7
trigger1 = movecontact
value = 1

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;+++++++++++++++++++++++++++++++
; Standing strong kick
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
velset = 0
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,8

[State 230, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 230, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9550
ID = 9550
pos = -15,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 15
removetime = -2
scale = 1,1
sprpriority = 9999
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
triggerall = animelem = 4
trigger1 = movecontact
anim = 95502
ID = 95502
pos = -15,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 15
removetime = -2
scale = 1,1
sprpriority = 9999
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 9520
ID = 9520
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 15
removetime = -2
scale = 1,1
sprpriority = 9999
ownpal = 1
removeongethit = 1

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 4
hitflag = MA
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 40
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 8
hitflag = MA
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 40;-(movehit)*40
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -10
ground.cornerpush.veloff = -14
guard.velocity = -5
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(9) >= 0
movetype = I

[State 0, CtrlSet]
type = CtrlSet
triggerall = animelem = 8
trigger1 = movehit
value = 1

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;===========================================================
; Standing CD attack
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
velset = 0
ctrl = 0

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 240, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 240, 0]
type = PlaySnd
trigger1 = random <= 599
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
hitflag = MA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 90
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = -25,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 9714
ID = 9714
pos = 10,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 99999
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 9550
ID = 9550
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 99999
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1000,8

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================
; Standing CD attack during guard
[Statedef 245]
type = S
movetype = A
physics = S
anim = 240
velset = 0
ctrl = 0

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

[State 240, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 240, 0]
type = PlaySnd
trigger1 = random <= 599
trigger1 = Time = 0
value = 300,6
persistent = 0

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
hitflag = MA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 90
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 9714
ID = 9714
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 99999
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 9550
ID = 9550
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 99999
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,8

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;===========================================================
; Standing close hard punch
[Statedef 270]
type = S
movetype = A
physics = S
anim = 270
velset = 0
ctrl = 0

[State 270, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 270, 0]
type = PlaySnd
trigger1 = random <= 799
trigger1 = Time = 0
value = 300,0
persistent = 0

;[State 270 , 1]
;type = HitDef
;trigger1 = var(3) != 0
;trigger1 = AnimElem = 2
;persistent = 0
;hitflag = MAF
;attr = S, NA
;animtype = Med
;getpower = 120,20
;givepower = 20,20
;damage = 70
;guardflag = M
;pausetime = 11,12
;sparkno = 2
;sparkxy = 2,-80
;hitsound = S220,0
;guardsound = S150,1
;ground.type = High
;ground.slidetime = 17
;ground.hittime = 17
;ground.velocity = 0
;ground.cornerpush.veloff = 0
;guard.velocity = -3
;yaccel = 0.6
;air.velocity = -3,-8
;airguard.velocity = -5,-1
;air.cornerpush.veloff = 0
;air.animtype = Back
;air.hittime = 17
;air.fall = 0
;fall.recover = 0 

[State 270 , 1]
type = HitDef
;trigger1 = var(3) = 0
trigger1 = AnimElem = 2
persistent = 0
hitflag = MA
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 70
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = 2,-80
hitsound = S220,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
airguard.velocity = -5,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.hittime = 17
air.fall = 0
fall.recover = 0 

[State 270 , 1]
type = HitDef
trigger1 = AnimElem = 7
persistent = 0
hitflag = MA
attr = S, NA
animtype = Med
getpower = 60,20
givepower = 20,20
damage = 50;-(movehit)*30
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -4,-60
hitsound = S220,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9
ground.cornerpush.veloff = -16
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
airguard.velocity = -5,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.hittime = 17
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(8) >= 0
movetype = I

[State 270, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-------------------
; 300 One Inch
[Statedef 300]
type = S
movetype = A
physics = S
anim = 300
velset = 0
ctrl = 0

[State 0, PosAdd]
type = VelAdd
trigger1 =  time = 0
x = 15

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 91032
ID = 91032
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,4

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 92044
ID = 92044
pos = 60,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
removetime = 25
scale = 0.75,0.75
sprpriority = 99999
ownpal = 1
removeongethit = 1

[State 300, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 300, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,7
persistent = 0

[State 300, 0]
type = envshake
trigger1 = animelem = 5, = 0
time = 10
freq = 120

[State 300, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 5
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Hard
damage    = 60
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -10,-56
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5.4,-5
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.64
fall = 1
fall.recovery = 0
air.velocity = -5.4,-5
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
P2stateno = 305
P2stateno = 305
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 300, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 5
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Hard
damage    = 60
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -10,-56
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5.4,-5
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.64
fall = 1
fall.recovery = 0
air.velocity = -5.4,-5
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
P2stateno = 305
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I

[State 300, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------
; 301 One Inch Cancel
[Statedef 301]
type = S
movetype = A
physics = S
anim = 301
velset = 0
ctrl = 0

[State 301, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 301, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,7
persistent = 0

[State 301, 0]
type = envshake
trigger1 = animelem = 5, = 0
time = 10
freq = 120

[State 301, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 5
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Medium
damage    = 40
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -10,-56
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
ground.cornerpush.veloff = -14
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 301, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 5
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Medium
damage    = 40
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -10,-56
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
ground.cornerpush.veloff = -14
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I

[State 301, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;-------------------------------
; 305 been hit by normal one inch
[statedef 305]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 305, 0]
type = changeanim2
trigger1 = time = 0
value = 305

[State 305, 0]
type = ChangeState
trigger1 = hitshakeover = 1
value = 306

;part2
[Statedef 306]
type = A
movetype= H
physics = N
ctrl = 0

[State 306, 1]
type = VelAdd
trigger1 = 1
y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)

[State 306, 0]
type = changeanim2
trigger1 = time = 0
value = 306

[State 306, 0]
type = HitVelSet
trigger1 = time = 0
x = 1
y = 1

[State 306, 10]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 5
value = 307

;slide in ground
[Statedef 307]
type = S
movetype = H
physics = N
velset = -6+(p2dist x < 0)*12,0
ctrl = 0

[State 307, 1]
type = changeanim2
trigger1 = time = 0
value = 307

[State 307, 0]
type = posset
trigger1 = time = 0
y = 0

[State 307, veladd]
type = veladd
trigger1 = time >= 0
trigger1 = time <= 14
x = 0.32-(p2dist X < 0)*0.64

[State 307, veladd]
type = velset
trigger1 = animelem = 2
x = 0

[State 307, self]
type = selfstate
trigger1 = alive
trigger1 = animtime = 0
value = 5120

[State 307, self]
type = selfstate
trigger1 = !alive
trigger1 = animtime = 0
value = 5150




;--------------------------------------------------------
; dodge forward 350
[Statedef 350]
type    = S
movetype= I
physics = S
velset = 0,0,0
ctrl = 0
anim = 350
sprpriority = -1

[State 350, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 350, 0]
type = Afterimage
trigger1 = time = 4
time = 17
length = 7
PalBright = 0, 0, 0
PalContrast = 160,160,160
PalAdd = 0, 0, 0
PalMul = 1,1,1
framegap = 3
Trans = Add1

[State 350, Vel Y]
type = VelSet
trigger1 = (animelemtime(3) >= 0) && (animelemtime(6) <= 0)
x = 5

[State 350, 1]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA, AA, AP
time = 1

[State 350, 3]
type = VelSet
trigger1 = animelem = 6, = 1
x = 0

[State 350, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 350, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;--------------------------------------------------------
; 351 dodge forward during guard 
[Statedef 351]
type    = S
movetype= I
physics = S
velset = 0,0,0
ctrl = 0
anim = 351
sprpriority = -1
poweradd = -1000

[State 351, flash]
type = explod
trigger1 = time = 0
persistent = 0
anim = 820
bindtime = 1
pos = 7,-77
postype = P1
sprpriority = 3
ownpal = 1
supermove = 1

[State 351, ice-crash(S)]
type = explod
trigger1 = time = 0
persistent = 0
anim = 143
bindtime = 1
pos = 0,0
postype = P1
sprpriority = 3
ownpal = 1
shadow = 64,64,64
supermove = 1

[State 351, 0]
type = superpause
trigger1 = time = 0
time = 12
movetime = 12
sprpriority = -1
anim = -1
darken = 0

[State 351, flash]
type = envcolor
trigger1 = time = 0
value = 240,240,240
under = 1
time = 4
supermove = 1

[State 351, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 351, 0]
type = Afterimage
trigger1 = time = 8
time = 17
length = 9
framegap = 3
Trans = Add1
PalContrast = 0,160,255

[State 351, Vel Y]
type = VelSet
trigger1 = (animelemtime(4) >= 0) && (animelemtime(7) <= 0)
x = 7

[State 351, 1]
type = NotHitBy
trigger1 = AnimElemTime(7) <= 0
value = SCA

[State 351, 3]
type = VelSet
trigger1 = animelem = 7, = 1
x = 0

[State 351, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 351, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;--------------------------------------------------------
; dodge backward 360
[Statedef 360]
type    = S
movetype= I
physics = S
velset = 0,0,0
ctrl = 0
anim = 360
sprpriority = -1

[State 360, 1]
type = PlaySnd
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 360, 0]
type = Afterimage
trigger1 = time = 4
time = 17
length = 7
PalBright = 0, 0, 0
PalContrast = 160,160,160
PalAdd = 0, 0, 0
PalMul = 1,1,1
framegap = 3
Trans = Add1

[State 360, Vel Y]
type = VelSet
trigger1 = (animelemtime(3) >= 0) && (animelemtime(5) <= 0)
x = -7

[State 360, 1]
type = NotHitBy
trigger1 = animelemtime(5) < 0
value = SCA, AA, AP
time = 1

[State 360, 3]
type = VelSet
trigger1 = animelem = 5, = 1
x = 0

[State 360, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 360, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;--------------------------------------------------------
; 361 dodge backward during guard
[Statedef 361]
type    = S
movetype= I
physics = S
velset = 0,0,0
ctrl = 0
anim = 361
sprpriority = -1
poweradd = -1000

[State 361, flash]
type = explod
trigger1 = time = 0
persistent = 0
anim = 820
bindtime = 1
pos = 7,-77
postype = P1
sprpriority = 3
ownpal = 1
supermove = 1

[State 361, ice-crash(S)]
type = explod
trigger1 = time = 0
persistent = 0
anim = 143
bindtime = 1
pos = 0,0
postype = P1
sprpriority = 3
ownpal = 1
shadow = 64,64,64
supermove = 1

[State 361, flash]
type = envcolor
trigger1 = time = 0
value = 240,240,240
under = 1
time = 4
supermove = 1

[State 361, 0]
type = superpause
trigger1 = time = 0
time = 12
movetime = 12
sprpriority = -1
anim = -1
darken = 0

[State 361, 1]
type = PlaySnd
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 361, 0]
type = Afterimage
trigger1 = time = 8
time = 17
length = 9
PalContrast = 0,160,255
framegap = 3
Trans = Add1

[State 361, Vel Y]
type = VelSet
trigger1 = (animelemtime(4) >= 0) && (animelemtime(6) <= 0)
x = -7

[State 361, 1]
type = NotHitBy
trigger1 = animelemtime(6) < 0
value = SCA

[State 361, 3]
type = VelSet
trigger1 = animelem = 6, = 1
x = 0

[State 361, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 361, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;===============================
; Crouching light punch
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
velset = 0
ctrl = 0

[State 400, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 400, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 400 , 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 3
attr = C, NA
damage    = 30
animtype  = Light
getpower = 60,20
givepower = 20,20
hitflag = MAF
guardflag = M
pausetime = 11,12
sparkxy = 4,-48
sparkno = 1
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -6
air.velocity = -2,-3
air.animtype = Back
down.velocity = -4,0
down.hittime = 20
air.fall = 0
fall.recover = 0 

[State 400 , 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 3
attr = C, NA
damage    = 30
animtype  = Light
getpower = 60,20
givepower = 20,20
hitflag = MA
guardflag = M
pausetime = 11,12
sparkxy = 4,-48
sparkno = 1
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -6
air.velocity = -2,-3
air.animtype = Back
down.velocity = -4,0
down.hittime = 20
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command != "holddown")
ctrl = 1


;---------------------------------------------------------------------------
; Crouching light kick
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
velset = 0
ctrl = 0

[State 410, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 410, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 410, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 2
attr = C, NA
damage    = 30
getpower = 60,20
givepower = 20,20
hitflag = MAF
animtype = light
guardflag = L
pausetime = 11,12
sparkno = 1
sparkxy = 2,-12
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.cornerpush.veloff = -7
ground.velocity = -6
air.velocity = -2,-3
air.animtype = Back
guard.velocity = -5
air.fall = 0
fall.recover = 0 

[State 410, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 2
attr = C, NA
damage    = 30
getpower = 60,20
givepower = 20,20
hitflag = MA
animtype = light
guardflag = L
pausetime = 11,12
sparkno = 1
sparkxy = 2,-12
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.cornerpush.veloff = -7
ground.velocity = -6
air.velocity = -2,-3
air.animtype = Back
guard.velocity = -5
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command != "holddown")
ctrl = 1

; Crouching hard punch
[Statedef 420]
type = C
movetype = A
physics = C
anim = 420
velset = 0
ctrl = 0

[State 420, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 420, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 420, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 4
persistent = 0
hitflag = MAF
attr = C, NA
animtype = Med
damage = 80
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkxy = 4,-90
hitsound   = S220,0
guardsound = S150,1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8
ground.cornerpush.veloff = -15
yaccel = 0.6
air.velocity = -3,-8
air.animtype = Back
air.cornerpush.veloff = 0
airguard.velocity = -5,-4
air.hittime = 17
air.fall = 1
fall.recover = 0 

[State 420, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 4
persistent = 0
hitflag = MA
attr = C, NA
animtype = Med
damage = 80
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkxy = 4,-90
hitsound   = S220,0
guardsound = S150,1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8
ground.cornerpush.veloff = -15
yaccel = 0.6
air.velocity = -3,-8
air.animtype = Back
air.cornerpush.veloff = 0
airguard.velocity = -5,-4
air.hittime = 17
air.fall = 1
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(5) >= 0
movetype = I

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command != "holddown")
ctrl = 1




; Crouching hard kick
[Statedef 430]
type = C
movetype = A
physics = C
anim = 430
velset = 0
ctrl = 0

[State 430, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 430, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 430 , 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
hitflag = MAF
damage    = 40,10
animtype = back
getpower = 120,20
givepower = 20,20
hitflag = MA
guardflag = L
pausetime = 5,5
sparkxy = -2,-10
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-6
yaccel = 0.64
air.velocity = 0,-10
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0
fall.animtype = back
fall.yvelocity = -3

[State 1301, 4]
type = HitDef
trigger1 = animelem = 7
attr = SCA, SA
hitflag = AF
animtype = back
damage = 25,5
getpower = 63
guardflag = M ; MA
pausetime = 10,12
sparkxy = -10,-70
yaccel = 0.45
hitsound = S240,0
guardsound = S150,1
guard.velocity = -14
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -10 ,-7
air.velocity = -10,-4
airguard.velocity = -3,-2
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
triggerall = animelem = 7
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command != "holddown")
ctrl = 1


;--------------------
; 440 sliding kick
[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
velset = 0,0
ctrl = 0

[State 440, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 440, posset]
type = posset
trigger1 = time = 0
y = 0

[State 440, 0]
type = posadd
triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 8

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 441
ctrl = 0



[Statedef 441]
type = C
movetype = A
physics = N
anim = 441
velset = 9
ctrl = 0

[State 441, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,3
persistent = 0

[State 441, 0]
type = veladd
trigger1 = 1
x = -0.45

[State 441 , 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
attr = C, SA
hitflag = MAF
damage    = 70
animtype = Hard
getpower = 120,20
givepower = 20,20
hitflag = MA
guardflag = L
pausetime = 11,12
sparkxy = -3,-12
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5,-7
ground.cornerpush.veloff = 0
yaccel = 0.6
air.velocity = -4.5,-7
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0
fall.animtype = back

[State 441 , 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
attr = C, SA
hitflag = MA
damage    = 70
animtype = Hard
getpower = 60,20
givepower = 20,20
hitflag = MA
guardflag = L
pausetime = 11,12
sparkxy = -3,-12
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5,-7
ground.cornerpush.veloff = 0
yaccel = 0.6
air.velocity = -4.5,-7
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0
fall.animtype = back

[State 441, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 442
ctrl = 0





;--------------end
[Statedef 442]
type = C
movetype = I
physics = C
anim = 442
velset = 0,0
ctrl = 0

[State 442, 0]
type = posadd
triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = animelem = 1
x = 11

[State 442, 0]
type = posadd
triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8

[State 442, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command!= "holddown")
ctrl = 1


;------------------
; Air light punch
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 13202
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 999999
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1000,8

[State 0, CtrlSet]
type = CtrlSet
trigger1 = movecontact
trigger1 = animelem = 3
value = 1

[State 600, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 600, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 600, 3]
type = HitDef
trigger1 = animelem = 1
attr = A, NA
animtype = light + (var(5)||var(6))*2
hitflag = MAF
damage = 30
getpower = 60,20
givepower = 20,20
guardflag = HA
pausetime = 11,12
sparkxy = 2,-30
hitsound = S240,0
guardsound = S150,1
ground.type = low
ground.slidetime = 9 + (var(5)||var(6))*9
ground.hittime = 9 + (var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -10
yaccel = 0.6
air.velocity = -3,-8
air.hittime = 17
air.animtype = Back
air.cornerpush.veloff = 0
airguard.velocity = -4,-4
air.fall = 0
fall.recover = 0
envshake.time = 20
envshake.freq = 75
envshake.ampl = 4

[State 0, VelAdd]
type = VelAdd
trigger1 = movehit
y = -2
persistent = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I


;------------------
; Air ultra-heavy kick
[Statedef 610]
type = A
movetype = A
physics = A
anim = 610
ctrl = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
trigger2 = time = 0
y = -2
persistent = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animtime = 0
value = 1

[State 610, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 201
ID = 201
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 99999
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1005,1

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 0
persistent = 0

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
animtype = heavy
hitflag = MAF
damage = 50
getpower = 60,20
givepower = 20,20
guardflag = HA
pausetime = 20,20
sparkxy = -3,-40
hitsound   = S210,0
guardsound = S150,0
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -2
ground.cornerpush.veloff = -10
yaccel = 0.6
air.velocity = -2,20
air.hittime = 17
air.animtype = Back
air.cornerpush.veloff = 0
airguard.velocity = -4,-4
air.fall = 1
fall.recover = 0
envshake.ampl = 6
envshake.freq = 75
envshake.time = 30



;------------------
; Air hard punch
[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
ctrl = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
y = -2
persistent = 0

[State 620, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 620, 0]
type = PlaySnd
trigger1 = random <= 799
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 620 , 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
attr = A, NA
damage    = 80
animtype  = Med
getpower = 120,20
givepower = 20,20
guardflag = HA
priority = 5
pausetime = 11,12
sparkxy = 2,-30
sparkno = 2
hitsound   = S220,0
guardsound = S150,1
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -12
yaccel = 0.6
air.hittime = 17
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
fall.recover = 0 

[State 620 , 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
attr = A, NA
damage    = 80
animtype  = Med
getpower = 120,20
givepower = 20,20
guardflag = HA
priority = 5
pausetime = 11,12
sparkxy = 2,-30
sparkno = 2
hitsound   = S220,0
guardsound = S150,1
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -12
yaccel = 0.6
air.hittime = 17
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I



;------------------
; Air hard kick
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
ctrl = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 4
value = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
y = -2
persistent = 0

[State 630, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 630, 0]
type = PlaySnd
trigger1 = random <= 799
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 630 , 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
attr = A, NA
damage    = 80
animtype  = Med
getpower = 120,20
givepower = 20,20
guardflag = HA
priority = 5
pausetime = 11,12
sparkxy = -3,-40
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -12
yaccel = 0.6
air.hittime = 17
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
fall.recover = 0 

[State 630 , 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
attr = A, NA
damage    = 80
animtype  = Med
getpower = 120,20
givepower = 20,20
guardflag = HA
priority = 5
pausetime = 11,12
sparkxy = -3,-40
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -12
yaccel = 0.6
air.hittime = 17
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I




;------------------
; Air CD attack
[Statedef 640]
type = A
movetype = A
physics = A
anim = 640
ctrl = 0

[State 640, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 640, 0]
type = PlaySnd
trigger1 = random <= 599
trigger1 = Time = 0
value = 300,1
persistent = 0

[State 640, 1]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 7
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 90
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.7
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = -14
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5,-7
airguard.velocity = -4,-4
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State 640, 1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 7
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 90
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.7
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = -14
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5,-7
airguard.velocity = -4,-4
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(8) >= 0
movetype = I





;================================
; Normal Throws
;================================
; 700 ICE COFFIN
[Statedef 700]
type = S
movetype = A
physics = S
velset = 0,0
anim = 700
ctrl = 0

[State 700 , 1]
type = HitDef
trigger1 = P2movetype != H && P2statetype != A
trigger1 = time = 0
persistent = 0
hitflag = M-
attr = S, NT
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 701
p2stateno = 710
guard.dist = 0
snap = 28,0,0,1
fall = 1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.4,-8
ground.cornerpush = 1
yaccel = 0.64
air.velocity = -4.4,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 700, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



; start
[Statedef 701]
type    = S
movetype = A
physics = S
anim = 701
poweradd = 0
velset = 0,0

[State 701, 0]
type = PlaySnd
trigger1 = Time = 0
value = 9989,9
persistent = 0

[State 701, 0]
type = nothitby
trigger1 = 1
value = SCA

[State 701, 1]
type = width
trigger1 = time = 0
edge = 52,0
persistent = 0

[State 701, grabpos]
type = targetbind
trigger1 = animelem = 1
pos = 28, 0
time = 3
persistent = 0

[State 701, grabpos]
type = targetbind
trigger1 = animelem = 2
pos = 24, 0
time = 4
persistent = 0

[State 701, grabpos]
type = targetbind
trigger1 = animelem = 3
pos = 44,-12
time = 4
persistent = 0

[State 701, ice]
type = explod
trigger1 = animelem = 3, =0
anim = 705
pos = 0,0
bindtime = 1
sprpriority = -1
ignorehitpause = 0
ownpal = 1

[State 701, 0]
type = PlaySnd
trigger1 = animelem = 3, = 0
value = 1000,0
persistent = 0

[State 701, 0]
type = changestate
trigger1 = animtime = 0
value = 702
ctrl = 0



; looping
[Statedef 702]
type     = S
movetype = A
physics  = S
anim = 702
poweradd = 0
velset = 0,0
ctrl = 0

[State 702, muteki]
type = nothitby
trigger1 = 1
value = SCA

[State 702, var]
type = VarRangeSet
trigger1 = time = 0
first = 1
last = 2
value = 0

[State 702, varadd]
type = varadd
trigger1 = ((enemy, command = "a")&&(target, command = "a")) && command != "a"
trigger2 = ((enemy, command = "b")&&(target, command = "b")) && command != "b"
trigger3 = ((enemy, command = "c")&&(target, command = "c")) && command != "c"
trigger4 = ((enemy, command = "x")&&(target, command = "x")) && command != "x"
trigger5 = ((enemy, command = "y")&&(target, command = "y")) && command != "y"
trigger6 = ((enemy, command = "z")&&(target, command = "z")) && command != "z"
v = 1
value = 1

[State 702, var2add]
type = varadd
trigger1 = ((enemy, command = "up") && (target, command = "up")) || ((enemy, command = "down") && (target, command = "down")) || ((enemy, command = "left") && (target, command = "left")) || ((enemy, command = "right") && (target, command = "right"))
v = 2
value = 1

[State 702, ice]
type = explod
trigger1 = numexplod(705) <= 1
trigger1 = time = 0
persistent = 0
anim = 706
pos = 0,0
bindtime = 999
removetime = 999
sprpriority = -2
ignorehitpause = 0
ownpal = 1
ID = 705

[State 702, ice]
type = explod
trigger1 = numexplod(705) <= 1
trigger1 = time = 0
persistent = 0
anim = 707
pos = 0,0
bindtime = 999
removetime = 999
sprpriority = 2
ignorehitpause = 0
ownpal = 1
ID = 705

[State 702, grabpos]
type = targetbind
trigger1 = time = 0
pos = 44,-12

[State 702, 0]
type = targetlifeadd
trigger1 = animelemtime(3) = 1
value = -20

[State 702, 0]
type = envcolor
trigger1 = animelemtime(3) = 1
value = 240,240,240
under = 1
time = 1
supermove = 1

[State 702, 0]
type = changestate
trigger1 = time >= 120
trigger2 = ((var(1) >= 3) && (var(2) >= 4)) && (animtime = 0)
trigger3 = P2life <= 0
value = 703
ctrl = 0


;ends
[Statedef 703]
type    = S
physics = N
anim = 703
poweradd = 0
velset = 0,0

[State 703, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,6
persistent = 0

[State 703, varreset]
type = VarRangeSet
trigger1 = time = 0
first = 1
last = 2
value = 0

[State 703, 0]
type = removeexplod
trigger1 = time = 0
ID = 705

[State 703, ice]
type = explod
trigger1 = time = 0
persistent = 0
anim = 707
pos = -1,0
bindtime = 1
removetime = 1
sprpriority = 3
ignorehitpause = 0
ownpal = 1

[State 703, ice]
type = explod
trigger1 = time = 0
persistent = 0
anim = 708
pos = 0,0
bindtime = 31
sprpriority = 2
ignorehitpause = 0
ownpal = 1

[State 703, grabpos]
type = targetbind
trigger1 = time = 0
pos = 32, -12

[State 703, 0]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1





; P2state 710...floating..been hit by ice coffin
[Statedef 710]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 710, 0]
type = nothitby
trigger1 = 1
value = SCA

[State 710, 0]
type = changeanim2
trigger1 = time = 0
value = 710

[State 710, 0]
type = changestate
trigger1 = animtime = 0
value = 711
ctrl = 0

; in air..
[Statedef 711]
type    = A
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 711, 0]
type = nothitby
trigger1 = 1
value = SCA

[State 711, 0]
type = changeanim2
trigger1 = time = 0
value = 711

[State 711, 0]
type = changestate
trigger1 = enemy, stateno != 702
trigger2 = time = 120
;trigger3 = enemy, stateno = 703
value = 712
ctrl = 0


; over..
[Statedef 712]
type    = A
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 712, 0]
type = changeanim2
trigger1 = time = 0
value = 712

[State 712, 0]
type = selfstate
trigger1 = animtime = 0
value = 5030










;=====================
; 750 Behind Slash
[Statedef 750]
type = S
movetype = A
physics = S
velset = 0,0
anim = 700
ctrl = 0

[State 750 , 1]
type = HitDef
trigger1 = P2movetype != H && P2statetype != A
trigger1 = time = 0
persistent = 0
hitflag = M-
attr = S, NT
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 751
p2stateno = 760
guard.dist = 0
snap = 24,0,0,1
fall = 1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 6,-8
ground.cornerpush = 1
yaccel = 0.64
air.velocity = 6,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
air.hittime = 17

[State 750, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;--------------
; 751 kula action...tech offable
[Statedef 751]
type = S
movetype = A
physics = S
velset = 0,0
anim = 751
ctrl = 0

[State 751, 1]
type = width
trigger1 = time = 0
edge = 44,0
persistent = 0

[State 751, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 752
ctrl = 0



;--------------D投げアクション
; 752 kula action..
[Statedef 752]
type = S
movetype = A
physics = S
velset = 0,0
anim = 752
ctrl = 0

[State 752, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 300,12     ;うわぁ
persistent = 0

[State 752, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 200,3      ;hit_sound
persistent = 0

[State 752, 0]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = 190,5     ;another_K'　出現SE
persistent = 0

[State 752,K'_VO]
type = PlaySnd
trigger1 = Time = 16
value = 9989,1        ;なめんじゃねぇぞてめぇ
persistent = 0

[State 752, 0]
type = targetlifeadd
trigger1 = animelemtime(2) = 0
value = -120

[State 752, Another_K']
type = explod
trigger1 = time = 0
anim = 770
pos = 31,0
postype = p1
bindtime = 999999
sprpriority = -2
ignorehitpause = 0
ownpal = 1
shadow = 128,128,128

[State 752, blood]
type = explod
trigger1 = animelemtime(2) = 0
anim = F12
pos = 8,-80
postype = p1
bindtime = 1
sprpriority = 2
ignorehitpause = 0
ownpal = 1

[State 752, blood]
type = explod
trigger1 = animelemtime(2) = 0
anim = F23
pos = 8,-80
postype = p1
bindtime = 1
sprpriority = 2
ignorehitpause = 0
ownpal = 1

[State 752, grabpos]
type = targetbind
trigger1 = animelem = 1
pos = 32, 0
time = 4
persistent = 0

[State 752, grabpos]
type = targetbind
trigger1 = animelem = 2
pos = 36, 0
time = 6
persistent = 0

[State 752, grabpos]
type = targetbind
trigger1 = animelem = 4
pos = 32, -88 ;38,-88
time = 4
persistent = 0

[State 752, grabpos]
type = targetbind
trigger1 = animelem = 5
pos = -8, -108
time = 2
persistent = 0

[State 752, 2]
type = turn
Trigger1 = Animelem = 11
persistent = 0

[State 752, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1





;===========
; 760 - been hit by behind slash..breakable
[Statedef 760]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 2

[State 760, 0]
type = changeanim2
trigger1 = time = 0
value = 760

[State 750, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 761
ctrl = 0


;----
[Statedef 761]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 761, 0]
type = changeanim2
trigger1 = time = 0
value = 761

[State 761, air2]
type = velset
trigger1 = animelem = 6, = 0
y = -8

[State 761, air2]
type = velset
trigger1 = animelem = 6, >= 0
x = 5.4

[State 761, air2]
type = veladd
trigger1 = animelemtime(6) >= 0
y = 0.64

[State 761, 2]
type = SelfState
Trigger1 = Pos Y >= -16 && vel Y > 0
value = 5100
ctrl = 0






;=================================================
; Special Attacks
;=================================================

; 1000 Diamond Breath A
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
poweradd = 64
velset = 0
ctrl = 0

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,8
persistent = 0

[State 1000, 0]
type = PlaySnd
trigger1 = animelemtime(7) = 1
persistent = 0
value = 1000,5

[State 1000, 0]
type = varset
trigger1 = time = [0,33]
var(2) = 0

[State 1000, hitdef]
type = Projectile
trigger1 = numprojID(1000) = 0
;trigger1 = animelemtime(7) = 1
trigger1 = animelem = 7
persistent = 0
ProjAnim = 1010
ProjHitAnim = 1010
ProjRemove = 0
ProjRemoveTime = 19
ProjID = 1000
projshadow = 64,64,64
offset = 0,0
velocity = 0,0
hitflag = MAP
guardflag = MA
attr = S, SP
damage = 90,4 ;125,20
animtype = Hard
getpower = 120,20
givepower = 20,20
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1000,1
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(9) >= 0
movetype = I

[State 1000, 0]
type = PlaySnd
trigger1 = projhit1000 = 1
value = 270,0
persistent = 0

[State 1000, 4]
type = ChangeState
trigger1 = (var(2)!=0) && (animtime = 0)
value = var(2)
ctrl = 0

[State 1000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-------------------------
; 1050 Diamond Breath C
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 1050
poweradd = 64
velset = 0
ctrl = 0

[State 1050, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,9
persistent = 0

[State 1050, 0]
type = PlaySnd
trigger1 = animelemtime(5) = 1
persistent = 0
value = 1000,5

[State 1050, 0]
type = varset
trigger1 = time = [0,43]
var(2) = 0

[State 1050, hitdef]
type = Projectile
trigger1 = numprojID(1000) = 0
trigger1 = AnimElemTime(5) = 1
persistent = 0
ProjAnim = 1060
ProjHitAnim = 1060
ProjID = 1000 ;1000
ProjRemoveTime = 19
projshadow = 64,64,64
RemVelocity = 4,0
offset = -4,0
velocity = 4,0
hitflag = MAP
guardflag = MA
attr = S, SP
damage = 90,4 ;125,20
animtype = Hard
getpower = 120,20
givepower = 20,20
pausetime = 0,12
air.pausetime = 0,12
air.animtype = Back
sparkno = -1
guard.sparkno = -1
ID = 1060
hitsound = S1000,1
guardsound = S150,1
ground.type = High
ground.slidetime = 32
ground.hittime = 32
ground.velocity = -8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-6
yaccel = 0.64
air.hittime = 17
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
P2stateno = 1051
P2getP1state = 1
forcestand = 1

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(9) >= 0
movetype = I

[State 1050, 0]
type = PlaySnd
trigger1 = projhit1000 = 1
value = 270,0
persistent = 0

[State 1050, 4]
type = ChangeState
trigger1 = (var(2)!=0) && (animtime = 0)
value = var(2)
ctrl = 0

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





;----------------------------
[Statedef 1051]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1051, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 1051

;[State 1051, 1]
;type = ChangeAnim2
;trigger1 = Time = 0
;value = 1051

[State 1051, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = A

[State 1051, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 1052 ;HITG_SLIDE

[State 1051, 7]
type = SelfState
trigger1 = HitShakeOver
value = 5030

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 1052]
type    = S
movetype= H
physics = S
ctrl = 0

[State 1052, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 1052, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1052

[State 1052, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 1052, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 1052, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 1052, 6]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1




;=======================================
;-----------------
; 1120 counter!!
[Statedef 1120]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1120
poweradd = 64
ctrl = 0

[State 1120, 0]
type = PlaySnd
trigger1 = Animelem = 5, = 0
persistent = 0
value = 300,5

[State 1120, 0]
type = PlaySnd
trigger1 = Animelem = 5, = 0
persistent = 0
value = 1000,10

[State 1120, explod]
type = explod
trigger1 = animelemtime(5) = 0
persistent = 0
anim = 1121
pos = 8,1
bindtime = 1
sprpriority = 3
ignorehitpause = 0
ownpal = 1

[State 1120, hitdef]
type = Projectile
trigger1 = animelemtime(6) = 1
persistent = 0
ProjAnim = 1130
ProjHitAnim = 1140
ProjID = 1111
projshadow = 64,64,64
offset = 48,-37
velocity = 16,0
hitflag = MAP
guardflag = MA
attr = S, SP
sparkno = 2
sparkxy = 2,-40
damage = 130,4 ;125,20
animtype = Hard
getpower = 120,20
givepower = 20,20
pausetime = 0,12
hitsound = S1000,1
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[State 1120, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;=======================================
; 1400 column helper
[Statedef 1400]
type = S
movetype = A
physics = S
velset = 0,0
poweradd = -500
anim = 1400
ctrl = 0

[State 0, Explod]
type = Explod
triggerall = numexplod(9700) <= 20
trigger1 = time = [0,50]
anim = 9700
ID = 9700
pos = 30,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
random = 60,105
removetime = -2
scale = 0.5,0.5
sprpriority = 99999
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 92042
ID = 92042
pos = 150,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
sprpriority = 999999999
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 92032
ID = 92032
pos = 150,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
sprpriority = 999999999
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S47,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9989,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1001,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1002,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S1000,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S1000,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S1001,3

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 50
value = 255,255,255
time = 2

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 50
time = 20
freq = 75
ampl = 5

[State 0, Helper]
type = Helper
trigger1 = time = 50
helpertype = normal ;player
name = "laser column"
ID = 1401
stateno = 1401
pos = 150,0
postype = p1    ;p2,front,back,left,right
facing = 1

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

;---------------------------------
[Statedef 1401]
type = S
movetype = A
physics = S
anim = 1401

[State 2050, 0]
type = Explod
trigger1 = time = 0
trigger2 = time = 80
anim = 9112
postype = p1
pos = -30,5
sprpriority = -2
supermove = 1
bindtime = -1
ownpal = 1
scale = 0.75,0.75

[State 2050, 0]
type = Explod
trigger1 = time = 20
trigger2 = time = 70
anim = 9112
postype = p1
pos = 10,5
sprpriority = 999999
supermove = 1
bindtime = -1
ownpal = 1
scale = 0.5,0.5

[State 2050, 0]
type = Explod
trigger1 = time = 30
trigger2 = time = 80
anim = 9112
postype = p1
pos = 40,5
sprpriority = 999999
supermove = 1
bindtime = -1
ownpal = 1
scale = 0.75,0.75

[State 2050, 0]
type = Explod
trigger1 = numexplod(9106) = 0
anim = 9106
ID = 9106
postype = p1
pos = 0,5
sprpriority = -2
supermove = 1
bindtime = -1
ownpal = 1
scale = 2,1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 110
freq = 75
ampl = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1004,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,7

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9553
ID = 9553
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 112
scale = 1,1
sprpriority = 9999999999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9112
ID = 9112
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 108
scale = 1,1
sprpriority = 99999999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 100
anim = 9553
ID = 9553
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9999999999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 100
anim = 9112
ID = 9112
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 99999999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1402
ID = 1402
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 100
scale = 1,1
sprpriority = 99999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9001
ID = 9001
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 90
scale = 1,1
sprpriority = 999999
ownpal = 1

[State 240, 2]
type = HitDef
triggerall = time < 95
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = S, HP
animtype  = hard
damage    = 5,1
priority = 10, Hit
getpower = 0,0
guardflag = M
pausetime = 0,0
sparkno = -1
sparkxy = -15,-71
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-1
air.velocity = 0,-1
yaccel = 0.45
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
juggle = 1
kill = 0
guard.kill = 0
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[State 1001, 3]
type = hitdef
trigger1 = time = 95
attr = S, HA
damage = 10,2
givepower = 1,1
getpower = 5,5
animtype = diagup
hitflag = MAF
guardflag = M
pausetime = 0,0
sparkno = -1
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -6,-8
guard.velocity = -7.5
air.Velocity = -6,-8
fall = 1
fall.recover = 0
kill = 1
guard.kill = 1
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;=======================================
; 1300 Single Column
[Statedef 1300]
type = S
movetype = A
physics = S
velset = 0,0
anim = 4000
poweradd = -250
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S300,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1000,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1003,2

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 20
freq = 75
ampl = 5

[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 5
value = 255,255,255
time = 3

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 95532
ID = 95532
pos = 100,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9999999999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 9112
ID = 9112
pos = 100,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 99999999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 9001
ID = 9001
pos = 100,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9999
ownpal = 1

[State 1001, 3]
type = Projectile
trigger1 = animelem = 5
projanim = 9552
projhitanim = 9552 ;blank thing - giant red clsn!  XD
projremovetime = -2
;projhits = 25
offset = 100,5
velocity = 0,0
postype = p1
projpriority = 99999999999999999999999
attr = S, HA
damage = 75, 20
givepower = 0,0
getpower = 5,5
animtype = diagup
hitflag = MAF
guardflag = M
pausetime = 0,3
sparkno = -1
hitsound = -1;S666,31
guard.sparkno = -1
guardsound = -1;S150,0
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -6,-8
guard.velocity = -7.5
air.Velocity = -6,-8
fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[State 1301, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



[Statedef 1302]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1503
ctrl = 0

[State 1302, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 1302, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1302, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





;------------------
; 1310 -> + B
[Statedef 1310]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1310
poweradd = 64
ctrl = 0

[State 1310, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 1310, 0]
type = PlaySnd
trigger1 = Animelem = 5, = 0
persistent = 0
value = 300,5

[State 1310, 0]
type = varset
trigger1 = time = 0
var(2) = 0

[State 1310, posset]
type = posset
trigger1 = time = 0
y = 0

[State 1310, explod]
type = explod
trigger1 = animelemtime(5) = 0
persistent = 0
anim = 1121
pos = 8,1
bindtime = 1
sprpriority = 3
ignorehitpause = 0
ownpal = 1

[State 1310, hitdef]
type = Projectile
trigger1 = enemy, pos y > 0
trigger1 = animelemtime(6) = 1
persistent = 0
ProjAnim = 1131
ProjHitAnim = 1140
ProjID = 1111
projshadow = 64,64,64
offset = 48,-37
velocity = 12,0
hitflag = MAP
guardflag = MA
attr = S, SP
sparkno = 2
sparkxy = 0,-40
damage = 50,4 ;125,20
animtype = Hard
getpower = 120,20
givepower = 20,20
pausetime = 0,12
hitsound = S1000,1
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.2,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -3.2,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[State 1310, hitdef]
type = Projectile
trigger1 = enemy, pos y <= 0
trigger1 = animelemtime(6) = 1
persistent = 0
ProjAnim = 1131
ProjHitAnim = 1140
ProjID = 1111
projshadow = 64,64,64
offset = 48,-37
velocity = 12,0
hitflag = MAFP
guardflag = MA
attr = S, SP
sparkno = 2
sparkxy = 0,-40
damage = 50,4 ;125,20
animtype = Hard
getpower = 120,20
givepower = 20,20
pausetime = 0,12
hitsound = S1000,1
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.2,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -3.2,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(10) >= 0
movetype = I

[State 1310, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1






;--------------------
; 1320 sliding kick after ray spin
[Statedef 1320]
type = C
movetype = A
physics = C
anim = 1320
velset = 0,0
poweradd = 64
ctrl = 0

[State 1320, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 1320, 0]
type = varset
trigger1 = time = 0
var(2) = 0

[State 1320, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 1320, posset]
type = posset
trigger1 = time = 0
y = 0

[State 1320, 0]
type = posadd
triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 8

[State 1320, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1321
ctrl = 0


;-----sliding
[Statedef 1321]
type = C
movetype = A
physics = N
anim = 1321
velset = 9
ctrl = 0

[State 1321, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,3
persistent = 0

[State 1321, 0]
type = veladd
trigger1 = 1
x = -0.45

[State 1321 , 3]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = C, SA
hitflag = MAF
damage    = 50,4
animtype = Med
getpower = 60,20
givepower = 20,20
hitflag = MA
guardflag = L
pausetime = 11,12
sparkxy = -3,-12
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.2,-12.8;-10.4
ground.cornerpush.veloff = 0
yaccel = 0.64 ;0.6
air.velocity = -3.2,-12.8;-10.4
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0
fall.animtype = back

[State 1321, 0]
type = varset
trigger1 = movehit
var(3) = 100
ignorehitpause = 1
persistent = 0

[State 1321, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1322
ctrl = 0





;--------------end
[Statedef 1322]
type = C
movetype = I
physics = C
anim = 1322
velset = 0,0
ctrl = 0

[State 1322, 0]
type = posadd
triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = animelem = 1
x = 11

[State 1322, 0]
type = posadd
triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8

[State 1322, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command!= "holddown")
ctrl = 1

;=======================================
; 1500 Crow Bite
; launch
[Statedef 1500]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1500
poweradd = 80
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 708
ID = 708
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1002,2

[State 2305, AfterImage]
type = AfterImage
trigger1 = time = 0
length = 12
palbright = 0,0,0
palcontrast = 0,0,0;255,255,255
paladd = 0,0,0
palmul = 0,0,0
timegap = 1
framegap = 3
trans = add1
time = 20

[State 1500, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = animelem = 1, = 0
trigger2 = animelem = 2, = 0
x = 4

[State 1500, Muteki]
type = nothitby
trigger1 = 1
value = SCA

[State 1500, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1501
ctrl = 0


;----------------
; ground
[Statedef 1501]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1501
ctrl = 0

[State 1501, Muteki]
type = nothitby
trigger1 = time = 0
value = SCA
time = 4

[State 1501, varset]
type = varset
trigger1 = time = 0
var(1) = 0

[State 1501, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = 5,-48
damage = 80,4 ;125,20
animtype = Hard
getpower = 80,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S210,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -2,-12
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -2,-12
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 1501, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = 5,-48
damage = 80,4 ;125,20
animtype = Hard
getpower = 80,20
givepower = 20,20
pausetime = 11,12
hitsound = S210,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -2,-12
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -2,-12
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 1501, varset]
type = varset
trigger1 = movehit
var(1) = 1

[State 1501, 0]
type = varset
trigger1 = movehit
var(3) = 0
ignorehitpause = 1
persistent = 0

[State 1501, CM-extra]
type = varset
trigger1 = var(5) != 0
trigger1 = movehit
var(3) = 36
ignorehitpause = 1
persistent = 0

[State 1501, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = animelem = 2, = 0
x = 5

[State 1501, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
x = 2

[State 1501, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1502
ctrl = 0


;---------------
; Air
[Statedef 1502]
type = A
movetype = A
physics = N
velset = 3.45,-4.36
anim = 1502
ctrl = 0

[State 1502, 0]
type = posadd
;triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = time = 0
x = 3

[State 1502, 0]
type = posadd
;triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = AnimElemTime(3) = 0
x = 3

[State 1502, 0]
type = veladd
trigger1 = 1
x = -0.01
y = 0.372

[State 1502, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = var(1) = 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = -5,-68
damage = 80,4 ;125,20
animtype = Hard
getpower = 80,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S210,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 1502, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = var(1) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = -5,-68
damage = 80,4 ;125,20
animtype = Hard
getpower = 80,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S210,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 1502, 0]
type = ChangeState
trigger1 = (Pos Y >= -4) && (Vel Y > 0)
value = 1503
ctrl = 0




;----------------
; landing
[Statedef 1503]
type = S
movetype = I
physics = S
anim = 47
velset = 0,0
ctrl = 1

[State 1503, 0]
type = PlaySnd
trigger1 = time = 0
value = 47,0
persistent = 0

[State 1503, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = time = 0
x = 2

[State 1503, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1503, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;=======================================
; 1550 Crow Bite C
; launch
[Statedef 1550]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1550
poweradd = 80
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 708
ID = 708
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1002,2

[State 2305, AfterImage]
type = AfterImage
trigger1 = time = 0
length = 12
palbright = 0,0,0
palcontrast = 0,0,0;255,255,255
paladd = 0,0,0
palmul = 0,0,0
timegap = 1
framegap = 3
trans = add1
time = 20

[State 1550, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = time = 0
x = 16

[State 1550, Muteki]
type = nothitby
trigger1 = 1
value = SCA

[State 1550, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1551
ctrl = 0


;----------------
; ground
[Statedef 1551]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1551
ctrl = 0

[State 1551, Muteki]
type = nothitby
trigger1 = time = 0
value = SCA
time = 4

[State 1551, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = time = 0
x = 15

[State 1551, 0]
type = posadd
trigger1 = AnimElemTime(1) = 1
x = 7

[State 1551, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = AnimElemTime(2) = 0
x = 14

[State 1551, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
x = 13

[State 1551, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = AnimElemTime(4) = 1
x = 4

[State 1551, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = 5,-48
damage = 40,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S210,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 0
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 1551, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = 5,-48
damage = 40,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S210,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 0
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 1551, 0]
type = varset
trigger1 = movehit
var(3) = 36
ignorehitpause = 1
persistent = 0

[State 1551, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1552
ctrl = 0


;---------------
; Air
[Statedef 1552]
type = A
movetype = A
physics = N
velset = 4,-10.1
anim = 1552
ctrl = 0

[State 1552, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = time = 0
x = 12

[State 1552, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = AnimElemTime(2) = 0
x = 1

[State 1552, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = AnimElemTime(3) = 0
x = 2

[State 1552, 0]
type = veladd
trigger1 = 1
y = 0.44

[State 1552, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = 0,-48
damage = 60,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S210,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-10
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-10
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 1552, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = 0,-48
damage = 60,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S210,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 10
envshake.freq = 75
envshake.ampl = 4

[State 1552, 0]
type = varset
trigger1 = movehit
var(3) = 0
ignorehitpause = 1
persistent = 0

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 0, ChangeState]
type = ChangeState
triggerall = power >= 1000
triggerall = power != 3000
triggerall = var(59) = 1
triggerall = movecontact
trigger1 = animelem = 7
value = 9600
ctrl = 0

[State 0, ChangeState]
type = ChangeState
triggerall = power = 3000
triggerall = var(59) = 1
triggerall = movecontact
trigger1 = animelem = 7
value = 444
ctrl = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = movecontact
value = 1

[State 1552, 0]
type = ChangeState
trigger1 = (Pos Y >= -4) && (Vel Y > 0)
value = 1553
ctrl = 0




;----------------
; landing
[Statedef 1553]
type = S
movetype = I
physics = S
anim = 47
velset = 0,0
ctrl = 1

[State 1553, 0]
type = PlaySnd
trigger1 = time = 0
value = 47,0
persistent = 0

[State 1553, 0]
type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
trigger1 = time = 0
x = 2

[State 1553, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1553, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------ここまで
;===========================================================
; 2000 launch counter mode!!
[Statedef 2000]
type = S
movetype = A
physics = S
anim = 2000
velset = 0
ctrl = 0

[State 2000, 0]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 2000,2
persistent = 0

[State 2000, flash]
type = explod
trigger1 = animelemtime(3) = 0
persistent = 0
anim = 830
bindtime = 1
pos = 0,-0
postype = P1
sprpriority = 3
ownpal = 1
supermove = 1

[State 2000, flash]
type = envcolor
trigger1 = animelemtime(3) = 0
value = 0,0,0
under = 1
time = 18
supermove = 1

[State 2000, 0]
type = superpause
trigger1 = animelemtime(3) = 0
time = 18
movetime = 18
sprpriority = -1
anim = -1
darken = 0

[State 2000, CMBarP1]
type = explod
trigger1 = var(0) = 1
trigger1 = time = 20
anim = 2100
ID = 2000
pos = 8,212
postype = left
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 8
ownpal = 1
supermove = 1

[State 2000, blackbarP1]
type = explod
trigger1 = var(0) = 1
trigger1 = animtime = 0
anim = 2500
ID = 2500
pos = 100,224
postype = left
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 9
ownpal = 1
scale = 0,1
supermove = 1

[State 2000, CMBarP2]
type = explod
trigger1 = var(0) = 2
trigger1 = time = 20
anim = 2300
ID = 2000
pos = -104,212
postype = right
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 8
ownpal = 1
supermove = 1

[State 2000, blackbarP2]
type = explod
trigger1 = var(0) = 2
trigger1 = animtime = 0
anim = 2510
ID = 2500
pos = -101,224
postype = right
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 9
ownpal = 1
scale = 0,1
supermove = 1

[State 2000, 1]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = S, SA
hitflag = MA
animtype = Med
givepower = 60,90
damage = 90
priority = 7
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State Muteki]
type = Nothitby
trigger1 = 1
value = SCA

[State 2000, 0]
type = varset
trigger1 = animtime = 0
var(5) = 928
ignorehitpause = 1

[State 2000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;===========================================================
; 2600 launch armor mode!!
[Statedef 2600]
type = S
movetype = A
physics = S
anim = 2000
velset = 0
ctrl = 0
poweradd = -3000

[State 2600, 0]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 2000,2
persistent = 0

[State 2600, flash]
type = explod
trigger1 = animelemtime(3) = 0
persistent = 0
anim = 840
bindtime = 1
pos = 0,-0
postype = P1
sprpriority = -2
ownpal = 1
supermove = 1

[State 2600, flash]
type = envcolor
trigger1 = animelemtime(3) = 0
value = 0,0,0
under = 1
time = 18
supermove = 1

[State 2600, 0]
type = superpause
trigger1 = animelemtime(3) = 0
time = 18
movetime = 18
sprpriority = -1
anim = -1
darken = 0

[State 2600, AMBarP1]
type = explod
trigger1 = var(0) = 1
trigger1 = time = 20
anim = 2200
ID = 2001
pos = 8,212
postype = left
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 8
ownpal = 1
supermove = 1

[State 2600, blackbarP1]
type = explod
trigger1 = var(0) = 1
trigger1 = animtime = 0
anim = 2500
ID = 2501
pos = 100,224
postype = left
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 9
ownpal = 1
scale = 0,1
supermove = 1

[State 2600, AMBarP2]
type = explod
trigger1 = var(0) = 2
trigger1 = time = 20
anim = 2400
ID = 2001
pos = -104,212
postype = right
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 8
ownpal = 1
supermove = 1

[State 2600, blackbarP2]
type = explod
trigger1 = var(0) = 2
trigger1 = animtime = 0
anim = 2510
ID = 2501
pos = -101,224
postype = right
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 9
ownpal = 1
scale = 0,1
supermove = 1

[State 2600, 1]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = S, SA
hitflag = MA
animtype = Med
givepower = 20,60
damage = 90
priority = 7
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State Muteki]
type = Nothitby
trigger1 = movehit
value = SCA

[State 2600, 0]
type = varset
trigger1 = animtime = -13
var(6) = 928
ignorehitpause = 1

[State 2600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;+++++++++++++++++++++++++++++++
[Statedef 5250]
type = A
movetype = H
physics = N
ctrl = 0

[State 5420, No scroll];カメラ
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 5250, 1]
type = Changeanim2
trigger1 = time = 0
value = 5250

[State 5250, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5250, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5250, 4]
type = PosFreeze
trigger1 = HitShakeOver = 0

[State 5250, 5]
type = ForceFeedBack
trigger1 = HitShakeOver = 0
time = 1
waveform = square

[State 5250, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;=============================================
; 3100 diamond edge MAX
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
velset = 0
ctrl = 0
poweradd = -2000

[State 3100, 0]
type = varadd
trigger1 = var(3) != 0
trigger1 = time = [0,30]
v = 3
value = 1

[State 3100, 0]
type = PlaySnd
trigger1 = Time = 0
value = 3000,1
persistent = 0

[State 3100, 0]
type = PlaySnd
trigger1 = Time = 1
value = 2000,1
channel = 9
volume = 0
persistent = 0

[State 3100, 2]
type = sndpan
trigger1 = time >= 0
channel = 9
abspan = 240-time*14

[State 3100, 0]
type = PlaySnd
trigger1 = animelem = 8, = 0
value = 3000,2
persistent = 0



[State 3100, 0]
type = envcolor
trigger1 = time = 1
value = 240,240,240
under = 1
time = 4
supermove = 1

[State 3100, 0]
type = envcolor
trigger1 = time = 5
value = 0,0,0
under = 1
time = 24
supermove = 1

[State 3100, 0]
type = superpause
trigger1 = time = 1
time = 29
movetime = 29
pos = -5, -68
sprpriority = -1
anim = -1
darken = 0

[State 3100, flash]
type = explod
trigger1 = animelemtime(2) = 2
anim = 810
postype = p1
pos = -5,-68
sprpriority = -1
ignorehitpause = 0
removeongethit = 1
ownpal = 1
supermove = 1

[State 3100, flash]
type = explod
trigger1 = animelemtime(3) = 8
anim = 800
postype = p1
pos = -5,-68
sprpriority = 2
ignorehitpause = 0
removeongethit = 1
ownpal = 1
supermove = 1

[State 3100, playsnd]
type = playsnd
trigger1 = projhit3000 = 1
value = 240,0
persistent = 0
ignorehitpause = 1

[State 3100, Muteki]
type = nothitby
trigger1 = time = 1
value = SCA
time = 36


[State 3100, 0]
type = PlaySnd
trigger1 = animelem = 8, = 1
value = 1000,7
persistent = 0

[State 3100, hitdef]
type = Projectile
trigger1 = var(3) != 0
trigger1 = animelemtime(8) = 1
persistent = 0
ProjAnim = 3110
ProjHitAnim = 3110
ProjRemove = 0
ProjRemoveTime = 19
ProjID = 3099
ProjPriority = 7
ProjsprPriority = 3
projshadow = 64,64,64
offset = 25,0
velocity = 0,0
hitflag = MAFP
guardflag = MA
attr = S, HP
damage = 0,10 ;125,20
animtype = UP
givepower = 20,60
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1000,1
guardsound = S150,1
ground.type = Hard
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -18
guard.slidetime = 29
airguard.velocity = -6,-8
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[State 3100, hitdef]
type = Projectile
trigger1 = var(3) = 0
trigger1 = animelemtime(8) = 1
persistent = 0
ProjAnim = 3110
ProjHitAnim = 3110
ProjRemove = 0
ProjRemoveTime = 19
ProjID = 3099
ProjPriority = 7
ProjsprPriority = 3
projshadow = 64,64,64
offset = 25,0
velocity = 0,0
hitflag = MAP
guardflag = MA
attr = S, HP
damage = 0,10   ;125,20
animtype = UP
givepower = 20,60
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
guard.velocity = -18
guard.slidetime = 29
hitsound = S1000,1
guardsound = S150,1
ground.type = Hard
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -14
airguard.velocity = -6,-8
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[State 3100, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8, = 1
time = 10
ampl = -5

[State 3100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0



;====================2nd 3rd shoot
[Statedef 3101]
type = S
movetype = A
physics = S
anim = 3101
velset = 0
ctrl = 0

[State 3101, playsnd]
type = playsnd
trigger1 = projhit3000 = 1
value = 240,0
persistent = 0
ignorehitpause = 1

[State 3101, 0]
type = PlaySnd
trigger1 = animelem = 2, = 1
value = 1000,7
persistent = 0

[State 3101, 0]
type = PlaySnd
trigger1 = animelem = 4, = 1
value = 1000,7
persistent = 0


[State 3101, hitdef]
type = Projectile
trigger1 = animelemtime(2) = 1
persistent = 0
ProjAnim = 3110
ProjHitAnim = 3110
ProjRemove = 0
ProjRemoveTime = 19
ProjID = 3099
ProjPriority = 7
ProjsprPriority = 3
projshadow = 64,64,64
offset = 50,0
velocity = 0,0
hitflag = MAFP
guardflag = MA
attr = S, HP
damage = 0,10 ;125,20
animtype = UP
givepower = 20,60
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1000,1
guardsound = S150,1
ground.type = Hard
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -18
guard.slidetime = 29
airguard.velocity = -6,-8
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Up
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1




[State 3101, hitdef]
type = Projectile
trigger1 = animelemtime(4) = 1
persistent = 0
ProjAnim = 3110
ProjHitAnim = 3110
ProjRemove = 0
ProjRemoveTime = 19
ProjID = 3099
ProjPriority = 7
ProjsprPriority = 3
projshadow = 64,64,64
offset = 75,0
velocity = 0,0
hitflag = MAFP
guardflag = MA
attr = S, HP
damage = 0,10 ;125,20
animtype = UP
givepower = 20,60
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1000,1
guardsound = S150,1
ground.type = Hard
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -18
guard.slidetime = 29
airguard.velocity = -6,-8
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Up
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[State 3101, EnvShake]
type = EnvShake
trigger1 = AnimElem = 4, = 1
time = 10
ampl = -5

[State 3101, 4]
type = ChangeState
trigger1 = animelem = 5
;trigger1 = AnimTime = 0
value = 3102
ctrl = 0




;====================4th shoot
[Statedef 3102]
type = S
movetype = A
physics = S
anim = 3102
velset = 0
ctrl = 0

[State 3102, playsnd]
type = playsnd
trigger1 = projhit3000 = 1
value = 240,0
persistent = 0
ignorehitpause = 1

[State 3102, 0]
type = PlaySnd
trigger1 = animelem = 2, = 1
value = 1000,7
persistent = 0

[State 3102, hitdef]
type = Projectile
trigger1 = animelemtime(2) = 1
persistent = 0
ProjAnim = 3110
ProjHitAnim = 3110
ProjRemove = 0
ProjRemoveTime = 19
ProjID = 3099
ProjPriority = 7
ProjsprPriority = 3
projshadow = 64,64,64
offset = 100,0
velocity = 0,0
hitflag = MAFP
guardflag = MA
attr = S, HP
damage = 0,10 ;125,20
animtype = DIAGUP
givepower = 20,60
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1000,1
guardsound = S150,1
ground.type = Hard
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -8,-10
ground.cornerpush.veloff = 0
guard.velocity = -18
guard.slidetime = 29
airguard.velocity = -8,-8
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -8,-10
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = DiagUp
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
fall.envshake.time = 14
fall.envshake.freq = 90.0

[State 3102, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5, = 1
time = 10
ampl = -5

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I

[State 3102, returnnormal]
type = BGPalfx
trigger1 = animtime = -1
persistent = 0
mul = 255,255,255
ignorehitpause = 1
time = 2

[State 3102, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;======================
; 3230 been hit by diana
[statedef 3230]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 3230, 0]
type = changeanim2
trigger1 = time = 0
value = 3230

[State 3230, 0]
type = ChangeState
trigger1 = hitshakeover = 1
value = 3231

;part2
[Statedef 3231]
type = A
movetype= H
physics = N
ctrl = 0

[State 3231, 1]
type = VelAdd
trigger1 = 1
y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)

[State 3231, 0]
type = changeanim2
trigger1 = time = 0
value = 3231

[State 3231, 0]
type = changeanim
trigger1 = (anim = 3230) && (animtime = 0)
value = 5030

[State 3231, 0]
type = HitVelSet
trigger1 = time = 0
x = 1
y = 1

[State 3231, 3]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 3231, 4]
type = SelfState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 3231, 5]
type = SelfState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;----------------Armor Helper-------------------
[StateDef 10000]
movetype = H
physics = N

[State Invi]
type = AssertSpecial 
trigger1 = 1
flag = invisible

[State Anim with Parent]
type = ChangeAnim
trigger1 = 1
value = Parent,Anim
elem = Parent,AnimElemNo(0)

[State BindToParent]
type = BindToParent
trigger1 = 1

[State turn]
type = Turn
trigger1 = Facing != Parent,Facing

[State muteki]
type = Nothitby
trigger1 = Parent,Movetype != A
value = SCA,AA,AP,AT

[State muteki]
type = Nothitby
trigger1 = Parent,Movetype = A
value = ,AT

[State HitOverride]
type = HitOverride
trigger1 = Parent,Movetype = A
attr = SCA,AA,AP
stateno = 10000
ignorehitpause = 1

[State destroy]
type = destroyself
trigger1 = parent, var(6) = 0



;===========================================================================
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -2
type = ChangeState
value = 5100




;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -8
type = ChangeState
value = 5110



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

[STate 5200, 0]
type = posset
trigger1 = time >= 0
y = 0

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

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = S
movetype= H
physics = S
anim = 5200
ctrl = 0

[State 5201, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,3

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -10
y = 0

[State 5201, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;===========オリジナル技用==========================
;------------腕を上げるモーション
[statedef 11000]
type = S
movetype = A
physics = S
anim = 11000
ctrl = 0



;[State 11000, 1]
;type = varadd
;trigger1 = var(3) != 0
;trigger1 = time = [0,30]
;v = 3
;value = 1

[State 11000,2]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0      ;いくよ！
persistent = 0

[State 11000, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 2000,0    ;暗転のサウンドエフェクト
persistent = 0

;[State 11000, 4]
;type = PlaySnd
;trigger1 = animelem = 8, = 1
;value = 1000,7     ;ダイアモンドエッジSE
;persistent = 0

[State 11000, 5]
type = envcolor
trigger1 = time = 1
value = 240,240,240    ;背景色白
under = 1
time = 4
supermove = 1

[State 3000, 0]
type = envcolor
trigger1 = time = 5
value = 0,0,0        ;背景色黒
under = 1
time = 24
supermove = 1

[State 3000, 0]
type = superpause
trigger1 = time = 1
time = 29
movetime = 29
pos = -5, -68
sprpriority = -1
anim = -1
darken = 0

[State 3000, flash]
type = explod
trigger1 = animelemtime(2) = 2
anim = 810
postype = p1
pos = -5,-68
sprpriority = -1
ignorehitpause = 0
removeongethit = 1
ownpal = 1
supermove = 1

[State 3000, flash]
type = explod
trigger1 = animelemtime(3) = 8
anim = 800
postype = p1
pos = -5,-68
sprpriority = 2
ignorehitpause = 0
removeongethit = 1
ownpal = 1
supermove = 1

;[State 3000, playsnd]
;type = playsnd
;trigger1 = projhit1000 = 1
;value = 240,0
;persistent = 0
;ignorehitpause = 1

[State 3000, Muteki]
type = nothitby
trigger1 = time = 1
value = SCA
time = 36


[state 11000,var]
type = varset
trigger1 = command = "org1"
var(10) = 100



[state 11000]
type = changestate
trigger1 = animtime = 0
value = 10001












;-----------------org1
[statedef 10001]
type = S
movetype = A
physics = S
anim = 10001
ctrl = 0


[State 3000, Muteki]
type = nothitby
trigger1 = time = 1
value = SCA
time = 5

[state 10001, pos set]
type = posadd
trigger1= time = 0
x = 35


[state 10001, move]
type = posadd
trigger1 = time >=0
trigger1 = time < 32
x = 0.7


[state 10001,hitdef1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 3
persistent = 0
hitflag = MA
attr = S, NA
animtype = Medium
damage    = 30
givepower = 20,20
guardflag = M
;pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = high
ground.slidetime = 9;+(var(5)||var(6))*9
ground.hittime  = 20;+(var(5)||var(6))*9
ground.velocity = 0
ground.cornerpush.veloff = -3
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17





[state 10001,hitdef2]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 8
persistent = 0
hitflag = MA
attr = S, NA
animtype = Med
damage    = 30
givepower = 20,20
guardflag = M
;pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = high
ground.slidetime = 9;+(var(5)||var(6))*9
ground.hittime  = 20;+(var(5)||var(6))*9
ground.velocity = -3
ground.cornerpush.veloff = -3
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17




[state 10001,hitdef3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 14
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 30
givepower = 20,20
guardflag = M
;pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = high
ground.slidetime = 9;+(var(5)||var(6))*9
ground.hittime  = 20;+(var(5)||var(6))*9
ground.velocity = -1
ground.cornerpush.veloff = -3
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17




[state 10001,hitdef4]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 15
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 30
givepower = 20,20
guardflag = M
;pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = high
ground.slidetime = 9;+(var(5)||var(6))*9
ground.hittime  = 20;+(var(5)||var(6))*9
ground.velocity = -1
ground.cornerpush.veloff = -3
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17




[state 10001,hitdef5]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 16
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 30
givepower = 20,20
guardflag = M
;pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = high
ground.slidetime = 9;+(var(5)||var(6))*9
ground.hittime  = 20;+(var(5)||var(6))*9
ground.velocity = -1
ground.cornerpush.veloff = -3
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17




[state 10001,hitdef6]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 17
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 30
givepower = 20,20
guardflag = M
;pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = high
ground.slidetime = 9;+(var(5)||var(6))*9
ground.hittime  = 20;+(var(5)||var(6))*9
ground.velocity = -1
ground.cornerpush.veloff = -3
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17




[state 10001,hitdef7]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 18
persistent = 0
hitflag = MA
attr = S, NA
animtype  = heavy
damage    = 30
givepower = 20,20
guardflag = M
;pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = high
ground.slidetime = 9;+(var(5)||var(6))*9
ground.hittime  = 22;+(var(5)||var(6))*9
ground.velocity = -3
ground.cornerpush.veloff = -3
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 20


;[state 10002,move]
;type = veladd
;trigger1 = time >= 1
;x = 0.7


[state 10002,var(10)]
type = varset
trigger1 = movehit
var(10) = 1




[state 10002,end]
type = changestate
trigger1 = animtime = 0
trigger1 = var(10) != 1
value = 0
ctrl = 1


[state 10002 ,next_act]
type = changestate
trigger1 = animtime = 0
trigger1 = var(10) = 1
value = 1550







;------------------move_test
[statedef 10002]
type = S
physics = S
anim = 0
ctrl = 0

[state 10002,move]
type = velset
trigger1 = time = 0
x = 3

[state 10002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;-----------マックス＿アイスコフィン
[statedef 10010]
type = S
movetype = A
physics = S
anim = 10010
ctrl = 0


[State 702, 0]
type = targetlifeadd
trigger1 = animelem = 5
value = -200




[state 10010,0]
type = changestate
value = 0
trigger2 = animelem = 2
trigger2 = p2bodydist x >= 20
trigger1 = animtime = 0
ctrl = 1


;^^^^^^^^^^^^^^^^^^^^^^^^^^ミニッツスパイク　強エンド
;--------------------チェーンドライブ　スタート
;------------腕を上げるモーション
[statedef 4000]
type = S
movetype = A
physics = S
anim = 11000
ctrl = 0
poweradd = -1000

[state 3202,var]
type = varset
trigger1 = time = 0
var(40) = 0



[State 11000,2]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0      ;いくよ！
persistent = 0

[State 11000, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 2000,0    ;暗転のサウンドエフェクト
persistent = 0



[State 11000, 5]
type = envcolor
trigger1 = time = 1
value = 240,240,240    ;背景色白
under = 1
time = 4
supermove = 1

[State 3000, 0]
type = envcolor
trigger1 = time = 5
value = 0,0,0        ;背景色黒
under = 1
time = 24
supermove = 1

[State 3000, 0]
type = superpause
trigger1 = time = 1
time = 36
movetime = 36
pos = -5, -68
sprpriority = -1
anim = -1
darken = 0

[State 3000, flash]
type = explod
trigger1 = animelemtime(2) = 2
anim = 810
postype = p1
pos = -5,-68
sprpriority = -1
ignorehitpause = 0
removeongethit = 1
ownpal = 1
supermove = 1

[State 3000, flash]
type = explod
trigger1 = animelemtime(3) = 8
anim = 800
postype = p1
pos = -5,-68
sprpriority = 2
ignorehitpause = 0
removeongethit = 1
ownpal = 1
supermove = 1



[State 3000, Muteki]
type = nothitby
trigger1 = time = 1
value = SCA
time = 36





[state 11000]
type = changestate
trigger1 = animtime = 0
value = 4002




;--------------------チェーンドライブ モーションスタート
[Statedef 4002]
type    = S
movetype= A
physics = N
anim = 4002
ctrl = 0
velset = 0,0,0


[State 3202, 0]
type = playerpush
trigger1 = time >= 0
value = 1

[State 100, 2]
type = PlaySnd
trigger1 = Time = 0
value = 100,0
loop = 1
channel = 8

;[State 3201, 1]
;type = posadd
;trigger1 = time = 12
;x = 20

;[State 3201, 2]
;type = playsnd
;trigger1 = time = 16
;value = 3200,0

[State 3201, 2]
type = velset
trigger1 = time = 0;16
trigger1 = var(41) = 0
x = 8.5
;x = (P2dist X+40)/30    ;16

[State 3201, 2]
type = velset
trigger1 = time = 0;16
trigger1 = var(41) = 1
x = 20

;[State 3201, 3]
;type = veladd
;trigger1 = time >= 22
;x = -0.5

;[State 3201, 4]
;type = VelSet
;trigger1 = Vel X <= 0
;x = 1

[State 3201, 5]
type = HitDef
trigger1 = time = 0
;trigger1 = AnimElem = 1;4
;trigger2 = (AnimElem = 5) && (!movecontact)
p2facing = 1
attr = S, HA
animtype = hard
damage = 0,0
sparkno = 2
sparkxy = 0,-60
pausetime = 6,6
hitflag = MAF
guardflag = MA
forcestand = 1
hitsound = 5,2
fall.recover = 0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3, 0

[State 3201, sunglass]
type = envcolor
trigger1 = movehit
time = 1
under = 1
value = 240,240,240



[State 3201, end1]
type = changestate
trigger1 = movehit
value = 4005
ctrl = 0

[State 3201,miss_end1]
type = changestate
trigger1 = animtime = 0
trigger2 = moveguarded
value = 4020
ctrl = 0




;----------------  HCD _ miss 1st
[statedef 4020]
type = S
movetype = I
;physics = N
anim = 4020
ctrl = 0
velset = 3.5,0,0




[state 4020,voice]
type = playsnd
trigger1 = animelem = 1
value = 180,4


[state 4020, end]
type = changestate
trigger1 = animtime = 0
value = 4021


;    HCD _ Miss 2nd
[statedef 4021]
type = C
movetype = H
physics = N
anim = 4021
ctrl = 0
velset = 0.5,0,0


;[state 4021, snd]
;type = playsnd
;trigger1 = animelem = 1
;value = 





[state 4021]
type = changestate
trigger1 = animtime = 0
value = 5120








;----------------------チェーンドライブ  攻撃中
[Statedef 4005]
type    = S
movetype= A
physics = N
anim = 3205
ctrl = 0
velset = 2.2,0,0

[state 4005]
type = varset
trigger1 = time = 0
var(41) = 0

[State 3202, muteki]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3202, targetbind]
type = targetbind
trigger1 = 1
pos = 60,0

[State 3202, 0]
type = playerpush
trigger1 = time >= 0
value = 1

[State 3202, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 17
trigger4 = animelem = 19
trigger5 = animelem = 27
trigger6 = animelem = 31
attr = S, HA
forcestand = 1
animtype  = hard
damage    = 17 ; 15
givepower = 15
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = -15,-70
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
fall.recover = 0
kill = 0



[State 3202, 1]
type = HitDef
trigger1 = animelem = 38
attr = S, HA
p2facing = 1
forcestand = 1
animtype  = hard
damage    = 18 ; 15
givepower = 15
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = -15,-70
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 34
ground.velocity = 1
fall.recover = 0
kill = 0




[State 3202, 2]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 36
attr = S, HA
animtype  = hard
damage    = 18 ; 15
givepower = 15
guardflag = MA
pausetime = 2,0
forcestand = 1
sparkno = 2
sparkxy = -20,-40
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
fall.recover = 0
kill = 0

[State 3202, envcolor]
type = envcolor
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 27
trigger9 = animelem = 31
trigger10 = animelem = 36
trigger11 = animelem = 38
time = 1
under = 1
value = 240,240,240

[State 3202, width]
type = Width
trigger1 = time >= 0
edge = 60, 0


;[State 3202, end1]
;type = changestate
;trigger1 = animtime = 0
;value = 3205
;ctrl = 0

[State 3202, end1]
type = changestate
trigger1 = animtime = 0
value = 4006
ctrl = 0
;---end







[Statedef 4006]
type    = S
movetype= A
physics = S
anim = 4006
ctrl = 0
velset = 0,0,0

[State 3201, 2]
type = playsnd
trigger1 = animelem = 6
value = 3200,2

[State 3205, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = Hard
damage    = 110 ; 98
givepower = 15
guardflag = 
pausetime = 40,40
sparkno = 3
sparkxy = -15,-60
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 60
ground.hittime  = 50
fall = 0
fall.recover = 0
ground.velocity = -1,0
;ground.velocity = -5,-6

[State 3205, envcolor]
type = envcolor
trigger1 = animelem = 6
time = 1
under = 1
value = 240,240,240

[State 3205, 2]
type = EnvShake
trigger1 = AnimElem = 6
ampl = -4
time = 30

[State 3205, Muteki]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;[State 3205, end1]
;type = changestate
;trigger1 = animtime = 0
;value = 0
;ctrl = 1

[State 3205, end1]
type = changestate
trigger1 = var(40) = 0
trigger1 = animtime = 0
trigeer2 = var(40) != 0
trigger2 = !movehit
trigger2 = animtime = 0
value = 0
ctrl = 1

[state 3205, end2]
type = changestate
triggerall = var(40) != 0
;trigger1 = animelem = 7
trigger1 = movehit
value = 3590

[statedef 3590]
type    = S
movetype= A
physics = S
anim = 3590
ctrl = 0
velset = 0,0,0

[state 3590,vel]
type = velset
trigger1 = var(40) != 10
trigger1 = time = 0
;x = ifelse (Time = 10, (P2Dist X + 20)/20, 0)
x = 1


;------------------------ＭＡＸ３-------------------------
[state 3205]
type = changestate
trigger1 = var(40) = 10
trigger1 = animtime = 0
value = 8000  ;マックス

[statedef 8000]
type = S
movetype = I
physics = S
ctrl = 0
anim = 8000
velset = 0,0,0
poweradd = -2000

[State 9899, BGcolor]
type = envcolor
trigger1 = time = 0
time = 60
under = 1
value = 255, 255, 255


[state 4100 , playsnd]
type = PlaySnd
trigger1 = Time = 0
value = 300,6
persistent = 0

[State 4100, playsnd]
type = PlaySnd
trigger1 = Time = 0
value = 9989,5  ;max sound
channel = 9
volume = 0
persistent = 0

[State 4100, 2]
type = SuperPause
trigger1 = animelem = 1
anim = -1
;movetime = 40
time = 40
;darken = 0

[State 4100, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 800
postype = p1
pos = 0,-90
sprpriority = 7
supermove = 1
bindtime = 1
ownpal = 1

[State 4100, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 810
postype = p1
pos = 0,-90
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[state 13502]
type = afterimage
trigger1 = time = 0
time = 80
palbright = 68,68,68

[State 3800, 1]
type = explod
;trigger1 = facing = 1
trigger1 = time = 1
ID = 13202
pos = 0,0
postype = LEFT
anim = 13201
bindtime = 235
removetime = 120
sprpriority = -3
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[state 6000]
type = changestate
trigger1 = animtime = 0
value = 8001
ctrl = 0

;---------------攻撃開始----------------
[statedef 8001]
type = S
movetype = A
physics = S
ctrl = 0
anim = 8001
velset = 0,0,0

[state 6004]
type = explod
trigger1 = animelem = 1
anim = 6010
postype = p1
pos = 0,0
removetime = 20
sprpriority = 5
ownpal = 1

[state 13502]
type = afterimage
trigger1 = time = 0
time = 595
palbright = 68,68,68

[State 3800, 1]
type = explod
;trigger1 = facing = 1
trigger1 = time = 1
ID = 13201
pos = 0,0
postype = LEFT
anim = 13201
bindtime = 700
removetime = 595
sprpriority = -3
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[State 3205, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Hard
damage    = 110 ; 98
givepower = 15
guardflag = 
pausetime = 30,40
sparkno = 3
sparkxy = -15,-60
hitsound   = S1000,6
guardsound = S150,1
ground.type = High
ground.slidetime = 60
ground.hittime  = 100
fall = 0
fall.recover = 0
ground.velocity = -14,0
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
kill = 0

[state 13101]
type = envcolor
trigger1 = movehit
value = 240,240,240
time = 1
under = 0

[State 3215]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 2 >= 0
trigger1 = Timemod = 2,0
time = 2

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 9,9
value = 1000,4


[State 3205, end1]
type = changestate
trigger1 = animtime = 0
value = 8002
ctrl = 0

;---------------吹雪----------------
[statedef 8002]
type = S
movetype = A
physics = S
ctrl = 0
anim = 8002
velset = 0,0,0

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 3
value = 1000,4

[state 6004]
type = explod
trigger1 = animelem = 1
anim = 13203
postype = p2
pos = 8,0
removetime = 130
sprpriority = 5
ownpal = 1

[State 3205, 1]
type = HitDef
trigger1 = time >= 0
attr = S, HA, A
hitflag = MAF
animtype  = Hard
damage    = 2 ; 98
givepower = 15
guardflag = 
pausetime = 0,0
sparkno = S13204
sparkxy = -15,-60
;hitsound   = 0
guardsound = S150,1
ground.type = High
ground.slidetime = 60
ground.hittime  = 20
fall = 0
fall.recover = 0
air.velocity = 0,-2
ground.velocity = 0,-1
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
kill = 0

[State 3215]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 2 >= 0
trigger1 = Timemod = 2,0
time = 2

[state 13101]
type = envcolor
trigger1 = movehit
trigger1 = Timemod = 2,0
value = 240,240,240
time = 1
under = 0

[state 3901 ,shake]
type = envshake
trigger1 = movehit
trigger1 = Timemod = 2,0
ampl = -3
time = 50

[State 3205, end1]
type = changestate
trigger1 = animtime = 0
value = 8003
ctrl = 0

;-----------------------------------
[statedef 8003]
type = S
movetype = A
physics = S
ctrl = 0
anim = 8003
velset = 0,0,0

[State 3205, 1]
type = HitDef
trigger1 = time >= 0
attr = S, HA, A
hitflag = MAFP
animtype  = Hard
damage    = 2 ; 98
givepower = 15
guardflag = 
pausetime = 0,0
sparkno = S13204
sparkxy = -15,-60
;hitsound   = S1000,3
guardsound = S150,1
ground.type = High
ground.slidetime = 60
ground.hittime  = 20
fall = 1
fall.recover = 0
air.velocity = 0,0
ground.velocity = 0,0
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
kill = 0

[State 3215]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 2 >= 0
trigger1 = Timemod = 2,0
time = 2

[state 13101]
type = envcolor
trigger1 = movehit
trigger1 = Timemod = 3,0
value = 240,240,240
time = 1
under = 0

[state 3901 ,shake]
type = envshake
trigger1 = movehit
trigger1 = Timemod = 2,0
ampl = -3
time = 100

[state 6004]
type = explod
trigger1 = animelem = 3
anim = 13205
postype = p2
pos = 8,0
removetime = 433
sprpriority = 5
ownpal = 1

[state 13101]
type = envcolor
trigger1 = animelem = 3,2
value = 240,240,240
time = 4
under = 0

[State 191, D]
type = PlaySnd
trigger1 = AnimElem = 1,30
value = 9989,10        ;凍って！
persistent = 0

[State 3205, end1]
type = changestate
trigger1 = animtime = 0
value = 8004
ctrl = 0

;-------------------------------
[statedef 8004]
type = S
movetype = A
physics = S
ctrl = 0
anim = 8004
velset = 0,0,0

[state 13101]
type = envcolor
trigger1 = animelem = 1
value = 240,240,240
time = 4
under = 0

[State 3205, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, HA, A
hitflag = MAFP
animtype  = Hard
damage    = 2 ; 98
givepower = 15
guardflag = 
pausetime = 0,0
sparkno = S13204
sparkxy = -15,-60
hitsound   = S1000,0
guardsound = S150,1
ground.type = High
ground.slidetime = 60
ground.hittime  = 100
fall = 1
fall.recover = 0
air.velocity = 0,0
ground.velocity = 0,0
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
kill = 0

[state 3901 ,shake]
type = envshake
trigger1 = movehit
ampl = -5
time = 5

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 1,2
ampl = -8
time = 4

[State 3280, 0]
type = targetbind
trigger1 = time >= 0
pos = 149,-99

[State 3215]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 2 >= 0
trigger1 = Timemod = 2,0
time = 2

[State 3205, end1]
type = changestate
trigger1 = animtime = 0
value = 8005
ctrl = 0

;-----------------------------
[statedef 8005]
type = S
movetype = I
physics = S
ctrl = 0
valset = 0,0,0
anim = 7005

[State 3280, 0]
type = targetbind
trigger1 = time >= 0
pos = 149,-99

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 1,8
value = 180,6

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 4,2
value = 180,1

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 5,35
value = 9989,0

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 7,2
value = 180,2


[State 3205, end1]
type = changestate
trigger1 = animtime = 0
value = 11001
ctrl = 0

;----------------------------
[statedef 11001]
type = S
movetype = I
physics = S
ctrl = 0
valset = 0,0,0
anim = 11001

[State 3280, 0]
type = targetbind
trigger1 = time >= 0
pos = 149,-99

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 6
value = 180,3

[State 3205, end1]
type = changestate
trigger1 = animtime = 0
value = 11002
ctrl = 0



[statedef 11002]
type = S
movetype = A
physics = S
ctrl = 0
valset = 0,0,0
anim = 11002

[State 3205, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, HA, A
hitflag = MAFP
animtype  = diagup
air.animtype = diagup
damage    = 225
givepower = 15
guardflag = 
pausetime = 0,0
sparkno = S13204
sparkxy = -15,-60
hitsound   = S1000,0
guardsound = S150,1
ground.type = High
ground.slidetime = 60
ground.hittime  = 100
fall = 1
fall.recover = 0
air.velocity = -6,-8
ground.velocity = 0,0
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1

[state 13101]
type = envcolor
trigger1 = animelem = 1
value = 240,240,240
time = 6
under = 0

[state 6004]
type = explod
trigger1 = animelem = 1,6
anim = 13206
postype = p2
pos = -20,55
removetime = 30
sprpriority = 5
ownpal = 1

[state 6004]
type = explod
trigger1 = animelem = 1,6
anim = 13207
postype = p2
pos = 20,55
removetime = 22
sprpriority = 5
ownpal = 1

[state 6004]
type = explod
trigger1 = animelem = 1,6
anim = 13208
postype = p2
pos = 0,50
removetime = 28
sprpriority = 5
ownpal = 1

[state 13101]
type = envcolor
trigger1 = Timemod = 2,0
value = 240,240,240
time = 1
under = 0

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,6

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,0

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,7

[State 3215]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 2 >= 0
trigger1 = Timemod = 2,0
time = 2

[state 3901 ,shake]
type = envshake
trigger1 = Timemod = 2,0
ampl = -5
time = 8

[State 3205, end1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;-------------------------MAX HCD  1st
[statedef 4100]
type = S
movetype = I
physics = S
anim = 11000
ctrl = 0
poweradd = -2000
velset = 0,0,0

[state 4100 , playsnd];いくよ！
type = PlaySnd
trigger1 = Time = 0
value = 3000,1
persistent = 0

[State 9899, BGcolor]
type = envcolor
trigger1 = time = 0
time = 24
under = 1
value = 0, 0, 0

[State 4100, playsnd] ;フラッシュsnd
type = PlaySnd
trigger1 = Time = 1
value = 2000,1
channel = 9
volume = 0
persistent = 0

[State 4100, 2]  ; stop
type = SuperPause
trigger1 = animelem = 1
anim = -1
movetime = 36
time = 36
darken = 0

[State 4100, 2]  ;flash 1
type = Explod
trigger1 = AnimElem = 1
anim = 800
postype = p1
pos = 0,-90
sprpriority = 7
supermove = 1
bindtime = 1
ownpal = 1

[State 4100, 2]  ;flash 2
type = Explod
trigger1 = AnimElem = 1
anim = 810
postype = p1
pos = 0,-90
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1


[state 4100,next_act]
type = changestate
trigger1 = animtime = 0
value = 4101
ctrl = 0



;-------------------------------MAX HCD  2nd
[Statedef 4101]
type    = S
movetype= A
physics = N
anim = 4002
ctrl = 0
velset = 0,0,0


[State 3202, 0]
type = playerpush
trigger1 = time >= 0
value = 1

[State 100, 2]
type = PlaySnd
trigger1 = Time = 0
value = 100,0
loop = 1
channel = 8

;[State 3201, 1]
;type = posadd
;trigger1 = time = 12
;x = 20

;[State 3201, 2]
;type = playsnd
;trigger1 = time = 16
;value = 3200,0

[State 3201, 2]
type = velset
trigger1 = time = 0;16
trigger1 = var(41) = 0
x = 8.5
;x = (P2dist X+40)/30    ;16

[State 3201, 2]
type = velset
trigger1 = time = 0;16
trigger1 = var(41) = 1
x = 20



;[State 3201, 3]
;type = veladd
;trigger1 = time >= 22
;x = -0.5

;[State 3201, 4]
;type = VelSet
;trigger1 = Vel X <= 0
;x = 1

[State 3201, 5]
type = HitDef
trigger1 = time = 0
;trigger1 = AnimElem = 1;4
;trigger2 = (AnimElem = 5) && (!movecontact)
p2facing = 1
attr = S, HA
animtype = hard
damage = 0,0
sparkno = 2
sparkxy = 0,-60
pausetime = 6,6
hitflag = MAF
guardflag = MA
forcestand = 1
hitsound = 5,2
fall.recover = 0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3, 0

[State 3201, sunglass]
type = envcolor
trigger1 = movehit
time = 1
under = 1
value = 240,240,240





[State 3201, end1]
type = changestate
trigger1 = movehit
value = 4103
ctrl = 0

[State 3201, miss_end1]
type = changestate
trigger1 = animtime = 0
trigger2 = moveguarded
value = 4020
ctrl = 0





;-----------------------MAX HCD 3rd  hit
[statedef 4103]
type    = S
movetype= A
physics = N
anim = 4103
ctrl = 0
velset = 2.2,0,0

[State 3202, muteki]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[state 4103]
type = varset
trigger1 = time = 0
var(41) = 0

[State 3202, targetbind]
type = targetbind
trigger1 = 1
pos = 60,0

[State 3202, 0]
type = playerpush
trigger1 = time >= 0
value = 1


[State 3202, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 13
trigger4 = animelem = 17
trigger5 = animelem = 22
trigger6 = animelem = 32
trigger7 = animelem = 37
trigger8 = animelem = 42
trigger9 = animelem = 44
attr = S, HA
forcestand = 1
animtype  = hard
damage = 15
;damage    = 17 ; 15
givepower = 15
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = -15,-70
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -3
fall.recover = 0
kill = 0


[State 3202, 2]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 19
trigger3 = animelem = 27
trigger4 = animelem = 39
attr = S, HA
animtype  = hard
damage = 17
;damage    = 18 ; 15
givepower = 15
guardflag = MA
pausetime = 2,0
forcestand = 1
sparkno = 2
sparkxy = -20,-40
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -3
fall.recover = 0
kill = 0



[state 4103]
type = HitDef
trigger1 = animelem = 59
trigger2 = animelem = 66
trigger3 = animelem = 73
trigger4 = animelem = 80
attr = S, HA
forcestand = 1
animtype  = hard
damage = 35
;damage    = 17 ; 15
givepower = 15
guardflag = MA
pausetime = 5,0
sparkno = 2
sparkxy = -15,-70
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -3
fall.recover = 0
kill = 0


[state 4103]
type = HitDef
trigger1 = animelem = 49
trigger2 = animelem = 55
trigger3 = animelem = 77
trigger4 = animelem = 84
attr = S, HA
animtype  = hard
damage = 30
givepower = 15
guardflag = MA
pausetime = 2,0
forcestand = 1
sparkno = 2
sparkxy = -20,-40
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -3
air.velocity = -3,-5
air.hittime = 40
fall.recover = 0
kill = 0



[state 4103]
type = playsnd
trigger1 = animelem = 59
trigger2 = animelem = 65
trigger3 = animelem = 73
trigger4 = animelem = 80
value = 1000,3





[state 4103  , flash]
type = envcolor
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 13
trigger4 = animelem = 17
trigger5 = animelem = 22
trigger6 = animelem = 32
trigger7 = animelem = 37
trigger8 = animelem = 42
trigger9 = animelem = 44
trigger10 = animelem = 59
trigger11 = animelem = 66
trigger12 = animelem = 73
trigger13 = animelem = 80
time = 1
under = 1
value = 240,240,240

[state 4103  , flash]
type = envcolor
trigger1 = animelem = 9
trigger2 = animelem = 19
trigger3 = animelem = 27
trigger4 = animelem = 39
trigger5 = animelem = 49
time = 1
under = 1
value = 240,240,240


[state 4103 , ice]; 氷
type = explod
trigger1 = animelem = 57
trigger2 = animelem = 64
trigger3 = animelem = 71
trigger4 = animelem = 78
anim = 1510
postype = p1
pos =15,0
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1



[state 4103]
type = changestate
trigger1 = animtime = 0
value = 15500
ctrl = 0










;;;;;;;;;;;;;;;;;;;;;;;;;
[statedef 6000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 6000
velset = 5, 0, 0
poweradd = -2000


[State 9899, BGcolor]
type = envcolor
trigger1 = time = 0
time = 60
under = 1
value = 0, 0, 0


[state 4100 , playsnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,1
persistent = 0

[State 4100, playsnd]
type = PlaySnd
trigger1 = Time = 0
value = 9989,5  ;max sound
channel = 9
volume = 0
persistent = 0

[State 4100, 2]
type = SuperPause
trigger1 = animelem = 1
anim = -1
;movetime = 40
time = 40
;darken = 0

[State 4100, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 800
postype = p1
pos = 0,-90
sprpriority = 7
supermove = 1
bindtime = 1
ownpal = 1

[State 4100, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 810
postype = p1
pos = 0,-90
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[state 13502]
type = afterimage
trigger1 = time = 0
time = 26
palbright = 68,68,68

[State 3800, 1]
type = explod
;trigger1 = facing = 1
trigger1 = time = 1
ID = 13202
pos = 0,0
postype = LEFT
anim = 13202
bindtime = 235
removetime = 40
sprpriority = -3
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[State 6000,1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = hard
damage    = 30 ; 98
givepower = 15
hitflag = MF
guardflag = HML
pausetime = 10,8
sparkno = 3
sparkxy = -15,-60
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 50
fall = 0
fall.recover = 0
ground.velocity = 0,0
kill = 0

[State 3542]
type = targetbind
trigger1 = 1
trigger1 = movehit
pos = 50,0

[State 3542]
type = playerpush
trigger1 = time >= 0
value = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 4
ampl = -4
time = 15

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 4
trigger1 = movehit
ampl = -6
time = 25

[State 3800, 1]
type = explod
;trigger1 = facing = 1
trigger1 = movehit
ID = 13202
pos = 0,0
postype = LEFT
anim = 13202
bindtime = 235
removetime = 40
sprpriority = -3
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[state 6001]
type = changestate
trigger1 = animtime = 0
trigger1 = !movehit
value = 0
ctrl = 1


[state 6000]
type = changestate
trigger1 = animtime = 0
value = 6001
ctrl = 0

;----------------------
[statedef 6001]
type = S
movetype = A
physics = S
ctrl = 0
anim = 6001
velset = 0,0,0

[State 3542]
type = playerpush
trigger1 = time >= 0
value = 1

[State 3800, 1]
type = explod
;trigger1 = facing = 1
trigger1 = time = 1
ID = 13202
pos = 0,0
postype = LEFT
anim = 13202
bindtime = 800
removetime = 500
sprpriority = -3
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[State 6001,1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype  = hard
damage    = 10
givepower = 15
hitflag = MAF
guardflag = ;M
pausetime = 5,6
sparkno = 3
sparkxy = -15,-60
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.velocity = 2,0
;ground.slidetime = 40
ground.hittime  = 170
fall = 0
fall.recover = 0
kill = 0

[state 13502]
type = afterimage
trigger1 = time = 0
time = 450
palbright = 68,68,68

[state 13102]
type = envcolor
trigger1 = animelem = 3
value = 240,240,240
time = 1
under = 0

[State 6001,1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
animtype  = hard
damage    = 10
givepower = 15
hitflag = MAF
guardflag = ;M
pausetime = 5,6
sparkno = 3
sparkxy = -15,-60
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.velocity = -8,0
;ground.slidetime = 40
ground.hittime  = 170
fall = 0
fall.recover = 0
kill = 0

[state 13102]
type = envcolor
trigger1 = animelem = 11
value = 240,240,240
time = 1
under = 0

[State 6001,1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
animtype  = hard
damage    = 10
givepower = 15
hitflag = MF
guardflag = ;M
pausetime = 5,6
sparkno = 3
sparkxy = -15,-60
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.velocity = -8,0
;ground.slidetime = 40
ground.hittime  = 170
fall = 0
fall.recover = 0
kill = 0

[state 13102]
type = envcolor
trigger1 = animelem = 16
value = 240,240,240
time = 1
under = 0

[state 6001]
type = changestate
trigger1 = animtime = 0
trigger1 = movehit
value = 6002
ctrl = 0

;-------------
[statedef 6002]
type = S
movetype = A
physics = S
ctrl = 0
anim = 6002
velset = 0,0,0

[State 3800, 1]
type = explod
;trigger1 = facing = 1
trigger1 = time = 1
ID = 13202
pos = 0,0
postype = LEFT
anim = 13202
bindtime = 800
removetime = 455
sprpriority = -3
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[State 6002,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = hard
damage    = 10
givepower = 15
hitflag = MF
guardflag = ;M
pausetime = 3,6
sparkno = 3
sparkxy = -15,-60
hitsound   = S1000,0
guardsound = S150,1
ground.type = high
ground.velocity = 0,0
;ground.slidetime = 40
ground.hittime  = 170
fall = 0
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
kill = 0


[State 3280, 0]
type = targetbind
trigger1 = animelem = 2,1
pos = 80,-12

[State 3542]
type = playerpush
trigger1 = time >= 0
value = 1

[state 6001]
type = playsnd
trigger1 = animelem = 2
value = 1000,1


[state 6001]
type = explod
trigger1 = animelem = 2,2
anim = 6005
postype = p2
pos = -40,15
removetime = 458
sprpriority = 5

[state 6003]
type = envcolor
trigger1 = animelem = 1,2
value = 240,240,240
time = 1

[state 6003]
type = envcolor
trigger1 = animelem = 2,1
value = 240,240,240
time = 1

;[state 6001]
;type = explod
;trigger1 = animelem = 2
;anim = 706
;postype = p1
;pos = 40,0
;removetime = 240
;;sprpriority = 5

;[state 6001]
;type = explod
;trigger1 = animelem = 2
;anim = 707
;postype = p1
;pos = 40,0
;removetime = 240
;sprpriority = 5

[state 6002]
type = changestate
trigger1 = animtime = 0
value = 6003
ctrl = 0

[statedef 6003]
type = S
movetype = A
physics = S
velset = 0,0,0
anim = 6003
ctrl = 0
sprpriority = 5

[State 6003,1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = animelem = 8
attr = S, HA
animtype  = hard
damage    = 10
givepower = 15
hitflag = MAF
guardflag = ;M
pausetime = 3,3
sparkno = 3
sparkxy = -15,-60
;hitsound   = S240,0
guardsound = S150,1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
fall = 0
fall.recover = 0
ground.velocity = 0,0
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
kill = 0

[state 6003]
type = playsnd
trigger1 = time = 0
value = 100,0
channel = 8

[state 6003]
type = playsnd
trigger1 = animelem = 4
value = 1000,3

[state 6003]
type = playsnd
trigger1 = animelem = 8
value = 1000,3


[state 6003]
type = envshake
trigger1 = animelem = 4
trigger2 = animelem = 8
ampl = -3
time = 3

[state 6003]
type = envcolor
trigger1 = animelem = 4
trigger2 = animelem = 8
value = 240,240,240
time = 1


[state 6003]
type = changestate
trigger1 = time = 100
value = 6004
ctrl = 0



[statedef 6004]
type = S
movetype = A
physics = S
velset = 0,0,0
anim = 6004
ctrl = 0
sprpriority = 5

[State 6004,1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = animelem = 10
trigger3 = animelem = 17
trigger4 = animelem = 25
attr = S, HA
animtype  = Hard
damage    = 10
givepower = 15
hitflag = MAF
guardflag = ;M
pausetime = 3,3
sparkno = 3
sparkxy = -15,-60
hitsound   = S1000,3
guardsound = S150,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 300
fall = 0
fall.recover = 0
ground.velocity = 0,0
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
kill = 0

[state 6004]
type = envshake
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 17
trigger4 = animelem = 25
ampl = -3
time = 8

[state 6004]
type = envcolor
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 17
trigger4 = animelem = 25
value = 240,240,240
time = 1

[state 6004]
type = changestate
trigger1 = animtime = 0
value = 6005
ctrl = 0



[statedef 6005]
type = S
movetype = I
;physics = N
anim = 4020
ctrl = 0
velset = 0,0,0

[state 6004]
type = stopsnd
trigger1 = time = 0
channel = 8

;[state 6004]
;type = explod
;trigger1 = time = 0
;anim = 6005
;postype = p1
;pos = 40,0
;removetime = 224
;sprpriority = 5





[state 4020,voice]
type = playsnd
trigger1 = animelem = 1
value = 180,4

[state 4020, end]
type = changestate
trigger1 = animtime = 0
value = 6006




[statedef 6006]
type = C
movetype = H
physics = N
anim = 4021
ctrl = 0
velset = 0,0,0

[state 6005]
type = envshake
trigger1 = animelem = 2
ampl = -3
time = 10

[state 4021]
type = changestate
trigger1 = animtime = 0
value = 6007



[statedef 6007]
type = C
movetype = I
physics = S
velset = 0,0,0
ctrl = 0
anim = 5120

[state 6007]
type = changestate
trigger1 = animtime = 0
value = 6008
ctrl = 0


[statedef 6008]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0,0
anim = 6008

[State 1050, 0]
type = PlaySnd
trigger1 = animelem = 4
persistent = 0
value = 195,0

[state 6008]
type = changestate
trigger1 = animtime = 0
value = 6009
ctrl = 0


[Statedef 6009]
type = S
movetype = A
physics = S
anim = 6009
poweradd = 64
velset = 0
ctrl = 0

[State 1050, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,9
persistent = 0

[State 1050, 0]
type = PlaySnd
trigger1 = animelem = 4
persistent = 0
value = 1000,5

[State 1050, 0]
type = varset
trigger1 = time = [0,43]
var(2) = 0

[state 6009]
type = HitDef
trigger1 = animelem = 5
persistent = 0
attr = C, HA
animtype  = diagup
damage    = 200
givepower = 12,6
hitflag = HML
;guardflag = MA
pausetime = 10,20
sparkno = -1
sparkxy = -10,-60
hitsound   = S1000,6
ground.velocity = -5,-14
ground.hittime = 200
velset = 0, 0, 0
fall = 1
palfx.time = 50
palfx.color = 0
palfx.add = 0,0,0
palfx.invertall = 1
yaccel = 0.64
forcestand = 1
offset = -4,0

[State 3215]
type = pause
;trigger1 = Enemy,Alive = 1
trigger1 = Animelem <= 4 
trigger1 = Timemod = 2,0
time = 2

[state 6004]
type = explod
trigger1 = animelem = 4
anim = 6010
postype = p1
pos = 0,0
removetime = 20
sprpriority = 5

[state 6003]
type = envshake
trigger1 = animelem = 4
ampl = -6
time = 6

[state 6003]
type = envcolor
trigger1 = animelem = 3,1
trigger2 = animelem = 3,3
trigger3 = animelem = 3,5
value = 240,240,240
time = 1

[state 6003]
type = envcolor
trigger1 = animelem = 4,1
trigger2 = animelem = 4,3
trigger3 = animelem = 4,5
value = 240,240,240
time = 1






;[State 1050, hitdef]
;type = Projectile
;trigger1 = numprojID(1000) = 0
;trigger1 = AnimElemTime(5) = 1
;persistent = 0
;ProjAnim = 1060
;ProjHitAnim = 1060
;ProjID = 1000 ;1000
;ProjRemoveTime = 19
;projshadow = 64,64,64
;RemVelocity = 4,0
;offset = -4,0
;velocity = 4,0
;hitflag = MAP
;guardflag = MA
;attr = S, SP
;damage = 90,4 ;125,20
;animtype = digup
;getpower = 120,20
;givepower = 20,20
;pausetime = 0,12
;air.pausetime = 0,12
;air.animtype = Back
;sparkno = -1
;guard.sparkno = -1
;ID = 1060
;hitsound = S1000,6
;guardsound = S150,1
;ground.type = High
;ground.slidetime = 32
;ground.hittime = 32
;ground.velocity = -8,-3
;ground.cornerpush.veloff = 0
;guard.velocity = -8
;airguard.velocity = -4,-6
;yaccel = 0.64
;fall = 1
;air.hittime = 17
;air.velocity = -4,-8
;air.fall = 1
;air.recover = 0
;fall.recover = 0 
;palfx.time = 50
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
;P2stateno = 1051
;P2getP1state = 1
;forcestand = 1

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(9) >= 0
movetype = I

;[State 1050, 0]
;type = PlaySnd
;trigger1 = projhit1000 = 1
;value = 270,0
;persistent = 0

[State 1050, 4]
type = ChangeState
trigger1 = (var(2)!=0) && (animtime = 0)
value = var(2)
ctrl = 0

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










;------------さんぐらす
[statedef 6999]
type = S
movetype = I
physics = S
anim = 0
ctrl = 0
velset = 0,0,0
poweradd = -2000


;[State 3200, 3]
;type = envcolor
;trigger1 = time = 1
;time = 120
;under = 1
;value = 0,0,0



[State 6999,exp]
type = Explod
trigger1 = time = 20
anim = 7015
postype = p1
pos = -20,0
sprpriority = -3
supermove = 1
bindtime = 1
ownpal = 1

[state 6999]
type = changestate
trigger1 = time = 60
value = 7000
vctrl = 0

[State 191, D]
type = PlaySnd
trigger1 = AnimElem = 2
value = 190,5         ;another_K'_出現サウンド
persistent = 0


[statedef 7000]
type    = S
movetype= A
physics = S
anim = 7000
ctrl = 0
poweradd = -1000
velset = 0,0,0
juggle = 10

[State 191, D]
type = PlaySnd
trigger1 = AnimElem = 7
value = 190,5         ;another_K'_消滅サウンド
persistent = 0


;;;--------------技　発動エフェクト
[State 4100, playsnd]
type = PlaySnd
trigger1 = Time = 0
value = 9989,5  ;max sound
channel = 9
volume = 0
persistent = 0

;[State 4100, 2]
;type = SuperPause
;trigger1 = animelem = 1
;anim = -1
;movetime = 120
;time = 120
;darken = 0

[State 4100, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 800
postype = p1
pos = 0,-90
sprpriority = 7
supermove = 1
bindtime = 1
ownpal = 1

[State 4100, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 810
postype = p1
pos = 0,-90
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1
;---------------ここまで

[State 7000]
type = explod
trigger1 = animelem = 7
ID = 13202
pos = 0,0
postype = LEFT
anim = 13202
bindtime = 110
removetime = 110
sprpriority = -3
;ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09



[state 7000]
type = varset
trigger1 = time = 0
var(41) = 1

[State 3200, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 3200, 2]
type = SuperPause
trigger1 = time = 2
anim = -1
time = 50
movetime = 50




[State 3200, 3]
type = envcolor
trigger1 = time = 1
time = 50
under = 8
value = 0, 0, 0

[State 3200 , 2]  ;sun glasses
type = Projectile
trigger1 = AnimElem = 9, =1
Projpriority = 7
ProjAnim = 7010
ProjID = 7010
ProjHitAnim = 7011
projheightbound = -300,0
projedgebound = 320
projstagebound = 320
offset = 26,-90
hitflag = MAP
;guardflag = MA
accel = 0, 0.3
velocity = 7,-3
attr = S, HP
projshadow = 68,68,68
damage = 30,2
animtype = hard
air.animtype = up
givepower = 50
pausetime = 0,4
sparkno = 3
hitsound = S220,0
guardsound = S150,1
ground.type = High
ground.slidetime = 36
ground.hittime = 36
ground.velocity = -5
guard.hittime = 24
guard.slidetime = 24
guard.pausetime = 8,10
guard.velocity = -1
air.velocity = -4,-4
fall = 0
air.fall = 0
fall.recover = 0
air.juggle = 10
air.animtype = Back
kill = 0


[State 7000]
type = changestate
trigger1 = projcontact7010 = 1
trigger2 = NumProjID(7010) = 0
trigger2 = AnimElemTime (9) > 1
trigger2 = time <= 77
value = 7001  ;;ここだ
ctrl = 0


[state 7000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;-------------2nd
[Statedef 7001]
type    = S
movetype= A
physics = N
anim = 4002
ctrl = 0
velset = 0,0,0

[State 7000]
type = explod
trigger1 = animelem = 7
ID = 13202
pos = 0,0
postype = LEFT
anim = 13202
bindtime = 132
removetime = 132
sprpriority = -3
;ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09



[State 3202, 0]
type = playerpush
trigger1 = time >= 0
value = 1

[State 100, 2]
type = PlaySnd
trigger1 = Time = 0
value = 100,0
loop = 1
channel = 8

;[State 3201, 1]
;type = posadd
;trigger1 = time = 12
;x = 20

;[State 3201, 2]
;type = playsnd
;trigger1 = time = 16
;value = 3200,0

[State 3201, 2]
type = velset
trigger1 = time = 0;16
trigger1 = var(41) = 0
x = 8.5
;x = (P2dist X+40)/30    ;16

[State 3201, 2]
type = velset
trigger1 = time = 0;16
trigger1 = var(41) = 1
x = 20

;[State 3201, 3]
;type = veladd
;trigger1 = time >= 22
;x = -0.5

;[State 3201, 4]
;type = VelSet
;trigger1 = Vel X <= 0
;x = 1

[State 3201, 5]
type = HitDef
trigger1 = time = 0
;trigger1 = AnimElem = 1;4
;trigger2 = (AnimElem = 5) && (!movecontact)
p2facing = 1
attr = S, HA
animtype = hard
damage = 0,0
sparkno = 2
sparkxy = 0,-60
pausetime = 6,6
hitflag = MAF
guardflag = MA
forcestand = 1
hitsound = 5,2
fall.recover = 0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3, 0

[State 3201, sunglass]
type = envcolor
trigger1 = movehit
time = 1
under = 1
value = 240,240,240



[State 3201, end1]
type = changestate
trigger1 = movehit
value = 7003
ctrl = 0

[State 3201,miss_end1]
type = changestate
trigger1 = animtime = 0
trigger2 = moveguarded
value = 4020
ctrl = 0


;----------------------チェーンドライブ  攻撃中
[Statedef 7003]
type    = S
movetype= A
physics = N
anim = 3205
ctrl = 0
velset = 2.2,0,0

[State 7003]
type = explod
trigger1 = time = 0
ID = 13202
pos = 0,0
postype = LEFT
anim = 13202
bindtime = 155
removetime = 155
sprpriority = -3
;ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[state 4005]
type = varset
trigger1 = time = 0
var(41) = 0

[State 3202, muteki]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3202, targetbind]
type = targetbind
trigger1 = 1
pos = 60,0

[State 3202, 0]
type = playerpush
trigger1 = time >= 0
value = 1

[State 3202, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 17
trigger4 = animelem = 19
trigger5 = animelem = 27
trigger6 = animelem = 31
attr = S, HA
forcestand = 1
animtype  = hard
damage    = 17 ; 15
givepower = 15
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = -15,-70
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
fall.recover = 0
kill = 0

[state 13502]
type = afterimage
trigger1 = time = 0
time = 120
palbright = 68,68,68


[State 3202, 1]
type = HitDef
trigger1 = animelem = 38
attr = S, HA
p2facing = 1
forcestand = 1
animtype  = hard
damage    = 18 ; 15
givepower = 15
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = -15,-70
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 34
ground.velocity = 1
fall.recover = 0
kill = 0




[State 3202, 2]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 36
attr = S, HA
animtype  = hard
damage    = 18 ; 15
givepower = 15
guardflag = MA
pausetime = 2,0
forcestand = 1
sparkno = 2
sparkxy = -20,-40
hitsound   = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
guardsound = S150,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
fall.recover = 0
kill = 0

[State 3202, envcolor]
type = envcolor
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 27
trigger9 = animelem = 31
trigger10 = animelem = 36
trigger11 = animelem = 38
time = 1
under = 1
value = 240,240,240

[state 7000]
type = envshake
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 27
trigger9 = animelem = 31
trigger10 = animelem = 36
trigger11 = animelem = 38
time = 5
ampl = -2




[State 3202, width]
type = Width
trigger1 = time >= 0
edge = 60, 0


;[State 3202, end1]
;type = changestate
;trigger1 = animtime = 0
;value = 3205
;ctrl = 0

[State 3202, end1]
type = changestate
trigger1 = animtime = 0
value = 7004
ctrl = 0
;---end







[Statedef 7004]
type    = S
movetype= A
physics = S
anim = 4006
ctrl = 0
velset = 0,0,0

[State 3201, 2]
type = playsnd
trigger1 = animelem = 6
value = 3200,2

[State 3205, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = up
damage    = 228 ; 98
givepower = 15
guardflag = 
pausetime = 34,38
sparkno = 3
sparkxy = -15,-60
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 40
fall = 1
fall.recover = 0
ground.velocity = -25,-20
p2stateno = 7020


[State 3205, envcolor]
type = envcolor
trigger1 = animelem = 6
time = 1
under = 1
value = 240,240,240

[State 3205, 2]
type = EnvShake
trigger1 = AnimElem = 6
ampl = -5
time = 30

[State 3205, Muteki]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 7005, end1]
type = changestate
trigger1 = animtime = 0
value = 7005
ctrl = 0

;------------
[statedef 7005]  ;ak
type = A
movetype = I
physics = S
ctrl = 0
velset = 0,0,0
anim = 7006

[State 191, D]
type = PlaySnd
trigger1 = AnimElem = 1
value = 190,5         ;another_K'_出現サウンド
persistent = 0

[State 191, D]
type = PlaySnd
trigger1 = animelem = 8
value = 9989,3 
persistent = 0

[State 191, D]
type = PlaySnd
trigger1 = animelem = 8
value = 9989,4
persistent = 0

[State 191, D]
type = PlaySnd
trigger1 = AnimElem = 12
value = 190,5         ;another_K'_消滅サウンド
persistent = 0


[state 7005]  ;ak消える
type = explod
trigger1 = animelem = 12
pos = -90,0
postype = p1
anim = 7016


;[State 7000]
;type = explod
;trigger1 = animelem = 7
;ID = 13202
;pos = 0,0
;postype = LEFT
;anim = 13202
;bindtime = 250
;removetime = 250
;sprpriority = -3
;;ownpal = 1
;removeongethit = 1
;supermove = 1
;supermovetime = 999
;scale = 1.09,1.09


[state 7005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------ｿﾍﾀﾌｾ・ｰﾙﾈ ｽｺﾅﾗﾀﾌﾆｮ
[Statedef 7020]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2000, Anim]
type = ChangeAnim2
trigger1 = 1
value = 7020         ;ここだ

[State 2000, State]
type = ChangeState
trigger1 = HitShakeOver
value = 7021

;---------------------------------------------------------------------------------------------
;ｿﾍﾀﾌｾ・ｰﾙﾈ ｽｺﾅﾗﾀﾌﾆｮ -ｰﾟﾀｸｷﾎ ｳｯｶｨ-
[Statedef 7021]
type    = A
movetype= H
physics = N
ctrl = 0

[State 2001, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 2001, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 2001, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 2001, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 7022

[State 2001, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;ｿﾍﾀﾌｾ・ｰﾙﾈ ｽｺﾅﾗﾀﾌﾆｮ -ｺｮｿ｡ ｺﾎ稀ﾈ・
[Statedef 7022]
type    = A
movetype= H
physics = N

[State 2002, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 2002, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 2002, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 2002, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 2002, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 2002, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 7021  ;ここだ

[State 2002, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 2002, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 7023

;-----------------------------------------------------------------------------
;ｿﾍﾀﾌｾ・ｰﾙﾈ ｽｺﾅﾗﾀﾌﾆｮ -ｺｮｿ｡ ﾆｨｰﾜｳｪｰｨ-
[Statedef 7023]
type    = A
movetype= H
physics = N

[State 2003, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -12

[State 2003, Vel X]
type = VelSet
trigger1 = Time = 0
x = 2

[State 2003, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 2003, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 2003, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse (SelfAnimExist(5052), 5052, 5050)

[State 2003, Anim 5060]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 2003, Anim 5062]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 2003, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
ctrl = 0



; ナロウスパイク
[Statedef 13505]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 13505

;14

;[state 13505]
;type = velset
;trigger1 = time = 0
;Y = 10

[state 13505]
type = posset
trigger1 = time = 0
Y = 0

[state 13505]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = S, NA
animtype  = diagup
damage    = 50
givepower = 12,6
hitflag = HML
guardflag = ML
pausetime = 8,10
sparkno = 2
sparkxy = -10,-40
hitsound   = S240,0
ground.velocity = -5,-6
ground.hittime = 180
velset = 0, 0, 0
fall = 1

[State 13505]
type = PlaySnd
trigger1 = Time = 0
value = 1000,9

[State 13505]
type = PlaySnd
trigger1 = Time = 2
value = 300,8

[state 13505, vel x]
type = velset
trigger1 = time = 0
x = 12

;[State 13505]
;type = VelSet
;trigger1 = Time >= 6
;x = 13

[state 13505]
type = veladd
trigger1 = animelem >= 3
x = 10

[state 13505]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;_______________________________________
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s300,12

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------
[Statedef -2]

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 0
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 256

[State 0, Explod 1]
type = Explod
triggerall = anim = 0
triggerall = numexplod(1) = 0
trigger1 = animelem >= 5
anim = 1
ID = 1
pos = -20,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.1,0.1
sprpriority = 99999
ownpal = 1
removeongethit = 1
persistent = 1

[State 0, Explod 1]
type = Explod
triggerall = animelem = 5
triggerall = anim = 0
trigger1 = prevstateno = 1900
trigger2 = prevstateno = 1901
trigger3 = prevstateno = 1902
trigger4 = stateno = 5900
trigger5 = prevstateno = 1904
anim = 9111
ID = 9111
pos = -20,-89
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.25,0.25
sprpriority = 999999
ownpal = 1
removeongethit = 0
persistent = 0

[State 0, Explod 1]
type = Explod
triggerall = stateno = 1900
trigger1 = time = 81
anim = 91114
ID = 91114
pos = 60,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.25,0.25
sprpriority = 999999
ownpal = 1
removeongethit = 0
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = animelem = 5
triggerall = anim = 0
trigger1 = prevstateno = 1900
trigger2 = prevstateno = 1901
trigger3 = prevstateno = 1902
trigger4 = stateno = 5900
trigger5 = prevstateno = 1904
value = S1005,4
persistent = 0

[State 0, Explod 1]
type = Explod
triggerall = anim = 11
triggerall = numexplod(111) = 0
trigger1 = 1
anim = 111
ID = 111
pos = -55,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.1,0.1
sprpriority = 99999
ownpal = 1
removeongethit = 1
persistent = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 0
id = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 660
id = 662

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 11
id = 111

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 9600
id = 9610

; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = S
movetype= H
physics = S
anim = 5200
velset = 0,0

[State 5200]
type = Posset
trigger1 = time = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9103
ID = 9103
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S47,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S300,3

[State 2110, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2110, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
var(6) = 1

[State 2110, ]
type = Varset
trigger1 = Animtime = 0
var(6) = 0

[State 2110, 移動量]
type = VelSet
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(6) <= 0
x = -4.8

[state 300,]
type = Veladd
triggerall = var(6) = 0
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(6) <= 0
x = .021

[State 2110, 移動量]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(6) <= 0
x = 6

[State 2110, ]
type = ChangeAnim
triggerall = var(6) = 1
trigger1 = time = 0
value = 700

[State 2110, 移動終了]
type = VelSet
triggerall = var(6) = 0
trigger1 = AnimElem = 6
x = 0

[State 2110, 移動終了]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElem = 8
x = 0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, 終了]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = pos Y >= 0
value = 0
ctrl = 1

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

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

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5301
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500

;---------------------------------------
;Aura 2nd Revival
;By Crucifix
;
;CNS 1
;
